REM Der letzte Eid - Mission 15: Die falsche Sonne. KeeperFX v1.4.0
LEVEL_VERSION(1)
SET_GENERATE_SPEED(500)
START_MONEY(PLAYER0,15000)
START_MONEY(PLAYER1,23000)
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(DRAGON,8)
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(GIANT,8)
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(TENTACLE,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)
CREATURE_AVAILABLE(PLAYER0,TENTACLE,1,20)
CREATURE_AVAILABLE(PLAYER0,DRAGON,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,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)
DOOR_AVAILABLE(PLAYER0,MAGIC,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)
CREATURE_AVAILABLE(PLAYER1,GIANT,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)
DOOR_AVAILABLE(PLAYER1,MAGIC,1,0)
SET_TIMER(PLAYER0,TIMER0)
QUICK_OBJECTIVE(1,"Severins letzte Feldarmee bewacht die Strasse zur inneren Kapelle. Ueber ihren Lagern brennt eine Sonne ohne Himmel. Sichere das westliche Leuchtfeuer und den oestlichen Marschbefehl. Brich das blaue Herz der Bastion und oeffne den Weg zur letzten Nacht.",PLAYER0)
IF(PLAYER0,TIMER0 >= 650)
 QUICK_INFORMATION(2,"Die Bastion kann ihre Truppen bis Stufe 10 ausbilden. Ihr magisches Nordtor ist der einzige Eingang. Grabe um die Feueradern und sichere beide Aussenposten. Du hast Zeit zum Aufbau: Die Sonne ist Teil der Geschichte, kein versteckter Countdown.",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 magische Tuer 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(23,58,PLAYER0)
 SET_FLAG(PLAYER0,FLAG1,1)
 ADD_GOLD_TO_PLAYER(PLAYER0,1500)
 QUICK_INFORMATION(10,"Am Leuchtfeuer liegen Briefe der Soldaten. Viele wissen nichts von den Opfern. Sie glauben, du kaemst, um ihre Familien zu holen. Du laesst die Briefe versiegeln und aus dem Reich bringen.",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(64,22,PLAYER0)
 SET_FLAG(PLAYER0,FLAG2,1)
 ADD_GOLD_TO_PLAYER(PLAYER0,1500)
 QUICK_INFORMATION(12,"Der Marschbefehl verlangt, die eigenen Truppen mit dem Feind zu verbrennen, sobald die Bastion faellt. Severin braucht keine Zeugen mehr. Du vernichtest das Siegel, das den Befehl ausloesen sollte.",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 falsche Sonne erlischt. Einige Soldaten fliehen, andere senken ihre Waffen. Du gehst weiter. Unter der Kapelle wartet Severin am selben Stein, an dem er dich zum Ritter schlug. Neben ihm schlaegt das Herz, das dich gerufen hat.",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
