REM Der letzte Eid - Mission 11: Der Zehnt der Toten. KeeperFX v1.4.0
LEVEL_VERSION(1)
SET_GENERATE_SPEED(500)
START_MONEY(PLAYER0,15000)
START_MONEY(PLAYER1,19000)
MAX_CREATURES(PLAYER0,30)
MAX_CREATURES(PLAYER1,20)
COMPUTER_PLAYER(PLAYER1,10)
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(GHOST,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(SORCEROR,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)
CREATURE_AVAILABLE(PLAYER0,SORCEROR,1,20)
CREATURE_AVAILABLE(PLAYER0,GHOST,1,20)
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,WORKSHOP,3500)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_SPEED,3500)
RESEARCH_ORDER(PLAYER0,ROOM,BRIDGE,4000)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_SIGHT,4000)
RESEARCH_ORDER(PLAYER0,ROOM,TEMPLE,4500)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_PROTECT,4500)
RESEARCH_ORDER(PLAYER0,ROOM,GRAVEYARD,5000)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_CONCEAL,5000)
RESEARCH_ORDER(PLAYER0,ROOM,PRISON,5500)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_LIGHTNING,5500)
RESEARCH_ORDER(PLAYER0,ROOM,TORTURE,6000)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_CHICKEN,6000)
RESEARCH_ORDER(PLAYER0,ROOM,BARRACKS,6500)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_HOLD_AUDIENCE,6500)
RESEARCH_ORDER(PLAYER0,ROOM,GUARD_POST,7000)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_OBEY,7000)
RESEARCH_ORDER(PLAYER0,ROOM,SCAVENGER,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,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,BARBARIAN,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,ARCHER,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,MONK,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,DWARFA,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,KNIGHT,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,AVATAR,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,TUNNELLER,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,WITCH,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,GIANT,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,FAIRY,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,THIEF,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,SAMURAI,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,HORNY,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,SKELETON,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,TROLL,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,DRAGON,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,DEMONSPAWN,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,FLY,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,DARK_MISTRESS,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,SORCEROR,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,BILE_DEMON,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,IMP,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,BUG,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,VAMPIRE,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,SPIDER,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,HELL_HOUND,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,GHOST,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,TENTACLE,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,ORC,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,FLOATING_SPIRIT,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,TIME_MAGE,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,DRUID,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,BIRD,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,MAIDEN,10)
SET_CREATURE_MAX_LEVEL(PLAYER1,SPIDERLING,10)
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_IMP,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,WORKSHOP,3500)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_HEAL_CREATURE,3500)
RESEARCH_ORDER(PLAYER1,ROOM,BRIDGE,4000)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_SPEED,4000)
RESEARCH_ORDER(PLAYER1,ROOM,TEMPLE,4500)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_SIGHT,4500)
RESEARCH_ORDER(PLAYER1,ROOM,GRAVEYARD,5000)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_PROTECT,5000)
RESEARCH_ORDER(PLAYER1,ROOM,PRISON,5500)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_CONCEAL,5500)
RESEARCH_ORDER(PLAYER1,ROOM,TORTURE,6000)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_LIGHTNING,6000)
RESEARCH_ORDER(PLAYER1,ROOM,BARRACKS,6500)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_CHICKEN,6500)
RESEARCH_ORDER(PLAYER1,ROOM,GUARD_POST,7000)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_HOLD_AUDIENCE,7000)
RESEARCH_ORDER(PLAYER1,ROOM,SCAVENGER,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,"Die Krone ist zerbrochen, doch Severins Siegel leben weiter. Im Beinhaus sammelt sein Vogt die Namen der Verstorbenen. Sichere das Totenbuch im Westen und die Zehnttafel im Nordosten. Brich dann das blaue Herz. Du bist gekommen, um den ersten der letzten Knoten zu loesen.",PLAYER0)
IF(PLAYER0,TIMER0 >= 650)
 QUICK_INFORMATION(2,"Der Vogt trainiert jetzt bis Stufe 10. Du kannst 30 Kampfkreaturen sammeln, er 20; Imps zaehlen nicht mit. Grabe zum noerdlichen Eisentor. Geister und Hexenmeister koennen deine dunkle Armee verstaerken. Deine Juwelenader liegt suedlich deines Herzens.",PLAYER0)
ENDIF
IF(PLAYER0,TIMER0 >= 1500)
 QUICK_INFORMATION(3,"Du kannst 30 Kampfkreaturen sammeln, der Gegner 20. Imps zaehlen zusaetzlich. Goldlager, Schlafraum, Huehnerfarm, Training und Bibliothek sind sofort baubar; alle weiteren Raeume und Zauber kannst du erforschen.",PLAYER0)
ENDIF
IF_ACTION_POINT(2,PLAYER0)
 QUICK_INFORMATION(4,"Du hast den einzigen Eingang erreicht. Die Eisentuer muss fallen. Hinter ihr fuehrt der Gang zum blauen Herz. Der Gegner kann das eigene Tor passieren; halte Reserven fuer einen Gegenangriff bereit.",2)
ENDIF
IF_SLAB_OWNER(20,57,PLAYER0)
 SET_FLAG(PLAYER0,FLAG1,1)
 ADD_GOLD_TO_PLAYER(PLAYER0,1500)
 QUICK_INFORMATION(10,"Das Totenbuch nennt keine Verstorbenen. Es nennt Menschen, die der Orden bereits abgeschrieben hat: Schuldner, Zweifler, Kinder ohne Namen. Du erkennst die Handschrift deines eigenen Haftbefehls.",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(56,22,PLAYER0)
 SET_FLAG(PLAYER0,FLAG2,1)
 ADD_GOLD_TO_PLAYER(PLAYER0,1500)
 QUICK_INFORMATION(12,"Die Zehnttafel enthaelt eine Anweisung Severins: Wer keinen Namen besitzt, kann keinen Anspruch auf sein Leben erheben. Nhal fordert, dass du das Buch behaeltst. Du brennst die erste Seite aus.",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,"Das Beinhaus faellt. Zum ersten Mal fehlt Severin ein Teil seiner Macht. Deine Diener tragen das Totenbuch zu dir, und du gibst den Namen ihre Stimmen zurueck. Doch jeder davon kennt nun deinen Namen. Unter dem Spiegelsee beginnt etwas zu lauschen.",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 v0.8: 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
