

NPC = function (_ad_type, _index, _name, _image0, _image1)
{


    var self = {};
    self.adventurer = _ad_type;
    self.adventurer_index = _index;
    self.name = _name;
    self.image0 = new Image();
    self.image0.src = "img/npc/" + _image0 + ".png";
    self.image1 = new Image();
    self.image1.src = "img/npc/" + _image1 + ".png";

    self.display_x = CANVAS_WIDTH * 3.0;
    self.display_s = CANVAS_HEIGHT * .45;
    self.display_a = 1.0;
    self.current_override_state = -1;

    return self;

}

NPC_ENUM =
    {
        WARRIOR: 0,
        THIEF: 1,
        PRIESTESS: 2,
        WITCH: 3,
        BARD: 4,
        SPELLBLADE: 5,
        KNIGHT: 6,
        ILLUSIONIST: 7,
        ENGINEER: 8,
        RANGER: 9,
        PSYCHIC: 10,
        MONK: 11,
    DANCER: 12,

        TEST_NPC0: 13,
    TEST_NPC1: 14,

        GRETEL: 15,
        TROLL: 16,
        DWARF: 17,
        SLIME: 18,
    BELLY_DANCER: 19,

    DRAGON_GIRL: 20,
    KOBOLD: 21,
    SCAVENGER: 22,
    GOBLIN: 23,
    BOMBLIN: 24,
    HARPIST: 25,

    TOMB_GUARDIAN: 26,
    SHUT_IN: 27,
    NINJA: 28,
    STEAM_CYBORG: 29,
    DRAGON_DISCIPLE: 30,
    GLADIATOR: 31,

    FURNACE: 32,
    MAID_MASTER: 33,
    HAUNTED_DOLL: 34,
    ELDRITCH: 35,
    MILKMAID: 36,
    WRENCH: 37,

    IDOL: 38,
    SWEETMANCER: 39,
    GHOST: 40,
    SEA_ELF: 41,
    EXPLORER: 42,
    SWORD_DANCER: 43,

    HOLOGRAM: 44,
    BOMBADIER: 45,
    SKYRANGER: 46,
    CULTIST: 47,
    LICH: 48,
    GLASSES: 49,

NOMAD:50,
SURVIVALIST:51,
HOBGOBLIN:52,
ELF_BARBARIAN:53,
DWARF_BARBARIAN:54,
SPACE_MARINE:55,

REDEEMED_DEMON:56,
WITCH_HUNTER:57,
STITCHER:58,
SCARLET:59,
JESTER:60,
GNOME:61,

NEKOMANCER:62,
ZEALOT:63,
RAKSHASHA:64,
DRAGON_NECROMANCER:65,
GARDEN_SPIRIT:66,
MIKO_TRICKSTER:67,

HARVESTER:68,
FAE:69,
FAIRY:70,
RABBIT:71,
ICE_DRUID:72,
CELTIC:73,

NECROMANCER:74,
MERCHANT:75,
TRICKSTER:76,
BARBARIAN:77,
INQUISITOR:78,
DRUID:79,
ALCHEMIST:80,
MAGUS:81,

DRAGON_TAMER: 82,
    FARMER: 83,
    MAGICAL_WARRIOR: 84,
    MAD_SCIENTIST: 85,
    ADVISOR: 86,
    ROBOT: 87

    };
var npcs = {};
npcs[NPC_ENUM.WARRIOR] = NPC(true, 0, "", "", "");
npcs[NPC_ENUM.THIEF] = NPC(true, 1, "", "", "");
npcs[NPC_ENUM.PRIESTESS] = NPC(true, 2, "", "", "");
npcs[NPC_ENUM.WITCH] = NPC(true, 3, "", "", "");
npcs[NPC_ENUM.BARD] = NPC(true, 4, "", "", "");
npcs[NPC_ENUM.SPELLBLADE] = NPC(true, 5, "", "", "");
npcs[NPC_ENUM.KNIGHT] = NPC(true, 6, "", "", "");
npcs[NPC_ENUM.ILLUSIONIST] = NPC(true, 7, "", "", "");
npcs[NPC_ENUM.ENGINEER] = NPC(true, 8, "", "", "");
npcs[NPC_ENUM.RANGER] = NPC(true, 9, "", "", "");
npcs[NPC_ENUM.PSYCHIC] = NPC(true, 10, "", "", "");
npcs[NPC_ENUM.MONK] = NPC(true, 11, "", "", "");
npcs[NPC_ENUM.DANCER] = NPC(true, 12, "", "", "");
npcs[NPC_ENUM.NECROMANCER] = NPC(true, 13, "", "", "");
npcs[NPC_ENUM.MERCHANT] = NPC(true, 14, "", "", "");
npcs[NPC_ENUM.TRICKSTER] = NPC(true, 15, "", "", "");
npcs[NPC_ENUM.BARBARIAN] = NPC(true, 16, "", "", "");
npcs[NPC_ENUM.INQUISITOR] = NPC(true, 17, "", "", "");
npcs[NPC_ENUM.DRUID] = NPC(true, 18, "", "", "");
npcs[NPC_ENUM.ALCHEMIST] = NPC(true, 19, "", "", "");
npcs[NPC_ENUM.MAGUS] = NPC(true, 20, "", "", "");

npcs[NPC_ENUM.TEST_NPC0] = NPC(false, 0, "Test Name 0", "wip", "wip");
npcs[NPC_ENUM.TEST_NPC1] = NPC(false, 0, "Test Name 1", "wip", "wip");
npcs[NPC_ENUM.GRETEL] = NPC(false, 0, "Gretel", "gretel0", "gretel0");
npcs[NPC_ENUM.TROLL] = NPC(false, 0, "Troll", "troll0", "troll1");
npcs[NPC_ENUM.DWARF] = NPC(false, 0, "Dwarf", "dwarf0", "dwarf1");
npcs[NPC_ENUM.SLIME] = NPC(false, 0, "Slime Girl", "slime0", "slime1");
npcs[NPC_ENUM.BELLY_DANCER] = NPC(false, 0, "Bonus Round Sister", "dancer0", "dancer1");
npcs[NPC_ENUM.NARRATION] = NPC(false, 0, "", "", "");
npcs[NPC_ENUM.TEST_NPC0] = NPC(false, 0, "Test Name 0", "wip", "wip");
npcs[NPC_ENUM.TEST_NPC1] = NPC(false, 0, "Test Name 1", "wip", "wip");
npcs[NPC_ENUM.GRETEL] = NPC(false, 0, "Gretel", "gretel0", "gretel0");
npcs[NPC_ENUM.TROLL] = NPC(false, 0, "Troll", "troll0", "troll1");
npcs[NPC_ENUM.DWARF] = NPC(false, 0, "Dwarf", "dwarf0", "dwarf1");
npcs[NPC_ENUM.SLIME] = NPC(false, 0, "Slime Girl", "slime0", "slime1");
npcs[NPC_ENUM.BELLY_DANCER] = NPC(false, 0, "Bonus Round Sister", "dancer0", "dancer1");

npcs[NPC_ENUM.DRAGON_GIRL] = NPC(false, 0, "Dragon Knight", "dragon0", "dragon1");
npcs[NPC_ENUM.KOBOLD] = NPC(false, 0, "Kobold Knight", "kobold0", "kobold1");
npcs[NPC_ENUM.SCAVENGER] = NPC(false, 0, "Scavenger Knight", "scavenger0", "scavenger1");
npcs[NPC_ENUM.GOBLIN] = NPC(false, 0, "Goblin", "goblin0", "goblin1");
npcs[NPC_ENUM.BOMBLIN] = NPC(false, 0, "Bomblin", "bomblin0", "bomblin1");
npcs[NPC_ENUM.HARPIST] = NPC(false, 0, "Bonus Round Sister", "harpist0", "harpist1");

npcs[NPC_ENUM.TOMB_GUARDIAN] = NPC(false, 0, "Tomb Guardian", "tombguardian0", "tombguardian1");
npcs[NPC_ENUM.SHUT_IN] = NPC(false, 0, "Shut-In", "shutin0", "shutin1");
npcs[NPC_ENUM.NINJA] = NPC(false, 0, "Ninja", "ninja0", "ninja1");
npcs[NPC_ENUM.STEAM_CYBORG] = NPC(false, 0, "Steam Cyborg", "cyborg0", "cyborg1");
npcs[NPC_ENUM.DRAGON_DISCIPLE] = NPC(false, 0, "Dragon Disciple", "disciple0", "disciple1");
npcs[NPC_ENUM.GLADIATOR] = NPC(false, 0, "Bonus Round Sister", "gladiator0", "gladiator1");

npcs[NPC_ENUM.FURNACE] = NPC(false, 0, "The Mother of Invention", "furnace0", "furnace1");
npcs[NPC_ENUM.MAID_MASTER] = NPC(false, 0, "Maid & Master", "maid_master0", "maid_master1");
npcs[NPC_ENUM.HAUNTED_DOLL] = NPC(false, 0, "Haunted Doll", "doll0", "doll1");
npcs[NPC_ENUM.ELDRITCH] = NPC(false, 0, "The Girl Out of Space", "eldritch0", "eldritch1");
npcs[NPC_ENUM.MILKMAID] = NPC(false, 0, "Milkmaid", "milkmaid0", "milkmaid1");
npcs[NPC_ENUM.WRENCH] = NPC(false, 0, "Bonus Round Sister", "wrench0", "wrench1");

npcs[NPC_ENUM.IDOL] = NPC(false, 0, "Idol", "idol0", "idol1");
npcs[NPC_ENUM.SWEETMANCER] = NPC(false, 0, "Sweetmancer", "sweetmancer0", "sweetmancer1");
npcs[NPC_ENUM.GHOST] = NPC(false, 0, "Ghost", "wraith0", "wraith1");
npcs[NPC_ENUM.SEA_ELF] = NPC(false, 0, "Sea Elf", "sea_elf0", "sea_elf1");
npcs[NPC_ENUM.EXPLORER] = NPC(false, 0, "Explorer", "explorer0", "explorer1");
npcs[NPC_ENUM.SWORD_DANCER] = NPC(false, 0, "Bonus Round Sister", "sword_dancer0", "sword_dancer1");

npcs[NPC_ENUM.HOLOGRAM] = NPC(false, 0, "Hologram", "hologram0", "hologram1");
npcs[NPC_ENUM.BOMBADIER] = NPC(false, 0, "Bombadier", "grenedier0", "grenedier1");
npcs[NPC_ENUM.SKYRANGER] = NPC(false, 0, "Skyranger", "skyranger0", "skyranger1");
npcs[NPC_ENUM.CULTIST] = NPC(false, 0, "Cultist", "cultist0", "cultist1");
npcs[NPC_ENUM.LICH] = NPC(false, 0, "Lich", "lich0", "lich1");
npcs[NPC_ENUM.GLASSES] = NPC(false, 0, "Bonus Round Sister", "glasses0", "glasses1");


npcs[NPC_ENUM.NOMAD] = NPC(false, 0, "Nomad", "nomad0", "nomad1");
npcs[NPC_ENUM.SURVIVALIST] = NPC(false, 0, "Survivalist", "survivalist0", "survivalist1");
npcs[NPC_ENUM.HOBGOBLIN] = NPC(false, 0, "Hobgoblin", "hobgoblin0", "hobgoblin1");
npcs[NPC_ENUM.ELF_BARBARIAN] = NPC(false, 0, "Elf", "elf_barbarian0", "elf_barbarian1");
npcs[NPC_ENUM.DWARF_BARBARIAN] = NPC(false, 0, "Dwarf", "dwarf_barbarian0", "dwarf_barbarian1");
npcs[NPC_ENUM.SPACE_MARINE] = NPC(false, 0, "Bonus Round Sister", "space_marine0", "space_marine1");

npcs[NPC_ENUM.REDEEMED_DEMON] = NPC(false, 0, "Redeemed Demon", "redeemed_demon0", "redeemed_demon1");
npcs[NPC_ENUM.WITCH_HUNTER] = NPC(false, 0, "Witch Hunter", "witch_hunter0", "witch_hunter1");
npcs[NPC_ENUM.STITCHER] = NPC(false, 0, "Stitcher", "stitcher0", "stitcher1");
npcs[NPC_ENUM.SCARLET] = NPC(false, 0, "Scarlet", "scarlet0", "scarlet1");
npcs[NPC_ENUM.JESTER] = NPC(false, 0, "Jester", "jester0", "jester1");
npcs[NPC_ENUM.GNOME] = NPC(false, 0, "Bonus Round Sister", "gnome0", "gnome1");

npcs[NPC_ENUM.NEKOMANCER] = NPC(false, 0, "Nekomancer", "nekomancer0", "nekomancer1");
npcs[NPC_ENUM.ZEALOT] = NPC(false, 0, "Zealot", "zealot0", "zealot1");
npcs[NPC_ENUM.RAKSHASHA] = NPC(false, 0, "Rakshasha", "rakshasha0", "rakshasha1");
npcs[NPC_ENUM.DRAGON_NECROMANCER] = NPC(false, 0, "Dragon Necromancer", "dragonbone0", "dragonbone1");
npcs[NPC_ENUM.GARDEN_SPIRIT] = NPC(false, 0, "Garden Spirit", "garden_spirit0", "garden_spirit1");
npcs[NPC_ENUM.MIKO_TRICKSTER] = NPC(false, 0, "Bonus Round Sister", "miko0", "miko1");

npcs[NPC_ENUM.HARVESTER] = NPC(false, 0, "Harvester", "harvester0", "harvester1");
npcs[NPC_ENUM.FAE] = NPC(false, 0, "The Autumn Queen", "fae0", "fae1");
npcs[NPC_ENUM.FAIRY] = NPC(false, 0, "Fairy", "fairy0", "fairy1");
npcs[NPC_ENUM.RABBIT] = NPC(false, 0, "Rabbit", "rabbit0", "rabbit1");
npcs[NPC_ENUM.ICE_DRUID] = NPC(false, 0, "Ice Druid", "ice0", "ice1");
npcs[NPC_ENUM.CELTIC] = NPC(false, 0, "Bonus Round Sister", "celtic0", "celtic1");

npcs[NPC_ENUM.DRAGON_TAMER] = NPC(false, 0, "Dragon Tamer", "dragon_tamer0", "dragon_tamer1");
npcs[NPC_ENUM.FARMER] = NPC(false, 0, "Farmer", "farmer0", "farmer1");
npcs[NPC_ENUM.MAGICAL_WARRIOR] = NPC(false, 0, "Magical Warrior", "magical_warrior0", "magical_warrior1");
npcs[NPC_ENUM.MAD_SCIENTIST] = NPC(false, 0, "Mad Scientist", "mad_scientist0", "mad_scientist1");
npcs[NPC_ENUM.ADVISOR] = NPC(false, 0, "Advisor", "advisor0", "advisor1");
npcs[NPC_ENUM.ROBOT] = NPC(false, 0, "Robot", "robot0", "robot1");


/*DIALOG = function(_index, _text, portrait, override)
{

    override = override || -1;

    var self = {};
    self.npc_id = _index;
    self.body = _text;
    self.big_portrait = portrait;
    self.override = override;

    return self;
}*/


DIALOG = function (_index, _text, override) {
    if (typeof override === 'undefined')
        override = -1;

    var self = {};
    self.npc_id = _index;
    self.body = _text;
    self.big_portrait = false;
    self.override = override;

    return self;
}

DIALOG_SET = function (_first, _second)
{
    var self = {};
    self.first = _first;
    self.second = _second;

    return self;
}

REWARD = function(_type, _subtype)
{
  var self = {};
  self.type = _type;
  self.subtype = _subtype; 
  return self;
}

ROOM = function(_monsters, _title, _messages, _image)
{
    var self = {};


    self.monsters = _monsters.slice();
    self.messages = _messages;
    self.title = _title;

    self.image = new Image();
    self.image.src = _image;


    return self;
}

FLOOR = function (_name, _rooms, _clear_times, _rewards, _pos_x, _pos_y, _prereq, _icon_file, dialog0, dialog1)
{
    var self = {};

    self.rooms = _rooms.slice();
    self.name = _name;

    self.clear_times = _clear_times
    self.clear_rewards = _rewards;
    self.common_elements = [];


    self.world_position_x = _pos_x;
    self.world_position_y = _pos_y;
    self.stage_prereq = _prereq;

    self.icon = new Image();
    self.icon.src = _icon_file;

    self.dialog0 = dialog0.slice();
    self.dialog1 = dialog1.slice();

    return self;
}

var __reward_unlocked = [];

var __level_completed = [];
//var unlocked_levels = 0;

var best_times =  
[
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
//*
    999*59.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,//*/

    
    //*
    999*59.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,//*/

    
    //*
    999*59.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,//*/
    
    //*
    999*59.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999*60.0,
    999 * 60.0,//*/


    //*
    999 * 59.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,//*/

    //*
    999 * 59.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,//*/


    //*
    999 * 59.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,//*/


    //*
    999 * 59.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,//*/


    //*
    999 * 59.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,
    999 * 60.0,//*/
    ];


var best_teams = [
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1],
    [-1, -1, -1, -1]
];

var __floor_list = {};

var NUM_LEVELS =   60;

__floor_list[0] = new FLOOR("Tutorial", [ 
    ROOM([
        ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty, 
        ENEMY_ENUM.PEON_NEUTRAL
    ]
        , "Controls", "Click and Drag an adventurer to a monster to attack", "img/tut/tut0.png"),
    ROOM([ENEMY_ENUM.PEON_SNEAK, ENEMY_ENUM.empty,    ENEMY_ENUM.empty, 
        ENEMY_ENUM.PEON_WEAPON, ENEMY_ENUM.empty,    ENEMY_ENUM.empty, 
        ENEMY_ENUM.PEON_FAITH]
        , "Attacking", "Weapon, Magic, Faith, and Sneak are Attack Abilities. Attack an enemy with a matching defense to do damage", "img/tut/tut1.png"),
    ROOM([ENEMY_ENUM.PEON_MEAT, ENEMY_ENUM.empty,    ENEMY_ENUM.empty, 
        ENEMY_ENUM.PEON_FRUIT, ENEMY_ENUM.empty,    ENEMY_ENUM.empty, 
        ENEMY_ENUM.PEON_DAIRY]
        , "Favorite Food", "On the lower left is that adventurer's favorite food. You deal quadruple damage against enemies of your favorite food", "img/tut/tut2.png"),
    ROOM([ ENEMY_ENUM.empty,    ENEMY_ENUM.empty,  ENEMY_ENUM.empty,
        ENEMY_ENUM.PEON_MULTIPLE], 
        "Defeating Enemies", "Reduce any one defense to zero to defeat a monster", "img/tut/tut3.png"),
    ROOM([ENEMY_ENUM.PEON_MAGIC, ENEMY_ENUM.PEON_WEAPON, ENEMY_ENUM.PEON_FAITH,
        ENEMY_ENUM.PEON_MAGIC,ENEMY_ENUM.PEON_MAGIC,ENEMY_ENUM.PEON_WEAPON,
        ENEMY_ENUM.PEON_MAGIC ,ENEMY_ENUM.PEON_WEAPON,ENEMY_ENUM.PEON_FAITH ], 
        "Ranges and Area of Effect", "Adventurers have different ranges and AOEs, try them out!", "img/tut/tut4.png"),
    ROOM([ENEMY_ENUM.PEON_BIG_MAGIC], 
        "Fullness and KO", "At the bottom is each adventurer's fullness. Going beyond max fullness has a chance to KO them temporarily", "img/tut/tut5.png"),
    ROOM([ENEMY_ENUM.PEON_WEAPON,  ENEMY_ENUM.empty,    ENEMY_ENUM.empty, 
         ENEMY_ENUM.PEON_FAITH], "KO Recovery", "KO'd adventurers revive once their fullness bar is empty", "img/tut/tut6.png"),
    ROOM([ENEMY_ENUM.empty,    ENEMY_ENUM.empty,    ENEMY_ENUM.empty,    
        ENEMY_ENUM.empty,      ENEMY_ENUM.empty,    ENEMY_ENUM.empty, 
        ENEMY_ENUM.SINGLE_ATTACKER], 
        "Monster Attacks", "Many monsters have attacks, listed on the right side. Attacks temporarily reduce the targeted stat", "img/tut/tut7.png"),
    ROOM([ENEMY_ENUM.empty,    ENEMY_ENUM.empty,    ENEMY_ENUM.empty,
        ENEMY_ENUM.PLANT], 
        "Monster Attacks Part II", "Monsters with multiple attacks use each attack one at a time, in order", "img/tut/tut8.png"),
    ROOM([ENEMY_ENUM.empty,    ENEMY_ENUM.empty,    ENEMY_ENUM.empty,
        ENEMY_ENUM.DEVASTATING_ATTACKER], 
        "Support Abilities", "Armor and heal are support abilities. Drag The Warrior or The Priestess to an ally. They also reduce the target's cooldown, and transfer fullness to the user", "img/tut/tut9.png"),
    ROOM([ENEMY_ENUM.empty,    ENEMY_ENUM.empty,    ENEMY_ENUM.empty,
        ENEMY_ENUM.PEON_MULTIPLE, ENEMY_ENUM.PEON_MULTIPLE, ENEMY_ENUM.PEON_MULTIPLE], 
        "Fatness", "As they digest, adventurers get fatter. Fat adventurers have longer cooldowns and boosted power. Fat can be converted to XP later", "img/tut/tut10.png"),
    ROOM([ENEMY_ENUM.PEON_MAGIC, ENEMY_ENUM.PEON_WEAPON, ENEMY_ENUM.PEON_FAITH,
        ENEMY_ENUM.PEON_MAGIC,ENEMY_ENUM.PEON_MAGIC,ENEMY_ENUM.PEON_WEAPON,
        ENEMY_ENUM.PEON_MAGIC,ENEMY_ENUM.PEON_WEAPON,ENEMY_ENUM.PEON_FAITH ], 
        "Time Goals", "Beat levels fast to gain bonus weight, and earn rewards", "img/tut/tut11.png")
],
[45.0,      60.0,       95.0,      180.0,      1200.0],
[REWARD(0,0),REWARD(0,0),REWARD(0,0),REWARD(0,0),REWARD(REWARD_TYPE_ENUM.CHARACTER,4)],
    284.4 + 54.0, 3538.1 + 36.0, [0], "img/ui/stage_village.png",

    [//start

        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Once the kingdom of Lardric flourished on the far continent, a great distance to the north..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Its people enjoyed the peace and prosperity afforded by its magical and technological marvels."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Until its wise queen was struck with a terrible curse..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The curse washed over the land... transforming creatures..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Creating monstrous facsimiles of its people... and reviving the dead in frightening forms..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "And all life on the continent was replaced by monsters... made of food."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "And these monsters could only be defeated for good by eating them."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Many brave adventurers sought to fight back against the monsters."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "But they were rendered useless as their metabolisms slowed and their waistlines expanded, desperately gorging on the endless tide of food monsters."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Over the centuries, the monsters have invaded other continents, driving out most of their inhabitants."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The most recent kingdom to be attacked, The Dawnstar Kingdom, calls for heroes to their aid... "), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "A few, proud and foolhardy, heed the call..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "For my friends!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "For tons of money!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "For insurmountable power!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "For the Goddess..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "These four strangers venture out into the dangerous wilderness..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "And are immediately overwhelmed by the tide of monstrous food."), null),
    ], 
    [//end
    DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Woooooo we did it!"), null),
    DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Did what? We just started out and we're already getting tubby."), null),
    DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "At this rate we'll be giant balls of ham in a week!"), null),
    DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "...!"), null),
    DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Yeah that would be uh... uh... terrible."), null),
    DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "..."), null),
    DIALOG_SET(DIALOG(NPC_ENUM.GRETEL, "Did somebody say 'giant balls of ham'?"), null),
    DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "And who the hell are you supposed to be?"), null),
    DIALOG_SET(DIALOG(NPC_ENUM.GRETEL, "I'm Gretel, master champion inventor extraordinaire par excellence!"), null),
    DIALOG_SET(DIALOG(NPC_ENUM.GRETEL, "And I'm here to unveil my magnum opus (for now): a machine that sucks out fat and makes you stronger in the process!"), null),
    DIALOG_SET(DIALOG(NPC_ENUM.GRETEL, "I call it the Liposuction Exponential Vitality Elevation Life Umbilical Pod!"), null),
    DIALOG_SET(DIALOG(NPC_ENUM.GRETEL, "Or L.E.V.E.L.U.P. for short!"), null),
    DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "..."), null),
    DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Incredible! Getting stronger while doing things is one of my favorite things!"), null),
    DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "That sounds incredibly dangerous!"), null),
    DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "More like incredibly effective! Sign me up!"), null),
    DIALOG_SET(DIALOG(NPC_ENUM.GRETEL, "I admit it's a prototype. There may be some side effects but my advice is to not worry about that at all ever."), null),
    DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Done!"), null),
    DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "But-!"), null),
    DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "With this device we can be the first people to clear the islands! We'll be famous! And more importantly, we'll be rich!"), null),
    DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "....Fine..."), null),
    DIALOG_SET(DIALOG(NPC_ENUM.GRETEL, "Wonderful! You just have to sign some extremely generous waiver forms, and we're all set!"), null),
    DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "..."), null)
    ]
);

__floor_list[1] = new FLOOR("First Course", [
    ROOM([ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.GARDEN_MAZE], "Buff", "Buff is a support ability that boosts the target's next attack", "img/tut/tut12.png"),
    ROOM([ENEMY_ENUM.empty,ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.CRACKER_DOOR], "", "", ""),
    ROOM([ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.empty,
        ENEMY_ENUM.CRACKER_DOOR], "", "", ""),
    ROOM([ENEMY_ENUM.FALLING_CORN, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.BOULDER], "", "", ""),
    ROOM([ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.PLANT, ENEMY_ENUM.empty,
        ENEMY_ENUM.PEANUT_KNIGHT], "", "", ""),
    ROOM([ENEMY_ENUM.FALLING_CORN, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.PLANT, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.PEANUT_KNIGHT], "", "", ""),
    ROOM([ENEMY_ENUM.FAST_FRIES], "Fleeing Enemies", "Enemies that have an attack timer but no attacks will soon run away. Attack them quickly!", "img/tut/tut13.png"),
    ROOM([ENEMY_ENUM.BOULDER, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.FALLING_CORN, ENEMY_ENUM.FAST_FRIES], "", "", ""),
    ROOM([ENEMY_ENUM.PLANT, ENEMY_ENUM.PEANUT_KNIGHT, ENEMY_ENUM.empty,
        ENEMY_ENUM.PEANUT_KNIGHT, ENEMY_ENUM.BOULDER], "", "", "")
],
[40.0,      75.0,       120.0,      165.0,      1200.0],
[REWARD(0, 0), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.SWORD)],
    446.9 + 54.0, 3423.4 + 36.0, [0], "img/ui/stage_forest.png",
    [//start

        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Hello!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "I'm looking for a career change at this point in my life, and I was hoping to join your adventuring party!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "I can't fight much, but I've got neat support magic!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Hold up pinky, everybody knows the only good moves are the ones that do damage."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Wait, I think she's nice. And support magic is cool!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Thank you person I've never seen before!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "I don't know why you specified that, but yes I have never seen you before!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Great!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "All the best moves are the ones that do damage, but support is still vital to a strong team."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "I say we take her."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Yayyyyyyyyyy!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Yayyyyyyyyyy!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Friends forever!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Friends forever!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "...I'm beginning to have doubts about this."), null),
    ],
    [//end
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Thanks for bringing me along! But why don't we get to know each other?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "For instance, we only ever refer to each other by our class."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "I don't know any of your names, especially not The Warrior's!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "I'll go first! My name is Jessie."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Wow my name is also Jessie!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Wait uh.... ok. I can be Jess and you can be Jessie."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Normally I would not speak my true name to others, but yes I am known as Jessie."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Ok, Jessica, Jess, Jessie. We have options."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "I'm also Jessie."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "...I too am called Jessie."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Uh.... we all have the same name?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "A frustrating coincidence. This is why we just call each other by our classes."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Uh... ok... I guess you can just call me The Assassi- I mean The Bard. Just The Bard."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "I am The Witch."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "...The Priestess."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "I'm The Thief!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "And I'm The Princess!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "I mean I'm The Warrior! Just a lowly sword for hire! Ha ha ha!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Ha ha ha!"), null),
    ]
);


__floor_list[2] = new FLOOR("Trapped!!!", [
    ROOM([ENEMY_ENUM.BOULDER, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.BACON_DOOR], "Items", "Click and drag an item to a valid target to use", "img/tut/tut14.png")  
    ,ROOM([ENEMY_ENUM.CRACKER_DOOR, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.FALLING_CORN, ENEMY_ENUM.CHEESE_WIZARD], "", "", "")
    ,ROOM([ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.SALTWATER_ELEMENTAL], "", "", "")
    ,ROOM([ENEMY_ENUM.DISCORD_APPLE, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.SALTWATER_ELEMENTAL, ENEMY_ENUM.FAST_FRIES], "", "", "")
    ,ROOM([ENEMY_ENUM.FALLING_CORN, ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.empty,
        ENEMY_ENUM.DISCORD_APPLE, ENEMY_ENUM.SALTWATER_ELEMENTAL], "", "", "")
    
    
    ],
    [20.0,      40.0,       65.0,      90.0,      300.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.POTION), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    661.5 + 54.0, 3423.9 + 36.0, [1], "img/ui/stage_forest.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The party heroically sets out on the initial leg of their quest..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "And immediately falls in a big hole."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "AHHHHHHH!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "WE'RE GONNA DIE!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "This is how I'd always feared I'd die: poor and in a big hole."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.TROLL, "Fee fi fo fum... I smell the blood of a bunch of fricken morons."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.TROLL, "You've fallen into my trap, and now I'm gonna eat you to prepare for hibernation this winter."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "But we're intelligent, sapient creatures. Isn't eating us morally suspect?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.TROLL, "This is not a distinction troll society makes. You divide creatures into sapient and non-sapient life, where the distinction is the capability for higher cognition and self awareness."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.TROLL, "Troll society divides creatures into trollient and non-trollient life, where the distinction is whether or not you're a troll."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "...That's understandable."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "No, that's idiotic!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.TROLL, "Says the dingus in the big hole."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "We're gonna get outta this hole, and then smash your face in! C'mon!"), null),
    ],
    [
        DIALOG_SET(DIALOG(NPC_ENUM.TROLL, "Congratulations on solving my troll riddle. You have earned your freedom."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "That wasn't a riddle, it was a trap-filled maze!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.TROLL, "This is not a distinction troll society makes."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Wait, why are you fat now? Didn't you need to eat us?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.TROLL, "I was eating some other adventurers while waiting for you. I have multiple trap dungeons running in parallel to accelerate the process."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.TROLL, "I need to eat, like, a lot of adventurers every fall. Seriously, the number is crazy high."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.TROLL, "Anyway, I'm really full and my tummy hurts, so you're free to go."), null),
    ]
);
    
    __floor_list[3] = new FLOOR("Crystal Caves", [
        ROOM([ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.CHEESE_WIZARD], "", "", "")  
        ,ROOM([ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.DISCORD_APPLE, ENEMY_ENUM.CHEESE_GHOST], "", "", "")
        ,ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.SALTWATER_ELEMENTAL, ENEMY_ENUM.empty,
            ENEMY_ENUM.SALTWATER_ELEMENTAL], "", "", "")
        ,ROOM([
            ENEMY_ENUM.empty,ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.NULL_SUGAR_CRYSTAL], "", "", "")
        ,ROOM([ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.DISCORD_APPLE], "", "", "")
        ,ROOM([ENEMY_ENUM.DISCORD_APPLE, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.NULL_SUGAR_CRYSTAL], "", "", "")
        ,ROOM([ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.DISCORD_APPLE, 
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.DISCORD_APPLE], "", "", "")
        
        
        ],
        [40.0,      55.0,       90.0,      120.0,      300.0],
        [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.WAND), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    821.3 + 54.0, 3385.0 + 36.0, [2], "img/ui/stage_mine.png",
    [

        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The party enters a dangerous cave is immediately yelled at by a tiny weirdo."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DWARF, "Oi ye muckle idiots! Whit dae ye think ye'r daein'?! "), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Oh my god it's some kind of idiot."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DWARF, "Eejit!? Th' ainlie eejit aroond 'ere is ye, ye ove'groouwn beanstalk."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "What is she trying to say?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Maybe she wants to be our friend?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Yay! I love friends!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DWARF, "A'm trying tae warn ye aboot th' magikal crys'tals in th' caeve!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DWARF, "Git tae claise, 'n' they'll mak' ye sae pie-eater ye cannae shift! "), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "I'm going to try to talk to her!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "HELLO! IT IS NICE TO MEET YOU! DO YOU WANT TO BE FRIENDS?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DWARF, "Ah kin hear ye juist braw, quit yelling ye muckle baw juggler! "), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "It seems communication is impossible. We have no choice but to ignore her and press on."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DWARF, "Hauld yer horses!!! "), null),
    ],
    [

        DIALOG_SET(DIALOG(NPC_ENUM.DWARF, "Huff... huff... huff..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Well that was easy enough. I don't see what that Dwarf was making a big fuss about."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DWARF, "'Twas ainlie easy fur ah wis running efter ye tae protect ye fae th' crystals! !"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "She seems really nice, I wish we could talk to her."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DWARF, "Ainlie ah git zapped by th' crystals, 'n' noo a'm bigger than een overstuffed pig!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Bye! I hope we see each other again!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DWARF, "If ah ever see ye again, a'm throwing ye in a mirk nook 'n' ne'er keekin back! Eejits!"), null),
    ]
    );

        
    __floor_list[4] = new FLOOR("Grape Dragon", [
        ROOM([ENEMY_ENUM.GRAPE_DRAGON], "", "", "")  
        ,ROOM([
            ENEMY_ENUM.empty,ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.PLANT, ENEMY_ENUM.GRAPE_DRAGON], "", "", "")
        ,ROOM([ENEMY_ENUM.PEANUT_KNIGHT, ENEMY_ENUM.SALTWATER_ELEMENTAL, ENEMY_ENUM.GRAPE_DRAGON, 
            ENEMY_ENUM.PEANUT_KNIGHT, ENEMY_ENUM.PLANT, ], "", "", "")
        ,ROOM([ENEMY_ENUM.SALTWATER_ELEMENTAL, ENEMY_ENUM.SALTWATER_ELEMENTAL, ENEMY_ENUM.SALTWATER_ELEMENTAL, 
            ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.DISCORD_APPLE, ENEMY_ENUM.GRAPE_DRAGON, 
            ENEMY_ENUM.NULL_SUGAR_CRYSTAL, ], "", "", "")
        
        
        ],
        [35.0,      80.0,       125.0,      170.0,      300.0],
        [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.CHOCOLATE_SAUCE), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    1000.4 + 54.0, 3306.1 + 36.0, [3], "img/ui/stage_boss.png",
    [

        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "We have been lost in this cavern for HOURS! We're gonna die in here!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SLIME, "Hiiiiiiii!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "A slime draws near!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Hello!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Time to beat up another monster!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Wait, I think it's trying to communicate with us!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SLIME, "Hiiiiiiiiiiiiiiiiii!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Do you want to be our friend?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SLIME, "Yes! Slime friend! Yes!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "What the hell?!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SLIME, "Slime want friend! Slime make deal!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SLIME, "Slime want be cave boss! But Slime small!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SLIME, "Dragon cave boss! Dragon big!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SLIME, "Friends kill dragon! Slime eat Dragon, become big! Become cave boss!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "And what do we get outta this? Hmmm???"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SLIME, "Slime tell friends where cave exit is!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "I think this is our best option to get out of here."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Alright, lets go find this dragon..."), null),
    ],
    [

        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The slime gobbles up the dragon corpse in one bite. It's horrifying to behold."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "OH MY GOD, DISGUSTING!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Cool!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WITCH, ".................!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SLIME, "Mmm Slime big now. Slime cave boss!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Alright, we did our part, now take us to the exit!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SLIME, "Mmm Slime know where exit is. mmm.... but..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "But!?!?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SLIME, "Slime too big for move now. Slime heavy!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "!!!!!!!!!!!!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Just tell us where the exit is!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SLIME, "Exit is uh... past mossy place. Above big room!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "I don't understand..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SLIME, "Slime not good with words... Slime sorry..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "We'll just have to find it ourselves! C'mon!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "After days of searching, the party finally finds the exit out of the cavern."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "They agree to never speak of the horrible things they had to do to keep from starving while lost."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "... ;)"), null),
    ]
    );

    __floor_list[5] = new FLOOR("Bonus Round", [
        ROOM([ENEMY_ENUM.FAST_FRIES], "", "", "")  
        ,ROOM([ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.FAST_FRIES], "", "", "")

        ,ROOM([ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.FAST_FRIES, 
            ENEMY_ENUM.CHEESE_GHOST , ENEMY_ENUM.CHEESE_GHOST , ENEMY_ENUM.FAST_FRIES, 
            ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.CHEESE_GHOST], "", "", "")

        
        ],
        [15.0,      20.0,       25.0,      30.0,      55.0],
        [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.SHIELD), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    824.4 + 54.0, 3195.1 + 36.0, [4], "img/ui/stage_bonus.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Suddenly a smoking hot woman appears out of nowhere in front of the party."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BELLY_DANCER, "Oh ho ho ho! It is I, the most beautiful of the Bonus Round Sisters!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BELLY_DANCER, "I see you have discovered my secret lair!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "It wasn't that hard, we have like a map and everything."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BELLY_DANCER, "Shut up! Let's see if you can defeat my secret bonus army!"), null),
    ],
    [
        DIALOG_SET(DIALOG(NPC_ENUM.BELLY_DANCER, "I see you have defeated me, the most beautiful of the Bonus Round Sisters. Congratulations!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "And now you're fat for some reason?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BELLY_DANCER, "It is the magic of the bonus round!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "If you're super fat, then how can you still be the most beautiful of the Bonus Round Sisters, hmmmm???"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BELLY_DANCER, "Ah, my poor sweet dumb idiot child moron, don't you know?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BELLY_DANCER, "All beauty standards are socially constructed, which means they're fake."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BELLY_DANCER, "Which means I'm still smokin' hot no matter what!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Dammit she's right! She IS still smoking hot!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BELLY_DANCER, "AH AHAHA HA HA HA HA HA!!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "She then disappears in a cloud of smoke, just as hot as ever (or even hotter?)"), null),
    ]
    );

    
    __floor_list[6] = new FLOOR("Gingerbread Castle", [
        ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.empty,
            ENEMY_ENUM.CANDY_DOOR
        ], "", "", "")  
        
        ,ROOM([ENEMY_ENUM.NULL_SUGAR_CRYSTAL, ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.empty,
            ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.empty,
            ENEMY_ENUM.NULL_SUGAR_CRYSTAL,ENEMY_ENUM.CANDY_DOOR
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR
            , ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR], "", "", "")

        ,ROOM([ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.BACON_DOOR, 
            ENEMY_ENUM.CANDY_DOOR , ENEMY_ENUM.CANDY_DOOR , ENEMY_ENUM.CANDY_DOOR, 
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.BACON_DOOR], "", "", "")
            
        ,ROOM([ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.empty, 
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER , ENEMY_ENUM.DEVIL_FOOD_GOLEM , ENEMY_ENUM.empty, 
            ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty], "", "", "")

            ,ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CANDY_DOOR, 
                ENEMY_ENUM.CANDY_DOOR , ENEMY_ENUM.CANDY_DOOR , ENEMY_ENUM.empty, 
                ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CANDY_DOOR], "", "", "")
        
        ],
        [30.0,      35.0,       100.0,      160.0,      300.0],
        [REWARD(0, 0), REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.CHARACTER, 5), REWARD(0, 0), REWARD(0, 0)],
    1358.6 + 54.0, 2912.3 + 36.0, [7], "img/ui/stage_gingerbread.png",
        [

            DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "Faster, we are almost to the maiden!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "I think I see her! She's in that gingerbread tower!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "AHHHH!!! Somebody save me!!!!!!!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "Whoa hold up!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "That's the maiden?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "That's no maiden fair! That's like a mild-to-medium maiden, at best!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Whoa, that's kinda mean."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "Well rescuing maidens is a mean business for mean ladies!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "And this lady is OUT. Later!!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Before the Kobold could leave, the group is sneak attacked by monsters..."), null),
        ],
        [
            DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "Oh no! I'm dead!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "I keep telling you people, you're not dead, just fat!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SCAVENGER, "Yay verily! Though our wounds appear mortal, we have been at your side this entire time!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_GIRL, "..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "But still, how am I gonna slay dragons and lay some righteous smooches on fair maidens when I'm a big waddling meatball?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_GIRL, "..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "No offense"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_GIRL, "..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "YOU CAN JUST SMOOCH EACH OTHER, JEEZ!!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SCAVENGER, "I daresay the wench's words ring true! Would any of mine companions roll themselves towards me and proffer a smooch?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "AHHH! BUT THE RESCUING IS IMPORTANT IT REALLY GETS ME GOING!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SCAVENGER, "If I might offer a suggestion... perhaps if we merely pretend to rescue each other?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_GIRL, "..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "Hmmm..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "Maybe this could work... between us there are 1.5 dragons and 2 maidens fair... we have the numbers..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SCAVENGER, "Only 2 maidens fair?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "Well... maybe 2.5."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_GIRL, "..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "It's worth a try anyway! Onwards, to a hotel that has a room with at least one alaskan king sized bed!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The Knights Three waddle into the sunset, ready to engage in the next leg of their life: a morbidly obese polyamorous throuple engaged in a complicated 24/7 erotic larp."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Well that was weird, but at least we get the maiden."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Maybe there's a big reward for rescuing her!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "AHHH DON'T KILL ME!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Calm down lady, we're here to save you, not kill you!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "Are you sure?"), DIALOG(NPC_ENUM.SPELLBLADE, "Quickly, save me before the monsters EAT MEEEEEEE!!!!")),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Yeah just hold on!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "Well... huh ha... hi! T-thanks for rescuing me!"), DIALOG(NPC_ENUM.SPELLBLADE, "AHHHHHHHHHHH!!!")),
            DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "I don't know how helpful I can be, but Henry is plenty strong!"), DIALOG(NPC_ENUM.SPELLBLADE, "SAVE ME HENRY!!!")),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Who's Henry?!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "Henry's the sexy prince spirit t-trapped in my sword! I'm gonna s-save him, and then we'll make out a whole bunch!"), DIALOG(NPC_ENUM.SPELLBLADE, "MY SWOOOOORDD! MY BEAUTIFUL SEXY SWOOOOORDDD!!!")),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Ok, whatever!"), null),
        ]

    );

    __floor_list[7] = new FLOOR("Gingerbread Town", [
        ROOM([ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.empty,
            ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.empty,
            ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.CANDY_DOOR
        ], "", "", "")  
        
        ,ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.BACON_DOOR,
            ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.CANDY_DOOR,
            ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.GARDEN_MAZE
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM. empty, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.NULL_SUGAR_CRYSTAL, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.empty
            , ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.empty], "", "", "")

        ,ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.GARDEN_MAZE, 
            ENEMY_ENUM.empty , ENEMY_ENUM.empty , ENEMY_ENUM.empty, 
            ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.BACON_DOOR], "", "", "")
            
        ,ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.SALTWATER_ELEMENTAL, ENEMY_ENUM.empty, 
            ENEMY_ENUM.BACON_DOOR , ENEMY_ENUM.SALTWATER_ELEMENTAL , ENEMY_ENUM.SALTWATER_ELEMENTAL, 
            ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.SALTWATER_ELEMENTAL, ENEMY_ENUM.empty], "", "", "")

            ,ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty, 
                ENEMY_ENUM.NULL_SUGAR_CRYSTAL , ENEMY_ENUM.CANDY_DOOR , ENEMY_ENUM.empty, 
                ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty], "", "", "")
        
                
            ,ROOM([ENEMY_ENUM.NULL_SUGAR_CRYSTAL, ENEMY_ENUM.empty, ENEMY_ENUM.empty, 
                ENEMY_ENUM.NULL_SUGAR_CRYSTAL , ENEMY_ENUM.CANDY_DOOR , ENEMY_ENUM.empty, 
                ENEMY_ENUM.NULL_SUGAR_CRYSTAL, ENEMY_ENUM.empty, ENEMY_ENUM.empty], "", "", "")

                
            ,ROOM([ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.empty, 
                ENEMY_ENUM.CHEESE_WIZARD , ENEMY_ENUM.GARDEN_MAZE , ENEMY_ENUM.empty, 
                ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty], "", "", "")
                
            ,ROOM([ENEMY_ENUM.SALTWATER_ELEMENTAL, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.empty, 
                ENEMY_ENUM.SALTWATER_ELEMENTAL , ENEMY_ENUM.BACON_DOOR , ENEMY_ENUM.empty, 
                ENEMY_ENUM.SALTWATER_ELEMENTAL, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.empty], "", "", "")
                
                ,ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, 
                    ENEMY_ENUM.CANDY_DOOR , ENEMY_ENUM.CANDY_DOOR , ENEMY_ENUM.CANDY_DOOR, 
                    ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR], "", "", "")
        ],
        [50.0,      80.0,       160.0,      240.0,      600.0],
        [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.DAGGER), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    1175.6 + 54.0, 2975.4 + 36.0, [8], "img/ui/stage_gingerbread.png",
        [

            DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "We've got no choice but to press on! For maiden smooches!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "Our fallen comrade would have wanted us to press on..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "I'll never forget her, whatever her name was..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_GIRL, "..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Wait what you don't even remember her name?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "We have no time for this! Look, death approaches!"), null),
        ],
        [

            DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_GIRL, "..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "Noooo! Not you too, what's your face!", 0), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "We'll all die before even a single smooch at this rate!", 0), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "You know, what was stopping you three from just smooching each other?"), null),
                DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "Without the rescuing part? NO WAY!!!", 0), null),
                DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "Rescuing is a huge part of the experience for me. ", 0), null),
                DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "It just doesn't do it for me otherwise.", 0), null),
                DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Okay jeez, forget I asked!"), null),
                    DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "Gladly!", 0), null),
                    DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_GIRL, "..."), null),
        ]
    );
    //*
    __floor_list[8] = new FLOOR("Gingerbread House", [
        ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BACON_DOOR,ENEMY_ENUM.empty,
            ENEMY_ENUM.BACON_DOOR,ENEMY_ENUM.BACON_DOOR,ENEMY_ENUM.empty,
            ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BACON_DOOR
        ], "", "", "")  
        
        ,ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.BACON_DOOR,ENEMY_ENUM.empty,
            ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.BACON_DOOR,
            ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM. CARBONATED_FORCE_BARRIER, ENEMY_ENUM.BACON_DOOR,ENEMY_ENUM.SALTWATER_ELEMENTAL,
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.empty
            , ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.SALTWATER_ELEMENTAL], "", "", "")

        ,ROOM([ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.BACON_DOOR, 
            ENEMY_ENUM.DEVIL_FOOD_GOLEM , ENEMY_ENUM.SALTWATER_ELEMENTAL , ENEMY_ENUM.SALTWATER_ELEMENTAL, 
            ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.BACON_DOOR], "", "", "")
            
        ],
        [30.0,      60.0,       110.0,      160.0,      300.0],
        [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.SWORD), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    1089.7 + 54.0, 3131.0 + 36.0, [4], "img/ui/stage_gingerbread.png",

        [
            DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "Hello!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SCAVENGER, "Hail fellow travelers!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_GIRL, "..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Hello! Who are you?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SCAVENGER, "We are The Knights of Three! We scour the land, high and low, in search of fair maidens to rescue!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "And smooch!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_GIRL, "..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Why are there three of you? Doesn't that get crowded, vis a vis the smooching?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "Sometimes! But the maidens get their pick of who to smooch."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SCAVENGER, "Long have we fought by each other's sides! I would have taken many a mortal blow if it were not for my companions!"), null),
                DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "Yeah so individually we smooch one out of every three maidens, but we watch each other's backs so we don't get eaten by a dragon or whatever."), null),
                DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_GIRL, "..."), null),
                DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "No offense."), null),
                DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_GIRL, "..."), null),
                DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "Anyway, it's much more economical in the long-run, smooch-wise."), null),
                DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Makes sense, in today's smooch market conditions, it pays to play the long game."), null),
                DIALOG_SET(DIALOG(NPC_ENUM.SCAVENGER, "Hark! Foes approach! To arms, fellow adventurers!"), null)

        ],
        [

            DIALOG_SET(DIALOG(NPC_ENUM.SCAVENGER, "Oh, woe and misfortune! I have been slain!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "NOOOOOO!!!", 0), null),
            DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_GIRL, "...", 0), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "She's not dead, she's just fat..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SCAVENGER, "No more will mine lips know the smooches of maidens fair..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KOBOLD, "Don't worry.... I'll smooch a whole bunch of maidens, just for you!", 0), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SCAVENGER, "Aaaaarrhghgrhgghhg... rrhgh.... ghhr.... bluh...."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_GIRL, "...", 0), null)
        ]
    );
    
    __floor_list[9] = new FLOOR("Candy Town", [
        ROOM([ENEMY_ENUM. CARBONATED_FORCE_BARRIER, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.empty,
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.empty
        ], "Chocolate Sauce", "Food-type items like the chocolate sauce can be used on enemies to change their food type, or used on adventurers to change their favorite food for their next attack", "img/tut/tut15.png")  
        
        ,ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.BACON_DOOR,
            ENEMY_ENUM.empty,ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.SALTWATER_ELEMENTAL, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.empty
            , ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty], "", "", "")

        ,ROOM([ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.empty, ENEMY_ENUM.empty, 
            ENEMY_ENUM.SHAMBLING_FRUIT_SALAD , ENEMY_ENUM.BACON_DOOR , ENEMY_ENUM.empty, 
            ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty], "", "", "")

        ,ROOM([ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.DEVIL_FOOD_GOLEM, 
            ENEMY_ENUM.SHAMBLING_FRUIT_SALAD , ENEMY_ENUM.DEVIL_FOOD_GOLEM , ENEMY_ENUM.empty, 
            ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty], "", "", "")

            
        ,ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.empty, 
            ENEMY_ENUM.CANDY_DOOR , ENEMY_ENUM.CANDY_DOOR , ENEMY_ENUM.CARBONATED_FORCE_BARRIER, 
            ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.empty], "", "", "")
            
                
        ,ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty, 
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER , ENEMY_ENUM.CARBONATED_FORCE_BARRIER , ENEMY_ENUM.empty, 
            ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty], "", "", "")

        ,ROOM([ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.BACON_DOOR, 
            ENEMY_ENUM.empty , ENEMY_ENUM.empty , ENEMY_ENUM.empty, 
            ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.BACON_DOOR], "", "", "")

        ,ROOM([ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, 
            ENEMY_ENUM.DEVIL_FOOD_GOLEM , ENEMY_ENUM.CARBONATED_FORCE_BARRIER , ENEMY_ENUM.CARBONATED_FORCE_BARRIER, 
            ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.CARBONATED_FORCE_BARRIER], "", "", "")
        ],
        [60.0,      100.0,       175.0,      250.0,      600.0],
        [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.TOME), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    1200.0 + 54.0, 3342.3 + 36.0, [4], "img/ui/stage_candy.png",
        [

            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The party is accosted by a pair of goblins holding huge stacks of garbage."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.GOBLIN, "Stop right there, losers!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BOMBLIN, "Yeah, stop right there!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.GOBLIN, "We're the Goblin Sisters, and we're here to get up to some mischief!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BOMBLIN, "Yeah, mischief!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Hold on there... what kind of mischief?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Is it pranks? I love pranks!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.GOBLIN, "That's right, pranks!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Yay pranks!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.GOBLIN, "Now for our first prank: We're gonna blow up the City Hall of Candy Town with a bomb!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BOMBLIN, "Yeah, a bomb!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "I don't think that's a prank."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Yeah that's like a crime."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.GOBLIN, "No difference to me!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BOMBLIN, "Yeah, difference to me!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.GOBLIN, "Lets go!!!!!!!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BARD, "WAIT!!!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "As the Goblin Sisters escape the party is surrounded by the Candy Town police."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "\"What's dis we hear about crime huh? Bombs? PRANKS???\" says a candy cane with cartoon eyes and an old timey bobby helmet."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "\"Don't you know pranks are illegal in Candy Town? And crimes and that other stuff too?\" she says."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Ma'am I assure you if we were to do crime it would strictly be the legal variety."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "\"Yeah I've heard dat one before! Get 'em\" she yells."), null),
        ],
        [
            DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Well we just successfully resisted arrest, which I'm 95% sure is an actual crime."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "I like those odds!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "I'm too young to go to prison!"),  DIALOG(NPC_ENUM.PRIESTESS, "...")),
            DIALOG_SET(DIALOG(NPC_ENUM.GOBLIN, "Thanks for distracting those cops, dummies!", 0), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BOMBLIN, "Yeah, thanks!", 0), null),
            DIALOG_SET(DIALOG(NPC_ENUM.GOBLIN, "Quickly, to City Hall!", 0), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BARD, "C'mon, we gotta stop those goblins before anybody gets hurt!"), null),
        ]
    );

    
    __floor_list[10] = new FLOOR("Candy Dragon", [
        ROOM([ENEMY_ENUM. empty, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.CANDY_DRAGON,ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  
        
        ,ROOM([ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.CANDY_DRAGON,ENEMY_ENUM.empty,
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.DISCORD_APPLE, ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.empty,
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.empty
            , ENEMY_ENUM.DISCORD_APPLE, ENEMY_ENUM.CANDY_DRAGON, ENEMY_ENUM.empty], "", "", "")

        ,ROOM([ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CANDY_DRAGON, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, 
            ENEMY_ENUM.CHEESE_WIZARD , ENEMY_ENUM.CARBONATED_FORCE_BARRIER , ENEMY_ENUM.empty, 
            ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.DISCORD_APPLE], "", "", "")

        ,ROOM([ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.FALLING_CORN, 
            ENEMY_ENUM.NULL_SUGAR_CRYSTAL , ENEMY_ENUM.NULL_SUGAR_CRYSTAL , ENEMY_ENUM.CANDY_DRAGON, 
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.FALLING_CORN], "", "", "" )

        ],
        [55.0,      100.0,       200.0,      300.0,      600.0],
        [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.WAND), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    1408.0 + 54.0, 3300.3 + 36.0, [9], "img/ui/stage_boss.png",
        [
            DIALOG_SET(DIALOG(NPC_ENUM.GOBLIN, "Ahahahah! Time to blow up City Hall!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BOMBLIN, "Yeah, City Hall!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Stop!!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Suddenly the Mayor bursts out of the roof of City Hall."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "AHHH, A DRAGON! SOMEBODY SAVE ME!"), DIALOG(NPC_ENUM.THIEF, "A dragon?!")),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The Mayor is a big dragon."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The Mayor roars! \"As Mayor of Candy Town I gladly do my civic duty of laying the beatdown on these criminals!\""), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The Mayor attacks the Goblin sisters, and the party as well!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BARD, "No I keep telling people we aren't-"), null),


        ],
        [
            DIALOG_SET(DIALOG(NPC_ENUM.GOBLIN, "AHAHAHAH! That battle created so much destruction in Candy Town that we didn't need the bomb!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BOMBLIN, "Yeah, the bomb!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.GOBLIN, "And now we've eaten up all the tasty little candy building pieces! Yummy!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.GOBLIN, "This was our plan all along, because its the only way to get candy here!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BOMBLIN, "Yeah, candy!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.GOBLIN, "Mission successful! Goblin Sisters OUT!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The Goblin Sisters gently waddle out of view. It takes forever."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BARD, "NOOOO!!! We didn't stop the Goblin Sisters AND Candy Town is destroyed!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BARD, "We'll never be heroes at this rate!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "NOOOOO!!!!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Wait weren't we supposed to beat up the monsters? Like Candy Town is just monsters."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Oh yeah I forgot! In that case we're heroes again!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "YAYYYYYYYY!!!!"), null),

        ]
    );

    __floor_list[11] = new FLOOR("Bonus Round", [
        ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.CANDY_AUTOMATON,ENEMY_ENUM.CHEESE_GHOST,ENEMY_ENUM.empty,
            ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM. CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON,ENEMY_ENUM.empty,
            ENEMY_ENUM.CHEESE_GHOST,ENEMY_ENUM.CHEESE_GHOST,ENEMY_ENUM.CANDY_AUTOMATON,
            ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM.CANDY_AUTOMATON,ENEMY_ENUM.empty,
            ENEMY_ENUM.CANDY_AUTOMATON,ENEMY_ENUM.CANDY_AUTOMATON,ENEMY_ENUM.empty,
            ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM.CANDY_AUTOMATON,ENEMY_ENUM.CANDY_AUTOMATON,
            ENEMY_ENUM.CANDY_AUTOMATON,ENEMY_ENUM.CHEESE_GHOST,ENEMY_ENUM.CANDY_AUTOMATON,
            ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CHEESE_GHOST
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM. empty, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.CHEESE_GHOST,ENEMY_ENUM.CHEESE_GHOST,ENEMY_ENUM.CHEESE_GHOST,
            ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM. CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON,ENEMY_ENUM.CANDY_AUTOMATON,
            ENEMY_ENUM.CHEESE_GHOST,ENEMY_ENUM.CANDY_AUTOMATON,ENEMY_ENUM.CANDY_AUTOMATON,
            ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.CANDY_AUTOMATON
        ], "", "", "")  

        ],
        [25.0,      40.0,       55.0,      75.0,      110.0],
        [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.BUFF_POTION), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    1348.2 + 54.0, 3461.1 + 36.0, [10], "img/ui/stage_bonus.png",
        [
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Suddenly, another smoking hot woman appears out of nowhere in front of the party."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "AHHHHHH!!!!"), DIALOG(NPC_ENUM.WITCH, "Oh great, this again.")),
            DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Yay!!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.HARPIST, "Behold, it is I, the most lovely of the Bonus Round Sisters!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Lovely, huh? Didn't we already fight the most beautiful Bonus Round Sister or whatever?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.HARPIST, "Ah, she was only beautiful, while I am lovely! Which includes many wonderful traits, such as my musical talent."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.HARPIST, "Though rest assured I am still absolutely smoking hot."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "That remains to be seen..."), null),

        ],
        [
            DIALOG_SET(DIALOG(NPC_ENUM.HARPIST, "Congratulations, you have defeated my bonus army!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.HARPIST, "And now I have so much more loveliness!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.HARPIST, "Later~~!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "I still don't understand why they get fat afterwords."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "It's a magic thing, you wouldn't get it."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "But she's just a musician... the last one was just a dancer! That's not magic."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "It's totally magic. Magic is more subtle than just shooting lighting and transforming people into small animals."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Though those definitely rule and are clearly the coolest magics."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Well then what I do has gotta be magic. I'm a knife wizard!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "No."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "But-"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Books and wands, always magic. Music or dance, sometimes. Swords can be magic rarely. Knives are never magic."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Pretty sure I've heard of some magic knives!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Nope, if they were magic you're probably thinking of a dagger."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Daggers can be magic."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "I gotta get some daggers."), null),
        ]

        
    );//*/

    
    __floor_list[12] = new FLOOR("Tomb of Horrors", [
        ROOM([ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.empty,
            ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.BACON_DOOR,ENEMY_ENUM.empty,
            ENEMY_ENUM.CARROT_DOOR,ENEMY_ENUM.BACON_DOOR,ENEMY_ENUM.empty,
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.CARROT_DOOR, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,ENEMY_ENUM.CARBONATED_FORCE_BARRIER,
            ENEMY_ENUM.CARROT_DOOR,ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,ENEMY_ENUM.CARBONATED_FORCE_BARRIER,
            ENEMY_ENUM.CARROT_DOOR, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.CARBONATED_FORCE_BARRIER
        ], "", "", "")  

        ],
        [30.0,      90.0,       135.0,      180.0,      300.0],
        [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.DAGGER), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    1564.3 + 54.0, 3416.2 + 36.0, [10], "img/ui/stage_dojo.png",
        [
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The party boldly continues their epic quest when suddenly The Thief cries out in agony."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "UGGGGGGGGGGGGGGGHHHH!!! This sucks! We haven't found any treasure on this stupid quest!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "But we already have treasure at home..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "What?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "I mean, Yeah! Where's the treasure at!?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.TOMB_GUARDIAN, "Greetings strangers, eh he he he heh..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "A talking bird?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.TOMB_GUARDIAN, "Careful travelling around these parts strangers, eh he he he heh..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.TOMB_GUARDIAN, "It would not do, to disturb the Tomb of Horrors, heh heh"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.TOMB_GUARDIAN, "For ancient curses, eh he he heeee... abound deep in the rotting earth..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "SKIP DIALOGUE!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Alright, who wants to go to this ancient tomb and get treasure?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Ooh, me!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "What, and get cursed? No way man!"), DIALOG(NPC_ENUM.BARD, "Wait is this a good idea? She said it was cursed.")),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "She's probably lying just to keep the treasure to herself."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Yeah lets get some treasure!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.TOMB_GUARDIAN, "For you see, strangers, in the third era of the sixth age, light and dark were reunited by King Lordrick The Sorrowful and-"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "SKIP DIALOGUE!"), null),
        ],
        [
            DIALOG_SET(DIALOG(NPC_ENUM.TOMB_GUARDIAN, "Woe... woe and damnations.... eh he he he heh..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.TOMB_GUARDIAN, "We are cursed, strangers, by your trepass into the Tomb, eh he he heh..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "GODSDAMMIT THE CURSE WAS REAL!?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "..."), DIALOG(NPC_ENUM.BARD, "...")),
            DIALOG_SET(DIALOG(NPC_ENUM.TOMB_GUARDIAN, "Now a gigantic quest chain that affects the ending is locked off, strangers..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "I hate it when this happens!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.TOMB_GUARDIAN, "Eh heh heh heh heh he-"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "SKIP DIALOGUE!"), null),

        ]

        
    );//*/

    __floor_list[13] = new FLOOR("Hall of Doors", [
        ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BACON_DOOR,ENEMY_ENUM.BACON_DOOR,
            ENEMY_ENUM.empty,ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.CARROT_DOOR, ENEMY_ENUM.CARROT_DOOR, ENEMY_ENUM.CARROT_DOOR
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.CARROT_DOOR,ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.CANDY_DOOR,
            ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.BACON_DOOR,ENEMY_ENUM.CARROT_DOOR,ENEMY_ENUM.CANDY_DOOR,
            ENEMY_ENUM.CARROT_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CARROT_DOOR,ENEMY_ENUM.empty,
            ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.empty,
            ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,ENEMY_ENUM.CARROT_DOOR,
            ENEMY_ENUM.BACON_DOOR,ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,ENEMY_ENUM.CARROT_DOOR,
            ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.CARROT_DOOR
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.CARROT_DOOR, ENEMY_ENUM.BACON_DOOR,ENEMY_ENUM.ONION_KNIGHT,
            ENEMY_ENUM.CARROT_DOOR,ENEMY_ENUM.BACON_DOOR,ENEMY_ENUM.ONION_KNIGHT,
            ENEMY_ENUM.CARROT_DOOR, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.ONION_KNIGHT
        ], "", "", "")  

        ],
        [30.0,      90.0,       120.0,      150.0,      300.0],
        [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.POTION), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    1727.7 + 54.0, 3494.3 + 36.0, [12], "img/ui/stage_dojo.png",
        [

            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Okay, so our first stab at getting treasure didn't work, but you know what I always say about stabs: one is never enough!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "We're, like, super cursed now!"), DIALOG(NPC_ENUM.WITCH, "We got cursed!")),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Okay, I'll admit, there was some light cursing involved, but we're fine now!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "So its time to get back to looting!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Yeah! Looting!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Like look at this weird old ruin here!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The Thief bangs on the front door with her fist."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Anybody home? There any treasure in this house?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SHUT_IN, "Go away!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "\"Go away\", huh? What are you hiding in there?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Is it treasure?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "I heard that, you're hiding treasure in there!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "I'm a fantasy adventurer and that means it's my gods-given right to break into places and steal stuff."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "They burst into the ruin, when suddenly a psychic scream echoes out and all the doors seal shut"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SHUT_IN, "I SAID STAY OUT!!!"), null),
        ],
        [

            DIALOG_SET(DIALOG(NPC_ENUM.SHUT_IN, "Ughhhh, why didn't you just stay out like I asked!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Alright, where's the treasure!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SHUT_IN, "There's no treasure fartlord, I just wanted to be alone and sulk."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Oh no, are you sad?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SHUT_IN, "Yeah I'm bummed because I've got rad psychic powers."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "But rad is the opposite of sad!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SHUT_IN, "What's not rad is I can only use them on food!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SHUT_IN, "I can't do any of that rad psychic stuff like blowing up a dude's head or reading minds."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SHUT_IN, "I can only read the minds of food! Do you know what a donut thinks about all day?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "No..."), DIALOG(NPC_ENUM.PRIESTESS, "Yes.")),
            DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Is it treasure?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SHUT_IN, "No! A donut thinks about nothing BECAUSE IT IS A DONUT!!!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Psychic powers that work on food would be great to have on the team! What if you join us?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SHUT_IN, "That would have been a great thing to ask BEFORE breaking into my place, interrogating me, and stealing all my stuff!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SHUT_IN, "NOW GET OUT!"), null),
        ]

        
    );//*/

    
    __floor_list[14] = new FLOOR("Bread Dojo", [
        ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.GARDEN_MAZE,ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.CARROT_DOOR, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.CARROT_DOOR,ENEMY_ENUM.GARDEN_MAZE,
            ENEMY_ENUM.CARROT_DOOR,ENEMY_ENUM.GARDEN_MAZE,ENEMY_ENUM.CARROT_DOOR,
            ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.CARROT_DOOR,ENEMY_ENUM.GARDEN_MAZE,ENEMY_ENUM.CARROT_DOOR,
            ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.CARROT_DOOR,ENEMY_ENUM.GARDEN_MAZE,
            ENEMY_ENUM.CARROT_DOOR,ENEMY_ENUM.GARDEN_MAZE,ENEMY_ENUM.BACON_DOOR,
            ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.CARROT_DOOR
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.BREAD_SAMURAI,ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.BREAD_SAMURAI,ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.BOULDER, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.BOULDER,ENEMY_ENUM.BREAD_SAMURAI,ENEMY_ENUM.empty,
            ENEMY_ENUM.BOULDER, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ],
        [45.0,      95.0,       145.0,      180.0,      300.0],
        [REWARD(0, 0), REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.CHARACTER, 6), REWARD(0, 0), REWARD(0, 0)],
    1896.0 + 54.0, 3559.3 + 36.0, [13], "img/ui/stage_dojo.png",
        [

            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Alright! We just have to keep breaking into places, and one of them is bound to have treasure!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BARD, "I'm not sure that's-"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Suddenly, a voice calls down from a tall dojo."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Hey! Can I get some help here?!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "I've been captured by some ninjas, ya know, the historical enemies of knights?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Actually I don't think that's-"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "What's in it for us?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "What do you mean?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Like what are you gonna give us if we help you?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Couldn't you just... ya know, help me out of the goodness of your heart?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "You'll find there isn't a lot of that in this old ticker."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Whatever, fine, ya know, these ninjas are crazy strong, you would probably just die anyway."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NINJA, "Flee intruders! Our cool ninja business is no concern of yours!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Listen kid, if they beat my butt then you know you don't have a chance."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Yeah right, you probably just suck super bad! I'll kill these ninjas by the bucketful!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NINJA, "You'll find that our ninjutsu is-"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Oh sure, kiddo, go and get yourself killed. You'd be better off going back home!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NINJA, "No intruder-"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "THAT'S IT, I'VE HAD IT! I'M GONNA RUN UP THERE AND RESCUE YOU SO FRICKEN GOOD!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NINJA, "Um... excuse me-"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "PFFT YEAH RIGHT, LIKE YOU COULD EVEN GET PAST ONE NINJA, LET ALONE DOZENS OF THEM!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "PREPARE TO BE RESCUED MS HIGH AND MIGHTY BUCKETHAIR LOSERPANTS, I'M GONNA RESCUE YOU SO GOOD THAT YOUR HEAD WILL SPIN!!!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NINJA, "Ah-"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "WELL GO AHEAD AND DO IT, SLOWPOKE! I'M WAITING!!!!!!!!!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "LET'S GOOO! LET'S GOOOOOOOOOOOO!!!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NINJA, "*sigh*...."), null),
        ],
        [

            DIALOG_SET(DIALOG(NPC_ENUM.NINJA, "Ah... You may have defeated me intruder but-"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "HEYYY! I'M HERE!!!! WHERE ARE YOU, YOU STUPID LITTLE METAL ENCASED DAMSEL!??!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Way to go, numbskull, you saved the princess and got the treasure!"), DIALOG(NPC_ENUM.KNIGHT, "Dummy! There's still a bunch of ninjas, ya know? Try harder, or no princesses or treasure for you!")),
            DIALOG_SET(DIALOG(NPC_ENUM.NINJA, "the secrets... of my ninja clan..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Ha ha, what? Haha.. there's no princesses here! None at all, no sir! Hahaha ha ah..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Please stop looking at me."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "WAIT! Treasure? What kind of treasure?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Why I have only the two greatest treasures here..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Gold AND jewels? gimme gimme gimmegimmegimme GIMME GIMMEGIMME"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NINJA, "I only hope... my child can survive alone-"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "That's right, the two greatest treasures: food and friendship"), DIALOG(NPC_ENUM.KNIGHT, "You'll have to beat up the rest of these ninjas!")),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "UGGGGGGGGGGGGHHHHH"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Well since you all helped me out I might as well join you on your quest!"), DIALOG(NPC_ENUM.KNIGHT, "Keep trying!")),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "As you can tell from the crest on my dope shield, I have trained under The Order of Gluttons!"), DIALOG(NPC_ENUM.KNIGHT, "*wink*")),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Conditioned from birth via grueling regimen, arcane ritual, and strange experimentation, each member of The Order of Gluttons possesses an unstoppable gut cable of holding 20 times that of a normal human..."), DIALOG(NPC_ENUM.KNIGHT, "*wink* *wink*")),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Our mutant metabolism can process 20000 calories a day, and our enhanced musculature can support hundreds of pounds of excess weight with no impact to mobility!"), DIALOG(NPC_ENUM.KNIGHT, "*wink* *wink* *wink*")),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "And not only that, but our hearts-"), DIALOG(NPC_ENUM.KNIGHT, "*wink* *wink* *wink* *wink*")),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Yeah ok we get it!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NINJA, "uuughghhs.... aghhhhhhhh"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "I think I need a moment."), null),
        ]

        
    );//*/

    
    __floor_list[15] = new FLOOR("Crystal Hall", [
        ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.CARROT_DOOR,ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.empty,
            ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.empty,
            ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.empty,
            ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARROT_DOOR,ENEMY_ENUM.empty,
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.CARROT_DOOR,ENEMY_ENUM.empty,
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARROT_DOOR, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.NULL_SUGAR_CRYSTAL,
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.BACON_DOOR,ENEMY_ENUM.CARROT_DOOR,
            ENEMY_ENUM.NULL_SUGAR_CRYSTAL, ENEMY_ENUM.SALTWATER_ELEMENTAL, ENEMY_ENUM.SALTWATER_ELEMENTAL
        ], "", "", "")  

        ],
        [30.0,      120.0,       150.0,      180.0,      300.0],
        [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.TOME), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    2080.5 + 54.0, 3507.3 + 36.0, [14], "img/ui/stage_mine.png",
        [

            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The party approaches a cave system made of beautiful crystal..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Hey look, a magic crystal dungeon!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "I didn't say anything about magic..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "There's gotta be some kind of treasure in here!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "An airy voice chuckles from the darkness..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Hey, who there? I'm warning you, I've commited murder for way less than ominous chuckling before!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.STEAM_CYBORG, "Apologies for not introducting myself... I am a fellow adventurer, and this cave does indeed conceal a treasure..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Hell yeah, treasure time! "), null),
            DIALOG_SET(DIALOG(NPC_ENUM.STEAM_CYBORG, "You may have heard of the magic crystals to the west that make you super fat..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BARD, "I don't recall hearing anything about this..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.STEAM_CYBORG, "These crystals are similar, but instead they give you mondo titties."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.STEAM_CYBORG, "Like some real badonkers, some fat frickin honkers. Massive mommy milkers, if you will."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Yeah we get it, hurry up."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.STEAM_CYBORG, "I'm talking about those big fat wet titties, fun bag knocker chunky big booba titty tats..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "You can stop now."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.STEAM_CYBORG, "Some super stuffed honker donker boinky doingy dorkers."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "STOPPPPPP!!!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.STEAM_CYBORG, "Ahem... fine."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "Aww... don't stop..."), DIALOG(NPC_ENUM.WITCH, "For the record, I was ok with you continuing.")),
            DIALOG_SET(DIALOG(NPC_ENUM.STEAM_CYBORG, "Unfortunately this cave is quite dangerous. It would be unwise to go in... unprepared..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.STEAM_CYBORG, "I propose an alliance. Your skills, my knowledge of the crystal's location."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.STEAM_CYBORG, "We can divide the crystals in a equitible fashion. There is enough to go around."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.STEAM_CYBORG, "By this time tomorrow we'll all have big fat mommy milker honker doinky boingies."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "I'm just gonna sell my crystals, but ok."), null),
        ],
        [

            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The party fends off the monsters, but when they look, the crystal treasure is gone!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.STEAM_CYBORG, "Ahahahahah! Ohohohohohoho!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.STEAM_CYBORG, "While you were fighting I snuck around and got the treasure for myself!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Dammit, I was gonna do that!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.STEAM_CYBORG, "And now look at me! I have the biggest maddest honkers in all the land!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BARD, "I-I think the crystals just made you fat..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.STEAM_CYBORG, "Nonesense, all I can sweet from here is sweet sweet boob-flesh!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.STEAM_CYBORG, "I'm titty town central, USA!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "What the frick is a \"you essay\"...?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.STEAM_CYBORG, "Time to take these big fricken honking horker boingy boinkers for a spin!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.STEAM_CYBORG, "I couldn't get a date because of my awful personality, but now I can just coast on my looks! Buh bye!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "She nefariously waddles away to her shallow and unfulfilling romantic destiny."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "No treasure... yet again..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Cheer up... sometimes fresh and new experiences are the real treasure. Like watching a woman with mondo jugs waddle out of a room.... *sigh*"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Oh gods I can't believe I'm getting this namby-pamby crap from you, you were like the only cool one. Besides me."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The Witch is too lost in her wistful daydreams of big fat titties to respond..."), null),
        ]

        
    );//*/

      
    __floor_list[16] = new FLOOR("Beefcake Dragon", [
        ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.MEAT_DRAGON,ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.CARROT_DOOR,ENEMY_ENUM.CARROT_DOOR,ENEMY_ENUM.MEAT_DRAGON,
            ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.MEAT_DRAGON,
            ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.CARROT_DOOR, ENEMY_ENUM.SALTWATER_ELEMENTAL,ENEMY_ENUM.empty,
            ENEMY_ENUM.BACON_DOOR,ENEMY_ENUM.BACON_DOOR,ENEMY_ENUM.MEAT_DRAGON,
            ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.SALTWATER_ELEMENTAL, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.GARDEN_MAZE,ENEMY_ENUM.GARDEN_MAZE,ENEMY_ENUM.MEAT_DRAGON,
            ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.GARDEN_MAZE,ENEMY_ENUM.MEAT_DRAGON,
            ENEMY_ENUM.FAST_FRIES,ENEMY_ENUM.BACON_DOOR,ENEMY_ENUM.FAST_FRIES,
            ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.GARDEN_MAZE
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.PEANUT_KNIGHT, ENEMY_ENUM.PEANUT_KNIGHT,ENEMY_ENUM.SALTWATER_ELEMENTAL,
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.SALTWATER_ELEMENTAL,
            ENEMY_ENUM.CARROT_DOOR, ENEMY_ENUM.CARROT_DOOR, ENEMY_ENUM.MEAT_DRAGON
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.NULL_SUGAR_CRYSTAL,ENEMY_ENUM.NULL_SUGAR_CRYSTAL,
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.MEAT_DRAGON,
            ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD
        ], "", "", "")  


        ],
        [80.0,      240.0,       360.0,      480.0,      600.0],
        [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.GUAC), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    2276.0 + 54.0, 3420.1 + 36.0, [15], "img/ui/stage_boss.png",
        [

            DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_DISCIPLE, "Hail fair travelers!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Ah heck! Get away from me lady, I don't want your skin disease!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_DISCIPLE, "Ah this? Do not fear, traveler, as this is not a disease. It is a mark of my devotion to the dragon."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_DISCIPLE, "I wish to make pilgrimage to the summit and commune with the dragon above, but she is in a frightful mood at the moment."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_DISCIPLE, "Brave travelers, you are strong of arm and keen of mind! I implore you to assauge the dragon's rage, so that I might converse with her."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Sounds like this lady wants us to slay a dragon!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_DISCIPLE, "Um-"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "You know what dragons got right?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Treasure!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "That's right, treasure!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_DISCIPLE, "Excuse me-"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Dragon slaying par-tay!"), DIALOG(NPC_ENUM.WARRIOR, "Dragon slaying par-tay!")),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Dragon slaying par-tay!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "Dragon slaying par-tay!"), DIALOG(NPC_ENUM.WITCH, "Dragon slaying par-tay!")),
            DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_DISCIPLE, "I think there's been some kind of miscommunica-"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The party, unaware of the Disciple's pleas, marches up the mountain while chanting about dragon slaying parties."), null),
        ],
        [
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "We have slain the dragon!"), DIALOG(NPC_ENUM.WARRIOR, "Yay, the dragon's dead!")),
            DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_DISCIPLE, "Nooo! What have you wrought, you miscreants!?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Presto, one dead dragon!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Ughghgh, what's wrong with you? Your skin disease is going all crazy!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_DISCIPLE, "Oh my, the transformation is accelerating..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_DISCIPLE, "Now that the dragon is gone, it seems that I am to become a dragon myself and take her place!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "I read a book about this once, except it was a fat man in a red suit who engaged in some kind of reverse burglary."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Reverse burglary? Is that where people break into your house and give you stuff?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "No, he broke into other people's houses and gave them stuff."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Oh, that's way less cool."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_DISCIPLE, "Thank you travelers! The only thing better than communing with the dragon is becoming one myself! Thank you!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "No problem lady, now where's the dragon treasure?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_DISCIPLE, "I am afraid we are all monk dragons... We have forsaken all material possessions to pursue dragonkind..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "WHAT THE FU-"), null),

        ]

        
    );//*/

    
    __floor_list[17] = new FLOOR("Bonus Round", [
        ROOM([ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.FAST_FRIES,ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON,ENEMY_ENUM.empty,
            ENEMY_ENUM.FAST_FRIES,ENEMY_ENUM.CANDY_AUTOMATON,ENEMY_ENUM.empty,
            ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.FAST_FRIES,ENEMY_ENUM.FAST_FRIES,ENEMY_ENUM.FAST_FRIES,
            ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.CANDY_AUTOMATON,ENEMY_ENUM.empty,
            ENEMY_ENUM.CANDY_AUTOMATON,ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.FAST_FRIES,ENEMY_ENUM.CANDY_AUTOMATON,
            ENEMY_ENUM.CANDY_AUTOMATON,ENEMY_ENUM.CANDY_AUTOMATON,ENEMY_ENUM.CANDY_AUTOMATON,
            ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.CANDY_AUTOMATON
        ], "", "", "")  



        ],
        [25.0,      40.0,       75.0,      110.0,      140.0],
        [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.BUFF_POTION), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    2276.0 + 54.0, 3225.1 + 36.0, [16], "img/ui/stage_bonus.png",
        [
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Suddenly, yet another smoking hot woman appears out of nowhere in front of the party. Again."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.GLADIATOR, "Behold, it is I, the strongest of the Bonus Round Sisters!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Ooh!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.GLADIATOR, "Can you hope to challenge my mighty strength? Not with those twiggy arms and saggy glutes!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BARD, "pssst.... glutes means \"butt\""), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Oh!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Hey lady, my butt is super powerful! And my arms are too!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.GLADIATOR, "All I hear is the weak whistling of wind flapping through your flabby glutes like a pair of flags!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.GLADIATOR, "Come at me!"), null),

        ],
        [
            DIALOG_SET(DIALOG(NPC_ENUM.GLADIATOR, "Ha ha! An impressive showing! But once again I prove stronger!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "What are you talking about? We totally won!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Look at how gigantic she is now! She must be even superer strongerer than before!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "But its all fat..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "She's huge! I bet she could lift, like, seven horses."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.GLADIATOR, "Yes... puny weaklings, marvel at how big and powerful and smoking hot I am!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Well she's only like 2/3rds right..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The Gladiator uses her massive bulk to gently tumble down the hill, going wherever her flab takes her..."), null),
        ]

        
    );//*/

    __floor_list[18] = new FLOOR("Golem Workshop", [
        ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.empty,
            ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.empty,
            ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.empty,
            ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.empty,
            ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.CANDY_DOOR
        ], "", "", "")  
        
        ,ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.DEVIL_FOOD_GOLEM,ENEMY_ENUM.CANDY_DOOR,
        ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.CANDY_DOOR,
        ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.CANDY_DOOR
        ], "", "", "")  

        ],
        [25.0,      40.0,       75.0,      110.0,      140.0],
        [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.WAND), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    2490.5 + 54.0, 3486.1 + 36.0, [16], "img/ui/stage_village.png",
        [
            DIALOG_SET(DIALOG(NPC_ENUM.FURNACE, "My babies! Somebody help me! My babies are loose!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Hark! Some kind of woman automaton approaches. With a prodigious stomach to match!"), DIALOG(NPC_ENUM.WARRIOR, "Whoa! It's a metal lady!")),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "The word is \"robot\", actually. But robots can't have babies!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.FURNACE, "This one can! I'm popping out babies all the time!" ), null),
            DIALOG_SET(DIALOG(NPC_ENUM.FURNACE, "I'm a mobile manufacturing robot. I got a tiny factory in my belly."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.FURNACE, "Anyway, some of my babies have gone berserk! I need you to stop or destroy them!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Whoa hey hold on, I know I get crap for being the \"bad\" one but even I got limits."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "I will not kill a baby. I'll kill teenagers if the price is right, and I'm open to killing a child if they're, like a super evil child or something."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Evildoer! You've slain innocent children!?"), DIALOG(NPC_ENUM.WARRIOR, "Whoa wait hold on. You've killed children?")),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "No I said I'm open to killing children. I haven't yet."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "We are going to talk about this later."), DIALOG(NPC_ENUM.BARD, "...")),
            DIALOG_SET(DIALOG(NPC_ENUM.FURNACE, "Back to the matter at hand-"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Suddenly a gigantic cake golem crashes through the scene, laying waste to everything!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.FURNACE, "My baby! Somebody stop it!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Oh if that's what we're talking about, then I'm back in."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Robot babies are very different from people babies, apparently."), null)
        ],
        [
            DIALOG_SET(DIALOG(NPC_ENUM.FURNACE, "Ah... hahhh... Thanks for taking care of those. ngggggh..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.FURNACE, "Ahhhhh.... They're normally... ngg... So well behaved."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "What seems to be the matter!?"), DIALOG(NPC_ENUM.BARD, "Are you ok? You're uh.... glowing. Literally.")),
            DIALOG_SET(DIALOG(NPC_ENUM.FURNACE, "Oh I- AH! I was just holding onto the next batch until mggg.. that one was dealt with."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.FURNACE, "If you excuse me, I've got to AH-ah! ...go give birth now."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Indeed! Do you require assistance?"), DIALOG(NPC_ENUM.BARD, "Ok good luck with that! Do you need help?")),
            DIALOG_SET(DIALOG(NPC_ENUM.FURNACE, "Oh not at all, thank you though!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Well hey who wants to get out of here, like right now?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "I do! Buh-bye!!!"), null)
        ]

        
    );//*/

    __floor_list[19] = new FLOOR("Spooky Path", [
        ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.BACON_DOOR,
            ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.CHEESE_WIZARD,
            ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.empty,
            ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,ENEMY_ENUM.CHEESE_WIZARD,ENEMY_ENUM.empty,
            ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BACON_DOOR,ENEMY_ENUM.empty,
            ENEMY_ENUM.BACON_DOOR,ENEMY_ENUM.BACON_DOOR,ENEMY_ENUM.empty,
            ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.CARBONATED_FORCE_BARRIER,
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.CARBONATED_FORCE_BARRIER,
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER
        ], "", "", "")  
        

        ],
        [25.0,      40.0,       75.0,      110.0,      140.0],
        [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.SHIELD), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    2384.3 + 54.0, 3603.5 + 36.0, [18], "img/ui/stage_graveyard.png",
        [

            DIALOG_SET(DIALOG(NPC_ENUM.MAID_MASTER, "OooooOOOOOoooOOOoOOoOOoooo"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "OH MY GOODNESS IT IS A GHOST WE'RE ALL GONNA DIIIIIIIIEEEE!!!"), DIALOG(NPC_ENUM.WARRIOR, "GHOST! GHOST ALERT!")),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Begone ghost! Get outta here!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "You're a priestess, aren't you supposed to do an exorcism or something?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.MAID_MASTER, "ooOOOOOOoooOOOOOoOoooooooooOOO"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "I'm too young and beautiful and smoochable to die!"), DIALOG(NPC_ENUM.WARRIOR, "AHHHHHHHHHHHHHHHHHHHHHHHHH"))

        ],
        [
            DIALOG_SET(DIALOG(NPC_ENUM.MAID_MASTER, "tuRN BACk.... ooOoooo... "), null),
            DIALOG_SET(DIALOG(NPC_ENUM.MAID_MASTER, "TuRN bacK.... oR yOU WIll suFFer thE SAme fAtE..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "You heard her, we're turning back! NOW!!!"), DIALOG(NPC_ENUM.WARRIOR, "We are not suffering fates here. NO WAY!")),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Wait... the same fate as who?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.MAID_MASTER, "aN ILLUSIonisT of grEAT skiLL caME ThIS waYYY..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.MAID_MASTER, "shE iS NOw TRApped.... iN thE ManSION...."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "Oh no... a girl... and what if she's hot and wants to make out with me..."), DIALOG(NPC_ENUM.WARRIOR, "Rescue a maiden... run away from ghosts... what a difficult choice...")),
            DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "W-we can t-try to attempt a rescue... maybe..."), DIALOG(NPC_ENUM.WARRIOR, "I must honor my warrior code! Time to rescue that maiden!"))
        ]

        
    );//*/

    __floor_list[20] = new FLOOR("Haunted House", [
        ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.BACON_DOOR,
            ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,ENEMY_ENUM.GARDEN_MAZE,
            ENEMY_ENUM.empty,ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.SHY_CREEPY_PASTA
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.GARDEN_MAZE,ENEMY_ENUM.GARDEN_MAZE,ENEMY_ENUM.SHY_CREEPY_PASTA,
            ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.CREEPY_PASTA,ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.empty,
            ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.CREEPY_PASTA,
            ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.CHEESE_WIZARD,ENEMY_ENUM.CREEPY_PASTA,
            ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.CARBONATED_FORCE_BARRIER,
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.CREEPY_PASTA,ENEMY_ENUM.CHEESE_WIZARD,
            ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER
        ], "", "", "")  
        

        ],
        [35.0,      70.0,       100.0,      135.0,      300.0],
        [REWARD(0, 0), REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.CHARACTER, 7), REWARD(0, 0), REWARD(0, 0)],
    2275.7 + 54.0, 3752.5 + 36.0, [19], "img/ui/stage_village.png",
        [
            DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "Ahhhhh! This p-place is so c-creepy! I h-haaaaate it!"), DIALOG(NPC_ENUM.WARRIOR, "Keep an eye out for ghosts everybody!")),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Stand fast comrades, we must rescue that illusionist!"), DIALOG(NPC_ENUM.BARD, "We can leave as soon as we rescue that illusionist...")),
            DIALOG_SET(DIALOG(NPC_ENUM.HAUNTED_DOLL, "hehehe eh ehehehehe h eheh ehehe h"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "AHHHHHHHHHHHHHHHHHHHH!!!!"), DIALOG(NPC_ENUM.WARRIOR, "AHHHHHHHHHHHHHHHHHHHH!!!!")),
            DIALOG_SET(DIALOG(NPC_ENUM.HAUNTED_DOLL, "Foolish children creep where they should not!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.HAUNTED_DOLL, "They should have listened to what they were taught!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.HAUNTED_DOLL, "Because if they go further than this spot, they will die and become corpses that rot!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "AHHHHHHHHHHHHHHHHHHHH!!!! AGAIN!!!!"), DIALOG(NPC_ENUM.WARRIOR, "AHHHHHHHHHHHHHHHHHHHH!!!! AGAIN!!!!")),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Now is the time for bravery!"), DIALOG(NPC_ENUM.BARD, "Be brave! Be brave!!!")),
            DIALOG_SET(DIALOG(NPC_ENUM.ILLUSIONIST, "..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.ILLUSIONIST, "Got anything to eat?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Pardon?"), DIALOG(NPC_ENUM.BARD, "Excuse me?")),
            DIALOG_SET(DIALOG(NPC_ENUM.ILLUSIONIST, "I'm hungry. They're out of food here."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.HAUNTED_DOLL, "If you wish to make this captive free, and escape to comfort and safety..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.HAUNTED_DOLL, "Know that this cannot be, unless you run from my sister and flee!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "From the darkness, a twisting pasta creature looms ominously!"), null),

        ],
        [
            DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "Huff- huff- h-how are we still alive?!"), DIALOG(NPC_ENUM.WARRIOR, "Oh hey, turns out you just had to punch her a whole bunch.")),
            DIALOG_SET(DIALOG(NPC_ENUM.ILLUSIONIST, "..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.ILLUSIONIST, "..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.ILLUSIONIST, "Thanks."), DIALOG(NPC_ENUM.ILLUSIONIST, "Hey you forgot to rescue me.")),
            DIALOG_SET(DIALOG(NPC_ENUM.ILLUSIONIST, "..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.ILLUSIONIST, "Got anything to eat?"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "I appreciate your appreciation for the culinary, but this isn't the time!"), DIALOG(NPC_ENUM.BARD, "Isn't there something more pressing than eating?")),
            DIALOG_SET(DIALOG(NPC_ENUM.ILLUSIONIST, "nope"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "\"Nope\"? Listen I like eating as much as the next glutton, b-"), DIALOG(NPC_ENUM.BARD, "Why are you always trying to eat all the time?")),
            DIALOG_SET(DIALOG(NPC_ENUM.ILLUSIONIST, "I love eating."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.HAUNTED_DOLL, "You must think yourself clever and sly, for from my sister you successfully fly!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.HAUNTED_DOLL, "But you are doomed forever, to try and retry! Because in truth, my sister cannot die!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The strands of spaghetti begin to snap and coil and wetly reassemble themselves..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "AHHHH! R-R-R-RU-RU-R-RUUUUUNNNN!!!"), DIALOG(NPC_ENUM.WARRIOR, "Whoops! We're leaving! Run run run!")),

        ]

    );//*/

        __floor_list[21] = new FLOOR("Escape!", [
            ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
                ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,ENEMY_ENUM.CARBONATED_FORCE_BARRIER,
                ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
            ], "", "", "")  
    
            ,ROOM([ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
                ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.empty,ENEMY_ENUM.empty,
                ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.empty, ENEMY_ENUM.empty
            ], "", "", "")  

            ,ROOM([ENEMY_ENUM.BOULDER, ENEMY_ENUM.BOULDER,ENEMY_ENUM.empty,
                ENEMY_ENUM.CARROT_DOOR,ENEMY_ENUM.CARROT_DOOR,ENEMY_ENUM.SHY_CREEPY_PASTA,
                ENEMY_ENUM.BOULDER, ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.empty
            ], "", "", "")  

            ,ROOM([ENEMY_ENUM.FALLING_CORN, ENEMY_ENUM.FALLING_CORN,ENEMY_ENUM.GARDEN_MAZE,
                ENEMY_ENUM.CHEESE_WIZARD,ENEMY_ENUM.CHEESE_WIZARD,ENEMY_ENUM.GARDEN_MAZE,
                ENEMY_ENUM.FALLING_CORN, ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.GARDEN_MAZE
            ], "", "", "")  
    
            
    
            ],
            [25.0,      40.0,       75.0,      110.0,      140.0],
            [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.TOME), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    2434.5 + 54.0, 3900.1 + 36.0, [20], "img/ui/stage_graveyard.png",
            [
                DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "AAHHHHHH!!! AHHHHHH!!! I REPEAT, AHHHHH!!!"), DIALOG(NPC_ENUM.THIEF, "Run Run runrunrunrun! We're getting out of here! ")),
                DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "You go ahead! I'll hold them off!"), null),
                DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "THANKS IT WAS NICE KNOWING YOU!!!"), DIALOG(NPC_ENUM.THIEF, "Thanks for your noble sacrifice, dingdong! Later!")),
                DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Nobody's getting sacrificed today, quick jump through this portal I just summoned!"), null),
                DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The portal is guided by the dark energies of the mansion... to a strange otherworldly place!"), null),
                DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "They float endlessly, in a space beyond time and mind!"), null),
                DIALOG_SET(DIALOG(NPC_ENUM.ILLUSIONIST, "...I'm hungry..."), DIALOG(NPC_ENUM.PRIESTESS, "...comfy...")),
                DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "This isn't where that portal was supposed to go..."), null),
                DIALOG_SET(DIALOG(NPC_ENUM.ELDRITCH, "B E G I N N I N G P R O M I S E J O Y H U N G E R"), null),
                DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Uh oh."), null),
                DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "\"Uh oh\"? What's \"Uh oh\"?!?!"), DIALOG(NPC_ENUM.THIEF, "Where are we?")),
                DIALOG_SET(DIALOG(NPC_ENUM.ELDRITCH, "S O F T C O N S U M E M A K E C O N T A C T"), null),
                DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Hold on."), null),
                DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "Get us out of here!"), DIALOG(NPC_ENUM.THIEF, "We need to leave! NOW!")),
                DIALOG_SET(DIALOG(NPC_ENUM.ELDRITCH, "E N C I R C L E S M O T H E R C R U S H E L A T I O N"), null),
                DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "GET US OUT OF HERE!"), DIALOG(NPC_ENUM.THIEF, "C'mon c'mon c'mon C'MON!!!")),
                DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "I SAID HOLD ON!"), null),

            ],
            [

                DIALOG_SET(DIALOG(NPC_ENUM.ELDRITCH, "T I M E I N C R E A S E R E Q U E S T T H O U G H T S"), null),
                DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "There, I cast a spell that made her super fat."), null),
                DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "You may be an incomprehensible horror from beyond the stars, but good luck moving that tub of lard!"), null),
                DIALOG_SET(DIALOG(NPC_ENUM.ELDRITCH, "P H Y S I C A L A N G L E S M A L L C O N T A C T N O T T O M O R R O W"), null),
                DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Now lets get outta here!"), null),
                DIALOG_SET(DIALOG(NPC_ENUM.ELDRITCH, "P A I N H E A R T E M B R A C E O N L Y Y E S T E R D A Y"), null),
                DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "..."), null),
                DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "...she just wanted a hug..."), null),

            ]
    
            
    );//*/
    
    __floor_list[22] = new FLOOR("Milk Dragon", [
        ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.MILK_DRAGON,ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.MILK_DRAGON,
            ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.MILK_DRAGON,
            ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,ENEMY_ENUM.DISCORD_APPLE,ENEMY_ENUM.empty,
            ENEMY_ENUM.DISCORD_APPLE, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,ENEMY_ENUM.empty,
            ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,ENEMY_ENUM.DISCORD_APPLE,ENEMY_ENUM.MILK_DRAGON,
            ENEMY_ENUM.DISCORD_APPLE, ENEMY_ENUM.DISCORD_APPLE, ENEMY_ENUM.empty
        ], "", "", "")  

        ,ROOM([ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,ENEMY_ENUM.DISCORD_APPLE,
            ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,ENEMY_ENUM.DISCORD_APPLE,
            ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.MILK_DRAGON
        ], "", "", "")  

        ],
        [25.0,      40.0,       75.0,      110.0,      140.0],
        [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.BUFF_POTION), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    2643.5 + 54.0, 3379.0 + 36.0, [18], "img/ui/stage_boss.png",
        [
            DIALOG_SET(DIALOG(NPC_ENUM.MILKMAID, "Hum dee dum dee do~"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Greetings!"), DIALOG(NPC_ENUM.BARD, "Hello!")),
            DIALOG_SET(DIALOG(NPC_ENUM.MILKMAID, "..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "..."), DIALOG(NPC_ENUM.BARD, "...")),
            DIALOG_SET(DIALOG(NPC_ENUM.MILKMAID, "...Hello!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.MILKMAID, "I'm sorry, we don't usually get visitors here in the village..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.MILKMAID, "You should join us... for the ritual is about to begin..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "A ritual you say?"), DIALOG(NPC_ENUM.BARD, "Ritual?")),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "And what manner of ritual is this? If you are cult I will strike you down!"), DIALOG(NPC_ENUM.WITCH, "Is this like a weird cult ritual or a cool magic ritual?")),
            DIALOG_SET(DIALOG(NPC_ENUM.MILKMAID, "We're not a cult, we're a small loving community dedicated to the teachings of our Revered-"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "This is the cult, everybody!"), DIALOG(NPC_ENUM.WITCH, "Ah dang its a cult ritual.")),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Steel yourself for combat, cultist!"), DIALOG(NPC_ENUM.WITCH, "Everybody get ready, it's cult slaying time.")),
            DIALOG_SET(DIALOG(NPC_ENUM.MILKMAID, "Oh no! Save us Revered Mother! Save us!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Your foul gods will offer you no succor, cultist!"), DIALOG(NPC_ENUM.WITCH, "Revered Mother can't help you now, cult girl!")),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The Revered Mother (A dragon with huge boobs), appears to help The Milkmaid."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "A dragon! Our battle will be glorious!"), DIALOG(NPC_ENUM.WITCH, "Ah dang.")),

             
        ],
        [
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Once again I have saved the day from a terrible cult!"), DIALOG(NPC_ENUM.WITCH, "Excellent. The cult has been defeated.")),
            DIALOG_SET(DIALOG(NPC_ENUM.MILKMAID, "We're not a cult! "), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Exactly what a cultist would say."), DIALOG(NPC_ENUM.WITCH, "Not anymore anyway, since you're all dead!")),
            DIALOG_SET(DIALOG(NPC_ENUM.MILKMAID, "Now that the Revered Mother is defeated... and the ritual broken... "), null),
            DIALOG_SET(DIALOG(NPC_ENUM.MILKMAID, "The curse has returned... "), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Now we leave! To go stop another terrible cult!"), DIALOG(NPC_ENUM.WITCH, "We're done here.")),

        ]

        
);//*/

__floor_list[23] = new FLOOR("Bonus Round", [
    ROOM([ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.CANDY_ZOMBIE,ENEMY_ENUM.empty,
        ENEMY_ENUM.empty,ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.empty
    ], "", "", "")  

    ,ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.CANDY_ZOMBIE,ENEMY_ENUM.CANDY_ZOMBIE,ENEMY_ENUM.empty,
        ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  

    ,ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.FAST_FRIES,ENEMY_ENUM.FAST_FRIES,ENEMY_ENUM.FAST_FRIES,
        ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.FAST_FRIES
    ], "", "", "")  

    ,ROOM([ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.CANDY_ZOMBIE,ENEMY_ENUM.FAST_FRIES,
        ENEMY_ENUM.empty,ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.FAST_FRIES
    ], "", "", "")  

    ,ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.CANDY_ZOMBIE,ENEMY_ENUM.CHEESE_GHOST,ENEMY_ENUM.FAST_FRIES,
        ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  

    ,ROOM([ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.CANDY_ZOMBIE,ENEMY_ENUM.CHEESE_GHOST,
        ENEMY_ENUM.FAST_FRIES,ENEMY_ENUM.FAST_FRIES,ENEMY_ENUM.CHEESE_GHOST,
        ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.CHEESE_GHOST
    ], "", "", "")  


    ],
    [25.0,      40.0,       75.0,      110.0,      140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.POTION), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    2804.7 + 54.0, 3533.7 + 36.0, [22], "img/ui/stage_bonus.png",
    [

        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Once again, a smoking hot woman suddenly appears in front of the party"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WRENCH, "What's this I perceive? A bunch of slack-jawed imbeciles here to make a mess of my day!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Wow, you're like super mean!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "I don't like you!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WRENCH, "The last thing I require from you is your endorsement, ignoramus!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WRENCH, "I am the most ingenious of the Bonus Round Sisters."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WRENCH, "And you'll find that I'm a much more tenacious adversary than any you've faced so far!"), null),
    ],
    [
        DIALOG_SET(DIALOG(NPC_ENUM.WRENCH, "Ha! You might erroneously presuppose you have triumphed, but I claim the moral victory!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "What!? How!? I also want the tooth victory!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WRENCH, "The MORAL victory, you nincompoop! My facts and logic would destroy you in the arena of debate!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WRENCH, "Now with my head held high and my victory acquired, I take my leave! Goodbye!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Are we even gonna mention she got super fat like the others?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Oh yeah I forgot about that. Just got used to it."), null),

    ]
    );

    __floor_list[24] = new FLOOR("Distant Village", [
        ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.GARDEN_MAZE,ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.CARROT_DOOR, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  
    
        ,ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.CARROT_DOOR,ENEMY_ENUM.GARDEN_MAZE,
             ENEMY_ENUM.empty,ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.CARROT_DOOR
        ], "", "", "")  
    
        ,ROOM([ENEMY_ENUM.CRACKER_DOOR, ENEMY_ENUM.CRACKER_DOOR,ENEMY_ENUM.CRACKER_DOOR,
            ENEMY_ENUM.CRACKER_DOOR,ENEMY_ENUM.CRACKER_DOOR,ENEMY_ENUM.CRACKER_DOOR,
            ENEMY_ENUM.CRACKER_DOOR, ENEMY_ENUM.CRACKER_DOOR, ENEMY_ENUM.CRACKER_DOOR
        ], "", "", "")  
    
        ,ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
            ENEMY_ENUM.BREAD_SAMURAI,ENEMY_ENUM.BREAD_SAMURAI,ENEMY_ENUM.BREAD_SAMURAI,
            ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
        ], "", "", "")  
      
    
        ],
        [25.0,      40.0,       75.0,      110.0,      140.0],
        [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.SWORD), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    2725.6 + 54.0, 3199.4 + 36.0, [22], "img/ui/stage_village.png",
        [

            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The party arrives at a sad, decripit village... "), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The stone-faced villagers joylessly perform their day's toils... "), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Terrible..."), DIALOG(NPC_ENUM.BARD, "Oh no...")),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The only color in this place is a young woman incongruously singing and dancing. "), null),
            DIALOG_SET(DIALOG(NPC_ENUM.IDOL, "~C'mon everybody, we can do anything if we believe! Come together now!~"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "She is ignored by the laboring peasants..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Except for one distant man who claps and cheers and shouts \"I love you, Idol-chan!\""), null),
            DIALOG_SET(DIALOG(NPC_ENUM.IDOL, "And I love you too!!!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Ecstatic, this man hyperventilates, foams at the mouth, and collapses."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Hail there, maiden! What news do you have?"), DIALOG(NPC_ENUM.BARD, "Excuse me... can I ask what's happening in the village?")),
            DIALOG_SET(DIALOG(NPC_ENUM.IDOL, "Sure, this village is oppressed by the evil priests in that castle, and their zombie army."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.IDOL, "And I'm going to be the biggest idol in the world someday!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.IDOL, "Starting here, by using the power of song and dance to unite the village in rebellion!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "You really shouldn't say anything about being \"the biggest\" around here."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "I commend your dedication, but the villagers do not seem to care..."), DIALOG(NPC_ENUM.BARD, "Normally I'd be on board with your plan, but it doesn't seem to be working...")),
            DIALOG_SET(DIALOG(NPC_ENUM.IDOL, "I just have to believe more! With hard work and dedication, anything is possible!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "A group of croissant-shaped priests and knights approaches."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "They malevolently brandishing plentiful bread products and all-you-can-eat buffet foods."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The head priest cackles, \"I hear someone around here wants to be the biggest idol in the world\""), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "\"Sounds like it's time for some dramatic irony!\""), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Villains approach!"), DIALOG(NPC_ENUM.BARD, "Oh no!")),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "See, I told you."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.IDOL, "Bring it on, bread-head! Through music and positive thinking, we can do anything together!"), null)

        ],
        [
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The party weathers the attack, but Idol-chan isn't so lucky..."), null),
            
DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Glutted by their food based offensive, she cautiously rises to her feet..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.IDOL, "Oh my... Oh my goodness..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "She is truly the biggest idol in the world..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.IDOL, "..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.IDOL, "I can't let this stop me... The music never dies..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.IDOL, "THE MUSIC NEVER DIES!!!!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The music starts, and she launches into her precise and highly syncronized dance routine."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "She is unsure at first, but soon she is unimpedded by her new bulk."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Effortlessly adjusting to her new center of gravity, she pumps and waves her wobbling limbs in time to the music."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.IDOL, "~C'mon everybody, we can do anything if we believe! Come together now!~"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "She's a natural!"), DIALOG(NPC_ENUM.BARD, "She's doing it!")),
            DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Oh my god..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The peasants stop their work ard stare at her, first in suspicion, then confusion..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.IDOL, "~C'mon everybody, -huff- -hah- we can do anything if we - huff- believe! Come together now!~"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Murmurs run through the crowd... \"She's still going\"... \"She never gives up\"... "), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "\"They can't stop her\"... \"They can't stop her...\"... "), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "\"And they can't stop US!\" "), null),
            DIALOG_SET(DIALOG(NPC_ENUM.IDOL, "That's right!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "\"Idol-chan!\"...\"Idol-chan!\"...\"Lets all root for Idol-chan!\" \"Idol-chan!\""), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "\"I love you Idol-chan!\"...\"Idol-chan!\"...\"I LOVE YOU IDOL-CHAN!\" "), null),
            DIALOG_SET(DIALOG(NPC_ENUM.IDOL, "And I love you too!!!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Amongst raucous cheers, the crowd attempts to lift her to their shoulders..."), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "They quickly think better of it, and instead grab their torches and pitchforks for their assault on the castle..."), null)
        ]
    
);//*/

__floor_list[25] = new FLOOR("Unholy Parish", [
    ROOM([ENEMY_ENUM.CROISSANT_KNIGHT, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.CROISSANT_PRIEST,ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.CROISSANT_KNIGHT, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  

    ,ROOM([ENEMY_ENUM.CROISSANT_KNIGHT, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.CROISSANT_PRIEST,ENEMY_ENUM.empty,
        ENEMY_ENUM.CROISSANT_KNIGHT, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  

    ,ROOM([ENEMY_ENUM.PEANUT_KNIGHT, ENEMY_ENUM.CROISSANT_KNIGHT,ENEMY_ENUM.empty,
        ENEMY_ENUM.CROISSANT_PRIEST,ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.PEANUT_KNIGHT, ENEMY_ENUM.CROISSANT_KNIGHT, ENEMY_ENUM.empty
    ], "", "", "")  

    ,ROOM([ENEMY_ENUM.CROISSANT_KNIGHT, ENEMY_ENUM.CROISSANT_KNIGHT,ENEMY_ENUM.empty,
        ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.CROISSANT_PRIEST,
        ENEMY_ENUM.CROISSANT_KNIGHT, ENEMY_ENUM.CROISSANT_KNIGHT, ENEMY_ENUM.empty
    ], "", "", "")  
    
    ,ROOM([ENEMY_ENUM.CROISSANT_KNIGHT, ENEMY_ENUM.CROISSANT_KNIGHT,ENEMY_ENUM.empty,
        ENEMY_ENUM.CROISSANT_KNIGHT,ENEMY_ENUM.CROISSANT_KNIGHT,ENEMY_ENUM.empty,
        ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.NULL_SUGAR_CRYSTAL, ENEMY_ENUM.CROISSANT_PRIEST
    ], "", "", "")  

    ,ROOM([ENEMY_ENUM.CROISSANT_KNIGHT, ENEMY_ENUM.CROISSANT_KNIGHT,ENEMY_ENUM.CROISSANT_KNIGHT,
        ENEMY_ENUM.CROISSANT_KNIGHT,ENEMY_ENUM.CROISSANT_KNIGHT,ENEMY_ENUM.CROISSANT_PRIEST,
        ENEMY_ENUM.CROISSANT_KNIGHT, ENEMY_ENUM.CROISSANT_KNIGHT, ENEMY_ENUM.CROISSANT_KNIGHT
    ], "", "", "")  
  

    ],
    [25.0,      40.0,       75.0,      110.0,      140.0],
    [REWARD(0, 0), REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.CHARACTER, 8), REWARD(0, 0), REWARD(0, 0)],
    3000.7 + 54.0, 3239.0 + 36.0, [24], "img/ui/stage_castle.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.IDOL, "C'mon, everybody! We've already breached the gate!", 1), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "In addition to being an incredible singer and dancer, Idol-chan is also a skilled military tactician.", 1), null),
        DIALOG_SET(DIALOG(NPC_ENUM.IDOL, "I'm a triple threat!", 1), null),

        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "While the people storm the castle above, a different scene plays out in the dungeons.", 1), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SWEETMANCER, "How bothersome. That the peasants should revolt the same day I finally capture you."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "Don't get so cocky just yet!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "How about a taste of my gunsword-gun!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "It's a gun that shoots gunswords!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SWEETMANCER, "Pathetic! I know all of your tricks by now."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SWEETMANCER, "None of your pretty little inventions will save you from being dragged back to the factory where you belong!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "Drat! First my sword-gun fails... then my gunsword-gun..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "I'm running out of inventions! Fast!"), null),

        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Hey losers what's going on in here?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "Help!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Ok!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SWEETMANCER, "Drat! Croissant minions, get them!"), null),

        /*DIALOG_SET(DIALOG(NPC_ENUM.ZEALOT, "Hehehehe... the time has come to strike!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Whoa! Where did you come from?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ZEALOT, "I have been here for weeks... dispatched by the church of the Goddess to slay the leaders of the evil croissants."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ZEALOT, "I have been gathering information... planning my assault... waiting for the time that my weapons can know the blood of my enemies..."), null),

        DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "...."), null),
        DIA

LOG_SET(DIALOG(NPC_ENUM.BARD, "Wow you're pretty intense!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ZEALOT, "Such is the fervent devotion demanded by the Goddess! She commands me to rip these evildoers to shreds..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ZEALOT, "I will dance in the rain of their blood, serenaded by their screams of pain!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "........"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ZEALOT, "Now! To battle!"), null),*/

    ],
    [
        DIALOG_SET(DIALOG(NPC_ENUM.SWEETMANCER, "Nooooo!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SWEETMANCER, "I'm supposed to be the one doling out bizzare physical transformations as disproportionate punishment!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SWEETMANCER, "You haven't heard the last of me! C'mon, minion!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "No way! I'm staying here with my new friends!"), DIALOG(NPC_ENUM.ENGINEER, "No she's got me! Come save me friends!!!")),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Friends?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "FRIENDS!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Don't worry, we'll always be by your side!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "Thank you! I'm sure my many inventions will be helpful!"), DIALOG(NPC_ENUM.ENGINEER, "Thanks! You can come and rescue me from my old boss any time!")),


        /*DIALOG_SET(DIALOG(NPC_ENUM.ZEALOT, "Yes! Victory is ours!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ZEALOT, "I have tasted the sweet blood of these evildoers... though its more like a buttery fluid..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The priestess turns sharply on her heel. The party cannot see her face, but the Zealot can."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "She stares, frozen in horror."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "That's quite enough of that!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "The devotion of the Goddess is love, not zealotry! Not bloodlust!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "She would weep to see you revel in this cruelty!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "True, sometimes she must dispatch a gardener, to prune a rotten or sickly branch!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "But it is a sad thing. A sad thing happened here today and you dishonor the Goddess and yourself by celebrating it!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "Your task is sacred. Treat it with the solemnity it demands."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "Excuse me."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ZEALOT, "I see... yes... I understand... I am sorry..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.IDOL, "...", 1), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "Hey uh, y'know that was kind of intense.... ."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "But I just wanted to say thanks for rescuing me."), DIALOG(NPC_ENUM.ENGINEER, "But I'm still trapped in their dungeon, if somebody could get me.")),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Sure thing..."), null),*/
    ]

);//*/

__floor_list[26] = new FLOOR("Graveyard", [
    ROOM([ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.CHEESE_ZOMBIE,ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  

    ,ROOM([ENEMY_ENUM.CARROT_DOOR, ENEMY_ENUM.CHEESE_ZOMBIE,ENEMY_ENUM.empty,
        ENEMY_ENUM.CARROT_DOOR,ENEMY_ENUM.CHEESE_ZOMBIE,ENEMY_ENUM.empty,
        ENEMY_ENUM.CARROT_DOOR, ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.empty
    ], "", "", "")  

    ,ROOM([ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE,ENEMY_ENUM.empty,
        ENEMY_ENUM.CHEESE_ZOMBIE,ENEMY_ENUM.CHEESE_ZOMBIE,ENEMY_ENUM.empty,
        ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.empty
    ], "", "", "")  

    ,ROOM([ENEMY_ENUM.NULL_SUGAR_CRYSTAL, ENEMY_ENUM.CHEESE_ZOMBIE,ENEMY_ENUM.empty,
        ENEMY_ENUM.DISCORD_APPLE,ENEMY_ENUM.CHEESE_ZOMBIE,ENEMY_ENUM.empty,
        ENEMY_ENUM.PEANUT_KNIGHT, ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.empty
    ], "", "", "")  
    
    ,ROOM([ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE,ENEMY_ENUM.CHEESE_ZOMBIE,
        ENEMY_ENUM.CHEESE_ZOMBIE,ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE
    ], "", "", "")  

    ,ROOM([ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE,ENEMY_ENUM.empty,
        ENEMY_ENUM.CHEESE_ZOMBIE,ENEMY_ENUM.CROISSANT_PRIEST,ENEMY_ENUM.empty,
        ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.empty
    ], "", "", "")  

    ,ROOM([ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE,ENEMY_ENUM.CHEESE_ZOMBIE,
        ENEMY_ENUM.CHEESE_ZOMBIE,ENEMY_ENUM.CHEESE_ZOMBIE,ENEMY_ENUM.CHEESE_ZOMBIE,
        ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE
    ], "", "", "")  

    ,ROOM([ENEMY_ENUM.BOULDER, ENEMY_ENUM.BOULDER,ENEMY_ENUM.CHEESE_ZOMBIE,
        ENEMY_ENUM.DEVIL_FOOD_GOLEM,ENEMY_ENUM.DEVIL_FOOD_GOLEM,ENEMY_ENUM.CHEESE_ZOMBIE,
        ENEMY_ENUM.BOULDER, ENEMY_ENUM.BOULDER, ENEMY_ENUM.CHEESE_ZOMBIE
    ], "", "", "")  

    ],
    [250.0,      400.0,       705.0,      1100.0,      1400.0],
    [REWARD(REWARD_TYPE_ENUM.BONUS_EXTRACT, 0), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    3225.9 + 54.0, 3273.8 + 36.0, [25], "img/ui/stage_graveyard.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Now the priests are defeated, but their zombie army is still here..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "It seems like they're coming from this graveyard!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "Let's just leave! Why are we going where ghosts live?!"), DIALOG(NPC_ENUM.WARRIOR, "Let's m-make this quick... before any ghosts show up!")),
        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "Why be afraid of ghosts? They're just see-though people!"), DIALOG(NPC_ENUM.WITCH, "Why are you so scared of ghosts anyway?")),
        DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "Excuse me? They're ghosts! They are, by definition, terrifying!"), DIALOG(NPC_ENUM.WARRIOR, "Because g-ghosts are the one thing... that I can't punch!")),
        DIALOG_SET(DIALOG(NPC_ENUM.GHOST, "...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "AHHHHHHH!!!!"), DIALOG(NPC_ENUM.WARRIOR, "AHHHHHHH!!!!")),
        DIALOG_SET(DIALOG(NPC_ENUM.GHOST, "........"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "H-hello!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.GHOST, "............"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The ghost sorrowfully looks at a horde of shambling zombies."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The zombies latch onto her, draining her of what little flesh she has left."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "I think she needs our help!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "Helping a ghost? No way!"), DIALOG(NPC_ENUM.WARRIOR, "Helping a ghost...")),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Helping a ghost maiden!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "Hmm... she's scary... but also hot... this is difficult."), DIALOG(NPC_ENUM.WARRIOR, "Ghost maiden, huh? I could do that.")),
    ],
    [


        DIALOG_SET(DIALOG(NPC_ENUM.GHOST, "...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ILLUSIONIST, "...."), DIALOG(NPC_ENUM.PRIESTESS, "....")),
        DIALOG_SET(DIALOG(NPC_ENUM.GHOST, "........"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ILLUSIONIST, "........."), DIALOG(NPC_ENUM.PRIESTESS, "....")),
        DIALOG_SET(DIALOG(NPC_ENUM.GHOST, "............."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ILLUSIONIST, "..............."), DIALOG(NPC_ENUM.PRIESTESS, "....")),
        DIALOG_SET(DIALOG(NPC_ENUM.GHOST, ".............thank you........"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Her unfinished business completed, the ghost moves on to the next life."), null),

    ]

);//*/

__floor_list[27] = new FLOOR("Sea Voyage", [
    ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.empty,
        ENEMY_ENUM.CARROT_DOOR, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  

    ,ROOM([ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.BACON_DOOR,
        ENEMY_ENUM.empty,ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARROT_DOOR
    ], "", "", "")  

    ,ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.CARROT_DOOR,ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.CARBONATED_FORCE_BARRIER,
        ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  

    ,ROOM([ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.SALTWATER_ELEMENTAL,ENEMY_ENUM.empty,
        ENEMY_ENUM.BACON_DOOR,ENEMY_ENUM.BACON_DOOR,ENEMY_ENUM.empty,
        ENEMY_ENUM.DISCORD_APPLE, ENEMY_ENUM.SALTWATER_ELEMENTAL, ENEMY_ENUM.empty
    ], "", "", "")  
    
    ,ROOM([ENEMY_ENUM.PEANUT_KNIGHT, ENEMY_ENUM.NULL_SUGAR_CRYSTAL,ENEMY_ENUM.NULL_SUGAR_CRYSTAL,
        ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.CARBONATED_FORCE_BARRIER,ENEMY_ENUM.CARBONATED_FORCE_BARRIER,
        ENEMY_ENUM.PEANUT_KNIGHT, ENEMY_ENUM.NULL_SUGAR_CRYSTAL, ENEMY_ENUM.NULL_SUGAR_CRYSTAL
    ], "", "", "")  

    ],
    [25.0,      40.0,       75.0,      110.0,      140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.SLICE_OF_CHEESE), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    2824.2 + 54.0, 2985.0 + 36.0, [24], "img/ui/stage_boat.png",
    [

        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "Time to cross the ocean. Luckily I have just the device for this: a boat!"), DIALOG(NPC_ENUM.WITCH, "Well, we've gotten to the part that every fantasy adventure has: the boat part.")),
        DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Ugh.... seasickness...."), DIALOG(NPC_ENUM.WARRIOR, "Yayyy! Boats!")),
        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "Onward!"), DIALOG(NPC_ENUM.WITCH, "Lets just get this over with.")),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Having hastily acquired a boat, the party sets off for the high seas..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Only hours after their journey, they are boarded by a vicious sea elf!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SEA_ELF, "Monsters! Monsters intruding on our land!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Ugh.... urp... villains... I will... ugh... d-defeat you! Ugh I am going to be sick.."), DIALOG(NPC_ENUM.WARRIOR, "What? Where? I'll beat them up!")),
        DIALOG_SET(DIALOG(NPC_ENUM.SEA_ELF, "You! You're monsters! I can tell because none of you are blue or have gills!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SEA_ELF, "Obviously you freaks are all monsters, here to invade our undersea kingdom!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "We are NOT monsters."), DIALOG(NPC_ENUM.WITCH, "We are NOT monsters.")),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Fortunately at this time a bunch of actual monsters crawl out of the ocean and attack!"), null),
    ],
    [

        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "Do you believe us when we say we aren't monsters, now?"), DIALOG(NPC_ENUM.WITCH, "See, if we were monsters, why did we help you fight?")),
        DIALOG_SET(DIALOG(NPC_ENUM.SEA_ELF, "Hmmmmm, maybe you are good monsters...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SEA_ELF, "Either way, that fight has got me fat and exhausted."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SEA_ELF, "I'm going home to sleep! Don't invade my kingdom while I'm napping!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "Understood."), DIALOG(NPC_ENUM.WITCH, "Sure thing.")),

    ]

);//*/

__floor_list[28] = new FLOOR("Plant Dragon", [
    ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.LETTUCE_DRAGON,ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  

    ,ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.CANDY_DOOR,ENEMY_ENUM.GARDEN_MAZE,ENEMY_ENUM.LETTUCE_DRAGON,
        ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  

    ,ROOM([ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE,ENEMY_ENUM.empty,
        ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE,ENEMY_ENUM.LETTUCE_DRAGON,
        ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.empty
    ], "", "", "")  

    ,ROOM([ENEMY_ENUM.CROISSANT_PRIEST, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.CROISSANT_KNIGHT,ENEMY_ENUM.LETTUCE_DRAGON,ENEMY_ENUM.empty,
        ENEMY_ENUM.CROISSANT_PRIEST, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  
    
    ,ROOM([ENEMY_ENUM.PEANUT_KNIGHT, ENEMY_ENUM.ONION_KNIGHT,ENEMY_ENUM.CARROT_DOOR,
        ENEMY_ENUM.PEANUT_KNIGHT,ENEMY_ENUM.ONION_KNIGHT,ENEMY_ENUM.LETTUCE_DRAGON,
        ENEMY_ENUM.PEANUT_KNIGHT, ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.CARROT_DOOR
    ], "", "", "")  

    ],
    [25.0,      40.0,       75.0,      110.0,      140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.SHIELD), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    2889.3 + 54.0, 2769.6 + 36.0, [27], "img/ui/stage_boss.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The boat crashes, stranding the party on an unknown shore..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "I thought you said you knew how to drive a boat!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "I said I knew how to BUILD a boat, there's a difference."), DIALOG(NPC_ENUM.WITCH, "I said I've read a book on how to drive a boat, there's a difference.")),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Suddenly a gunshot rings out, narrowly missing the Thief!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Hey! C'mon man!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.EXPLORER, "What ho! I say! You aren't a dragon."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Hey what did you just call m-"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.EXPLORER, "Nonetheless, its rather spiffing to make the acquitance of fellow adventurers such as myself!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.EXPLORER, "I'm on a hunt you see, for the most dangerous game..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "People?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.EXPLORER, "No! Dragons! Dragons are much more dangerous game than people!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.EXPLORER, "I should know, I've hunted both!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Wait, excuse m-"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.EXPLORER, "I've killed, stuffed, and mounted every creature on the Goddess's beautful earth..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.EXPLORER, "Except for one: dragons!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "A massive dragon-ish roar sounds from beyond the treeline!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.EXPLORER, "Quickly! The hunt is afoot!"), null),

    ],
    [
        DIALOG_SET(DIALOG(NPC_ENUM.EXPLORER, "Hah hah! What a rousing hunt! My blood is pumping and my loins are aflame!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.EXPLORER, "Mama's getting freaky tonight!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Oh my god."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.EXPLORER, "Nothing like the thrill of killing to get you in an amorous mood! Heh heh heh..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.EXPLORER, "But this is a sad day, because now that I've killed one of everything, the time has come to hang up my gun."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.EXPLORER, "Perhaps I'll take up a new hobby, like stealing treasures from people's graves."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.EXPLORER, "Or maybe I'll set up a jewel mine in an impoverished country and pay the locals a pittance to do all the hard labor!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.EXPLORER, "Or maybe I just won't pay them at all! Ohohohohohohohoooo!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.EXPLORER, "Toodle-oo~"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Yo that lady's kinda messed up."), null),
    ]

);//*/

__floor_list[29] = new FLOOR("Bonus Round", [
    ROOM([ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.FAST_FRIES,ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  

    ,ROOM([ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.empty,ENEMY_ENUM.empty,
        ENEMY_ENUM.FAST_FRIES,ENEMY_ENUM.FAST_FRIES,ENEMY_ENUM.FAST_FRIES,
        ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  

    ,ROOM([ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON,ENEMY_ENUM.CANDY_AUTOMATON,
        ENEMY_ENUM.CANDY_AUTOMATON,ENEMY_ENUM.CANDY_AUTOMATON,ENEMY_ENUM.CANDY_AUTOMATON,
        ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON
    ], "", "", "")  

    ,ROOM([ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.PINK_SLIME,ENEMY_ENUM.PINK_SLIME,
        ENEMY_ENUM.PINK_SLIME,ENEMY_ENUM.PINK_SLIME,ENEMY_ENUM.PINK_SLIME,
        ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.PINK_SLIME
    ], "", "", "")  
    
    ],
    [25.0,      40.0,       75.0,      110.0,      140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.DAGGER), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    2755.9 + 54.0, 2628.6 + 36.0, [28], "img/ui/stage_bonus.png",
    [

        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "You should be able to see where this is going."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "A smoking hot woman appears before the party, in a sudden fashion."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SWORD_DANCER, "Behold it is I, the most agile of the Bonus Round Sisters!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SWORD_DANCER, "There is no one who can resist my dance!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SWORD_DANCER, "Don't even try to struggle! I've already got you in my trap!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "MOMMY!!!"), DIALOG(NPC_ENUM.WITCH, "Oh my god....")),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Don't drool, its rude."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Nooo! I must look away!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SWORD_DANCER, "It's already too late!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Nooooo!!!!"), null),
    ], 
    [
        DIALOG_SET(DIALOG(NPC_ENUM.SWORD_DANCER, "And behold! Now that dance is done!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "Awesome...."), DIALOG(NPC_ENUM.WITCH, "......")),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Oh hey, that wasn't so bad."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Not really much of a trap now is it?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Just a fun sexy dance."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SWORD_DANCER, "Hah! Take a look at your coinpurse!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "What!? NO! MY MONEY!!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "CURSE YOU SEXY DANCER LADY!!!! CURSE YOOOOOOOOOOOOUUUUUU!!!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "But the smoking hot woman had already disappeared, with all the Thief's money..."), null),

    ]


);//*/

__floor_list[30] = new FLOOR("Golem Army", [
    ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CANDY_DOOR,
        ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM,
        ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM,
        ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.BACON_DOOR,
        ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.BACON_DOOR
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.BACON_DOOR,
        ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.BACON_DOOR,
        ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.BACON_DOOR
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM,
        ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM,
        ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER,
        ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER,
        ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.CREAMED_CORN_SLIME, ENEMY_ENUM.CREAMED_CORN_SLIME, ENEMY_ENUM.CANDY_DOOR,
        ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER,
        ENEMY_ENUM.CREAMED_CORN_SLIME, ENEMY_ENUM.CREAMED_CORN_SLIME, ENEMY_ENUM.CANDY_DOOR
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM,
        ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM,
        ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM
    ], "", "", "")  
],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.BUFF_POTION), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    3183.8 + 54.0, 2665.5 + 36.0, [28], "img/ui/stage_village.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The party approaches a battlefield playing out an eternal war."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "I've heard about this. Two opposing kingdoms went to war."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "The conflict went on so long, that eventually the two forces managed to magically automate the creation and deploment of their armies."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "The leaders of both sides died, and the war just continued... This is the same centuries-old war."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.HOLOGRAM, "MAIN SCREEN TURN ON"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.HOLOGRAM, "NON-HOSTILE ORGANICS DETECTED. ACTIVATING ORGANIC INTERACTION MODULE. "), null),
        DIALOG_SET(DIALOG(NPC_ENUM.HOLOGRAM, "... ... ... ... ... ... ... ... ... ... ..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.HOLOGRAM, "MODULE ACTIVATED. PREPARE FOR INTERACTION."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.HOLOGRAM, "... ... ... ... ... ... ... ... ... ... ..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.HOLOGRAM, "Hey what's up?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Greetings!"), DIALOG(NPC_ENUM.BARD, "Hi?")),
        DIALOG_SET(DIALOG(NPC_ENUM.HOLOGRAM, "Nice to meet ya. I should let you know this place is currently consumed by war for the past, uh, -128493647 days..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.HOLOGRAM, "ERROR: INTEGER OVERFLOW DETECTED"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.HOLOGRAM, "So yeah, if you don't wanna die or whatever, you should leave."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "What a fascinating contraption! I must learn everything about you!"), DIALOG(NPC_ENUM.WITCH, "So what's your whole deal?")),
        DIALOG_SET(DIALOG(NPC_ENUM.HOLOGRAM, "Oh y'know. I'm to remain at point gamma and shell sector E55 to prevent the enemy advance, until I receive new orders."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.HOLOGRAM, "It's a living."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "And that's everything there is to talk about?"), DIALOG(NPC_ENUM.WITCH, "And that's it?")),
        DIALOG_SET(DIALOG(NPC_ENUM.HOLOGRAM, "Well no, that's not it. I'm like a person, with dreams and aspirations and stuff."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Commendable! I wish to know of your aspirations!"), DIALOG(NPC_ENUM.BARD, "Ooh, what are your dreams?")),
        DIALOG_SET(DIALOG(NPC_ENUM.HOLOGRAM, "Well once the war's done and I've retired, I'd like to be uploaded into flesh body and get really into hedonism."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.HOLOGRAM, "Feasting, sex, drugs, roller coasters, all that good stuff. Never done any of it before but it sounds great."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Not aiming very high, are we?"), DIALOG(NPC_ENUM.BARD, "Oh ok...?")),
        DIALOG_SET(DIALOG(NPC_ENUM.HOLOGRAM, "Whoops looks those enemy golems are advancing into sector E54! Got distracted chatting."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.HOLOGRAM, "Help me out, will ya?"), null),

    ],
    [
        DIALOG_SET(DIALOG(NPC_ENUM.HOLOGRAM, "Good job everybody!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Wait why do you look like that now?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.HOLOGRAM, "Well, while we were chatting I realized while I can't actually do hedonism right now, I could simulate it for a bit."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.HOLOGRAM, "So I devoted .03% of my processing power to run a feasting simulation."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.HOLOGRAM, "And it says I'm supposed to look like this now? Weird!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.HOLOGRAM, "Is this really what happens after you feast?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Yeah pretty much."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.HOLOGRAM, "Well I can only imagine how different I look after the sex, drugs, and roller coasters then."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.HOLOGRAM, "I might have to rethink this whole hedonism thing..."), null),
    ]


);//*/

__floor_list[31] = new FLOOR("Zombie Seige", [
    ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.BUFFET_TREBUCHET,
        ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "One Shot Enemies", "Enemies with no defenses will die as soon as all other enemies are dead, or after they attack once", "img/tut/tut16.png")  

    , ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.empty,
        ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.BUFFET_TREBUCHET,
        ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE,
        ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.BUFFET_TREBUCHET,
        ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.BUFFET_TREBUCHET,
        ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE,
        ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.BUFFET_TREBUCHET
    ], "", "", "")  

],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.DAGGER), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    3402.0 + 54.0, 2664.0 + 36.0, [30], "img/ui/stage_village.png",
    [

        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The party sneaks their way across the endlessly raging battlefield..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "They find themselves in a strange ancient ruin, filled with shattered glass tubes."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "An alert suddenly blares, and a stilted voice belts out \"INFILTRATION DETECTED IN CLONE FACILITY 14\""), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "\"DISPATCH EMERGENCY CLONE UNITS\""), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The one remaining unshattered glass tube drains its blue glowing fluid, and a woman steps out."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BOMBADIER, "ECU-3984-B reporting for duty, SIR!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BOMBADIER, "Wait second... none of you are ECU-5938-A, my superior officer..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "I'm afraid there's no one here but us!"), DIALOG(NPC_ENUM.WITCH, "They're probably dead, its been centuries.")),
        DIALOG_SET(DIALOG(NPC_ENUM.BOMBADIER, "Nonsense, she would have been printed out alongside me. She should be here!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "What do you mean \"printed out\"?"), DIALOG(NPC_ENUM.WITCH, "Printed out?")),
        DIALOG_SET(DIALOG(NPC_ENUM.BOMBADIER, "Uh, yeah? From the bio-printer?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "\"PROXIMITY ALERT. ENEMIES INBOUND.\""), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BOMBADIER, "About time! C'mon, lets get these guys and then we can finish our chitchat!"), null),


    ],
    [
        DIALOG_SET(DIALOG(NPC_ENUM.BOMBADIER, "Wow, the enemy forces have gotten weird! My memory implant says nothing about this!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BOMBADIER, "Did we really have to eat them?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ILLUSIONIST, "Yeah, it rocks."), DIALOG(NPC_ENUM.WITCH, "Yes, it's the only thing that works.")),
        DIALOG_SET(DIALOG(NPC_ENUM.BOMBADIER, "And now I'm fat, this sucks!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "\"ECU-3984-B, MEDICAL ANOMALY DETECTED. CLONE DEEMED UNFIT FOR COMBAT DUTY.\""), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "\"ACTIVATING KILLSWITCH ECU-3984-B. STAND CLEAR.\""), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BOMBADIER, "Uh oh...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "She explodes from the neck up, her head reduced to chunky salsa."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ILLUSIONIST, "Whoa..."), DIALOG(NPC_ENUM.WITCH, "WHAT THE HELL?!?!")),
        DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "WHAT FOUL SORCERY IS THIS!?!"), DIALOG(NPC_ENUM.BARD, "OH MY GODDESS!!")),
        DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "WE'RE UNDER ATTACK! RUN!!!!"), DIALOG(NPC_ENUM.WARRIOR, "I'M GONNA FREAK OUT HOLY CRAP")),
        DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "THIS IS HELL THIS IS HELL, HELL IS REAL AND THEY MADE IT HERE"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Once again the glass tube drains of fluid and produces an identical woman."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BOMBADIER, "ECU-3985-B reporting for duty, SIR!", 0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "She takes a look at the bloody scene, and the headless body."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BOMBADIER, "Wow!", 0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BOMBADIER, "Sucks to be her, I guess!", 0), null),
    ]


);//*/


__floor_list[32] = new FLOOR("The Onion Order", [
    ROOM([ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.empty,
        ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.empty,
        ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.ONION_KNIGHT,
        ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BACON_DOOR,
        ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.ONION_KNIGHT
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.ONION_KNIGHT,
        ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.ONION_KNIGHT,
        ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.ONION_KNIGHT,
        ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.ONION_KNIGHT
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.empty,
        ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.empty,
        ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.ONION_KNIGHT,
        ENEMY_ENUM.BREAD_SAMURAI, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER,
        ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.ONION_KNIGHT
    ], "", "", "")  


],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.CHARACTER, 9), REWARD(0, 0), REWARD(0, 0)],
    3676.0 + 54.0, 2669.0 + 36.0, [31], "img/ui/stage_castle.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Futher into the battlefield, the architecture begins to turn more familiar."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Finally buildings made out of normal stuff like stone and wood."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "I wish we had more time to study those ruins..."), DIALOG(NPC_ENUM.WITCH, "The ancients were a truly strange society.")),
        DIALOG_SET(DIALOG(NPC_ENUM.CULTIST, "Eheheh! Even more sacrifices for the Onion Lord?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Uh, no thanks."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.CULTIST, "Here, on the blood of this eternal battlefield, we will snuff out the life of a beautiful maiden!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.CULTIST, "This will give rise to our dark master, the On-"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "Beautiful maiden? Where?!?"), DIALOG(NPC_ENUM.WARRIOR, "Whoa hold on, there's a maiden to rescue?")),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Strapped to a stone altar is a woman. She is writhing... oddly sensually?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.RANGER, "OH NO~! I'm in such danger! If only someone could come rescue me~!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.RANGER, "Preferably someone who's brave and handsome and super rich with a big house and a huge pe-"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "She seems to be enjoying this."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "Look at her! She's hot! We have to rescue her!"), DIALOG(NPC_ENUM.WARRIOR, "Look at her! She's in danger! We have to rescue her!")),
        DIALOG_SET(DIALOG(NPC_ENUM.RANGER, "Oh ho ho ho nooooo~!!!"), null),

    ],
    [
        DIALOG_SET(DIALOG(NPC_ENUM.CULTIST, "The ritual is stalled! The energies are causing strange magic effects!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.CULTIST, "Quick we must sacrifice the maiden!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The cultist plunges her knife towards The Ranger's chest!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "At the last moment The Ranger pulls out her hand crossbow and shoots the cultist dead instantly."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.RANGER, "Well, that was a bust."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.RANGER, "You bunch really need to step up your maiden rescuing game."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.RANGER, "If I was really captured, I'd be dead by now!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "Well, milady, it wasn't our smoothest attempt, but might you consider becoming my girlfriend?"), DIALOG(NPC_ENUM.WITCH, "Hey! We did our best!")),
        DIALOG_SET(DIALOG(NPC_ENUM.RANGER, "Excuse me, who's child is this?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "Well if you play your cards right, I could be your.. uh... sexy little baby."), DIALOG(NPC_ENUM.WITCH, ".....")),
        DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "Might I ask why a beautiful, powerful lady such as yourself is doing in a cult hall like this?"), DIALOG(NPC_ENUM.WITCH, "Hey, what was with the act, lady?!")),
        DIALOG_SET(DIALOG(NPC_ENUM.RANGER, "When you're this stunningly beautiful, people are intimidated by your looks."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.RANGER, "Letting somebody rescue you makes you seem vulnerable and approachable!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.RANGER, "This is how hot people flirt, darling. Not that I'd expect you to know anything about that~!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.RANGER, "Oh ho ho ho ho ho ho ho~!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "Ah! The more she insults me, the more desperate I am for her approval!"), DIALOG(NPC_ENUM.WITCH, "Hey my body is perfectly symetrical (I know, I designed it meticulously), which means I AM OBJECTIVELY ATTRACTIVE!")),
        DIALOG_SET(DIALOG(NPC_ENUM.RANGER, "Keep trying, honey."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.RANGER, "Anyway, despite your various failings I think you're kind of cute, like how a bug or an ugly dog can be cute."), DIALOG(NPC_ENUM.RANGER, "That was such an abyssmal display of maiden rescuing, but I'm feeling nice...")),
        DIALOG_SET(DIALOG(NPC_ENUM.RANGER, "I think I'll keep you around for a bit. It's been too long since I had an entourage!"), DIALOG(NPC_ENUM.RANGER, "I'll be trying this scheme again tomorrow, if you can rescue me then maybe I'll let you stick around.")),
    ]


);//*/


__floor_list[33] = new FLOOR("Storm the Lair!", [
    ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CARBONATED_FORCE_BARRIER,
        ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM,
        ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM,
        ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.SALTWATER_ELEMENTAL,
        ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.SALTWATER_ELEMENTAL
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.CRACKER_DOOR, ENEMY_ENUM.CRACKER_DOOR, ENEMY_ENUM.CRACKER_DOOR,
        ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.PEANUT_KNIGHT, ENEMY_ENUM.PEANUT_KNIGHT, ENEMY_ENUM.PEANUT_KNIGHT
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR,
        ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR,
        ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.PEANUT_KNIGHT,
        ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.PEANUT_KNIGHT
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.NULL_SUGAR_CRYSTAL, ENEMY_ENUM.NULL_SUGAR_CRYSTAL,
        ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.PEANUT_KNIGHT, ENEMY_ENUM.PEANUT_KNIGHT,
        ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.NULL_SUGAR_CRYSTAL, ENEMY_ENUM.NULL_SUGAR_CRYSTAL
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR,
        ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.NULL_SUGAR_CRYSTAL, ENEMY_ENUM.empty,
        ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.NULL_SUGAR_CRYSTAL, ENEMY_ENUM.empty
    ], "", "", "")  

],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.BBQ_SAUCE), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    3881.7 + 54.0, 2807.9 + 36.0, [32], "img/ui/stage_castle.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.SKYRANGER, "Incoming!", 0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "A strange woman parachutes in."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SKYRANGER, "What's up? APU-2938-J, reporting in!", 0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Oh frick it's another one of those exploding people."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SKYRANGER, "Just been printed with new orders from the control mind, it looks like thanks to you we finally have an opportunity to punch into enemy territory!", 0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SKYRANGER, "We can finally defeat The Magic Kingdom, and the war will be over!", 0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SKYRANGER, "C'mon! Lets do it!", 0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Please don't explode!", 0), null),

        /*DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Hundreds of clone soldiers storm the base, repeatedly cloned and exploded by some unseen force."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "It is a truly hellish sight."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "This is the worst thing I've ever seen in my entire life."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.STITCHER, "Psst, hey!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Please tell me you're a normal person who does not explode."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.STITCHER, "I'm normal and I'm trying to stop this war because its gross and weird."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "What can we do?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.STITCHER, "This happens sometimes, the science guys reach the magic base."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.STITCHER, "But they can never kill the magic leaders before being pushed back."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.STITCHER, "This is our opportunity to decisively win the war!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.STITCHER, "With the war over the automated systems will be shut down."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Then what are we waiting for, lets get into the base!"), null),*/
    ],
    [

        

            DIALOG_SET(DIALOG(NPC_ENUM.SKYRANGER, "Yeah, we did it!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SKYRANGER, "The Onion Order is the main defensive line of the enemy. We've got a straight run to their base!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.SKYRANGER, "Though I don't know if I'll be doing much running anymore haha!"), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "\"APU-2938-J, MEDICAL ANOMALY DETECTED. CLONE DEEMED UNFIT FOR COMBAT DUTY.\""), null),
            DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "\"ACTIVATING KILLSWITCH APU-2938-J. STAND CLEAR.\""), null),
            DIALOG_SET(DIALOG(NPC_ENUM.BARD, "RUN!!!", 0), null),
        
        /*DIALOG_SET(DIALOG(NPC_ENUM.STITCHER, "Just... beyond that door... are the twin necromancers. Long ago they were the leaders of this place..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.STITCHER, "When ancient decay set in, their wills slowly wasted away."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.STITCHER, "Now they continue to summon and direct their armies by pure rote and habit."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.STITCHER, "I can't go on... It's up to you to destroy them..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Nooo! Just don't explode!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.STITCHER, "I won't explode, I'm a normal person, we already covered this."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.THIEF, "Oh good."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Several months from now, she does explode, but for unrelated reasons."), null),*/
    ]


);//*/


__floor_list[34] = new FLOOR("Twin Necromancers", [
    ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.LOLLIPOP_NECROMANCER_RED, ENEMY_ENUM.LOLLIPOP_NECROMANCER_GREEN, ENEMY_ENUM.empty,
        ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.LOLLIPOP_NECROMANCER_RED, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.LOLLIPOP_NECROMANCER_GREEN,
        ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.CROISSANT_KNIGHT, ENEMY_ENUM.CROISSANT_KNIGHT, ENEMY_ENUM.CROISSANT_KNIGHT,
        ENEMY_ENUM.CROISSANT_KNIGHT, ENEMY_ENUM.LOLLIPOP_NECROMANCER_RED, ENEMY_ENUM.LOLLIPOP_NECROMANCER_GREEN,
        ENEMY_ENUM.CROISSANT_KNIGHT, ENEMY_ENUM.CROISSANT_KNIGHT, ENEMY_ENUM.CROISSANT_KNIGHT
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.BUFFET_TREBUCHET,
        ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.LOLLIPOP_NECROMANCER_RED, ENEMY_ENUM.LOLLIPOP_NECROMANCER_GREEN,
        ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.BUFFET_TREBUCHET
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.NULL_SUGAR_CRYSTAL, ENEMY_ENUM.NULL_SUGAR_CRYSTAL, ENEMY_ENUM.GARDEN_MAZE,
        ENEMY_ENUM.LOLLIPOP_NECROMANCER_RED, ENEMY_ENUM.CROISSANT_KNIGHT, ENEMY_ENUM.LOLLIPOP_NECROMANCER_GREEN,
        ENEMY_ENUM.NULL_SUGAR_CRYSTAL, ENEMY_ENUM.NULL_SUGAR_CRYSTAL, ENEMY_ENUM.GARDEN_MAZE
    ], "", "", "")  


    ],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.TOME), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    3673.8 + 54.0, 2952.2 + 36.0, [33], "img/ui/stage_boss.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.LICH, "FINALLY! Someone here to defeat these two losers!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Greetings! Does some evildoer need defeating?"), DIALOG(NPC_ENUM.WITCH, "Uh? Hello?")),
        DIALOG_SET(DIALOG(NPC_ENUM.LICH, "Ages ago, these idiot necromancers moved into my tomb and decided to use it as their base!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.LICH, "And like, hello? I'm still here! Just because I'm dead doesn't mean I'm not using my tomb!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.LICH, "Soooooooooooo RUDE!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Already on it!"), DIALOG(NPC_ENUM.WITCH, "Fortunately we were going to kill them anyway.")),
        DIALOG_SET(DIALOG(NPC_ENUM.LICH, "Ok, great! Like, I am so tired of these fake necromancer boys!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.LICH, "They're just doing it for the attention."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.LICH, "If they were REAL practitioners of dark magic, why can't they name five curses?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The necromancers, their minds eroded by time, moan wordlessly while automatically performing the summoning rituals they have been doing for countless years."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.LICH, "See?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "I think you're being kind of gate-keepy here."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.LICH, "Whatever, just, like, kill them already!"), null),


    ],
    [
        DIALOG_SET(DIALOG(NPC_ENUM.LICH, "OH MY GOD WHAT DID YOU DO!"), null), 
        DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "We have slain the necromancers! Huzzah!"), DIALOG(NPC_ENUM.WITCH, "Isn't it obvious? We destroyed the necromancers!")),
        DIALOG_SET(DIALOG(NPC_ENUM.LICH, "You like, did it all wrong!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.LICH, "The magic energy from the interrupted ritual went into me and now I'm all gross and fat."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "You are not GROSS and FAT! You are ZAFTIG or CURVY or RUBENESQUE!"), DIALOG(NPC_ENUM.WITCH, "You're overreacting. Plenty of people prefer curvier women.")),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Yeah, if anything you just need a wardrobe that flatters your new figure."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.LICH, "UGH GAG ME WITH A SPOON."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.LICH, "Give me a break with this touchy feely body positivity crap."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.LICH, "I'm, like, going to solve this in a much healthier way:"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.LICH, "By figuring out how to, like, cultivate a dangerous eating disorder when I no longer have a physical form!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.LICH, "Like, duh!"), null),

    ]


);//*/


__floor_list[35] = new FLOOR("Bonus Round", [
    ROOM([ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CHEESE_GHOST,
        ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON,
        ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CHEESE_GHOST
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.CANDY_AUTOMATON,
        ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.empty,
        ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.CANDY_AUTOMATON
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.empty,
        ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON,
        ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.CANDY_AUTOMATON
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON,
        ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CHEESE_GHOST,
        ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.CHEESE_GHOST,
        ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON,
        ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.CHEESE_GHOST
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.CHEESE_GHOST,
        ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.empty
    ], "", "", "")  



],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.SWORD), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    3463.1 + 54.0, 2952.2 + 36.0, [34], "img/ui/stage_bonus.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Yada yada yada smoking hot woman blah blah blah suddenly appears etc etc etc..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.GLASSES, "Behold, it is I, the tallest of the Bonus Round Sisters!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Tallest? Seriously? That's your superlative?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.GLASSES, "Yeah I mean, I don't have a whole lot going for me."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.GLASSES, "It was either that or \"The most near-sighted\" which isn't very impressive."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "You should take pride in your height! You are dignified and powerful!"), DIALOG(NPC_ENUM.BARD, "Hey, being tall is pretty cool! You shouldn't be so down on yourself.")),
        DIALOG_SET(DIALOG(NPC_ENUM.GLASSES, "Hmm, I guess."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.GLASSES, "We should fight now probably."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Indeed!"), DIALOG(NPC_ENUM.BARD, "Uh ok...")),


    ],
    [

        DIALOG_SET(DIALOG(NPC_ENUM.GLASSES, "Hey, congratulations, you've won!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Huzzah!"), DIALOG(NPC_ENUM.BARD, "Yay!")),
        DIALOG_SET(DIALOG(NPC_ENUM.GLASSES, "..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "..."), DIALOG(NPC_ENUM.BARD, "...")),
        DIALOG_SET(DIALOG(NPC_ENUM.ILLUSIONIST, "..."), DIALOG(NPC_ENUM.PRIESTESS, "...")),
        DIALOG_SET(DIALOG(NPC_ENUM.GLASSES, "Alright, well I guess I'm gonna go now..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "You're not gonna... gloat or talk about how this was actually a victory for you?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.GLASSES, "Nah, I'm not gonna do any of that stuff."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.GLASSES, "I'm gonna go to bed, I'm tired."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "Ok..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "..."), DIALOG(NPC_ENUM.BARD, "...")),
        DIALOG_SET(DIALOG(NPC_ENUM.ILLUSIONIST, "..."), DIALOG(NPC_ENUM.PRIESTESS, "...")),
        DIALOG_SET(DIALOG(NPC_ENUM.BARD, "I'm worried about her."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ILLUSIONIST, "..."), DIALOG(NPC_ENUM.PRIESTESS, "...")),

    ]
    );

__floor_list[36] = new FLOOR("Perilous Climb", [
ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.CREAM_CHEESE_HARPY, ENEMY_ENUM.empty,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM
], "", "", "")  

, ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.CREAM_CHEESE_HARPY,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.CREAM_CHEESE_HARPY,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.CREAM_CHEESE_HARPY
], "", "", "")  

, ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.CREAM_CHEESE_HARPY,
    ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.CREAM_CHEESE_HARPY
], "", "", "")  

, ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.CREAM_CHEESE_HARPY,
    ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.CREAM_CHEESE_HARPY
], "", "", "")  
    
, ROOM([ENEMY_ENUM.CREAM_CHEESE_HARPY, ENEMY_ENUM.CREAM_CHEESE_HARPY, ENEMY_ENUM.CREAM_CHEESE_HARPY,
    ENEMY_ENUM.CREAM_CHEESE_HARPY, ENEMY_ENUM.CREAM_CHEESE_HARPY, ENEMY_ENUM.CREAM_CHEESE_HARPY,
    ENEMY_ENUM.CREAM_CHEESE_HARPY, ENEMY_ENUM.CREAM_CHEESE_HARPY, ENEMY_ENUM.CREAM_CHEESE_HARPY
], "", "", "")  

, ROOM([ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM,
    ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM,
    ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM
], "", "", "")  


],
[25.0, 40.0, 75.0, 110.0, 140.0],
[REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.SHIELD), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
4213.4 + 54.0, 2952.2 + 36.0, [34], "img/ui/stage_mountain.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The party approaches the base of a perilous mountain, when they spy another group of travelers."), null),
DIALOG_SET(DIALOG(NPC_ENUM.ELF_BARBARIAN, "Hark! Fellow adventurers I see!"), null),
DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "Humph...."), null),
DIALOG_SET(DIALOG(NPC_ENUM.SURVIVALIST, "Hmmm....."), null),
DIALOG_SET(DIALOG(NPC_ENUM.DWARF_BARBARIAN, "Hey! Nice to meetcha!"), null),
DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Fellow adventurers indeed! Journeying up the mountain as well?"), DIALOG(NPC_ENUM.BARD, "Hello! Are you headed up the mountain too?")),
DIALOG_SET(DIALOG(NPC_ENUM.NOMAD, "Yup! And I’m the guide they hired!"), null),
DIALOG_SET(DIALOG(NPC_ENUM.ELF_BARBARIAN, "Verily! My brave companions and I hath been charged to slay the Cyclops that takes residence at the top of this mountain!"), null),
DIALOG_SET(DIALOG(NPC_ENUM.SURVIVALIST, "Yeah, I’ve already got my +2 sword of giant slaying."), null),
DIALOG_SET(DIALOG(NPC_ENUM.ELF_BARBARIAN, "Oh mine brave companion, but we are to slay a Cyclops, not a giant!"), null),
DIALOG_SET(DIALOG(NPC_ENUM.SURVIVALIST, "Nah it’s ok, in this edition’s rules Cyclopses count as giants. Now if this was fourth we’d be in trouble..."), null),
DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "Humph...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DWARF_BARBARIAN, "Whoa, pause the rp guys we got enemies incoming!! "), null),
DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "To battle my comrades!!"), DIALOG(NPC_ENUM.BARD, "We’ll help!!")),
    ],
    [

DIALOG_SET(DIALOG(NPC_ENUM.DWARF_BARBARIAN, "Haha nice we crushed them good!!",0), null),
DIALOG_SET(DIALOG(NPC_ENUM.DWARF_BARBARIAN, "I’m pumped!",0), null),
DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "Humph....",0), null),
DIALOG_SET(DIALOG(NPC_ENUM.RANGER, "So what's your problem?"), DIALOG(NPC_ENUM.WITCH, "So what’s your deal?")),
DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "You wouldn’t understand.... I’m too brooding and mysterious....",0), null),
DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "My tragic past.... It’s almost too much to bear.",0), null),
DIALOG_SET(DIALOG(NPC_ENUM.RANGER, "Whatever! I don’t care anymore!"), DIALOG(NPC_ENUM.WITCH, "Oh god you’re one of those.")),
DIALOG_SET(DIALOG(NPC_ENUM.NOMAD, "Anyway! If you’re coming with us you gotta pay up too.",0), null),
DIALOG_SET(DIALOG(NPC_ENUM.NOMAD, "This mountain’s perilous as all hell and if you don’t get a guide you’ll regret it for sure.",0), null),
DIALOG_SET(DIALOG(NPC_ENUM.RANGER, "Hmm? I’m sure we can work something out. If you’re a good boy, I’ll listen to every little thing you tell me to do...."), DIALOG(NPC_ENUM.WITCH, "Or maybe if you don’t take us I’ll use my magic to rip you limb from limb?")),
DIALOG_SET(DIALOG(NPC_ENUM.NOMAD, "Ha! Nice try lady, but that don’t work on me! Now let’s see that gold.",0), null),
DIALOG_SET(DIALOG(NPC_ENUM.RANGER, ".... But.... I was all seductive and everything..."), DIALOG(NPC_ENUM.WITCH, "....")),
DIALOG_SET(DIALOG(NPC_ENUM.RANGER, "Fine...."), DIALOG(NPC_ENUM.WITCH, "Fine! Whatever!")),
    ]
);//*/

__floor_list[37] = new FLOOR("High Peaks", [
ROOM([ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM,
    ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM,
    ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM
], "", "", "")  

, ROOM([ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.CREAM_CHEESE_HARPY,
    ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.CREAM_CHEESE_HARPY,
    ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.CREAM_CHEESE_HARPY
], "", "", "")  

, ROOM([ENEMY_ENUM.CREAM_CHEESE_HARPY, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM,
    ENEMY_ENUM.CREAM_CHEESE_HARPY, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM,
    ENEMY_ENUM.CREAM_CHEESE_HARPY, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM
], "", "", "")  

, ROOM([ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.CREAM_CHEESE_HARPY, ENEMY_ENUM.BACON_GOLEM,
    ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.CREAM_CHEESE_HARPY, ENEMY_ENUM.BACON_GOLEM,
    ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.CREAM_CHEESE_HARPY, ENEMY_ENUM.BACON_GOLEM
], "", "", "")  


],
[25.0, 40.0, 75.0, 110.0, 140.0],
[REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.SWORD), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],//this will be the new character
4428.4 + 54.0, 3020.2 + 36.0, [36], "img/ui/stage_mountain.png",
    [

        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "And so our two adventuring parties begin the overland trek across this big fricken mountain."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "But their journey is quickly interrupted by a massive ravine, filled with jagged rock formations."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NOMAD, "Dang there used to be a bridge here..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SURVIVALIST, "Good thing I brought over 2000 feet of rope!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "With surprising skill, The Survivalist prepares an improvised rope ladder that makes crossing the pit trivial."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "Impressive!"), DIALOG(NPC_ENUM.BARD, "Wow!")),
        DIALOG_SET(DIALOG(NPC_ENUM.DWARF_BARBARIAN, "..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The quest continues, but the party is beset by an enormous Fire Elemental!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "Drat!"), DIALOG(NPC_ENUM.BARD, "Oh no!")),
        DIALOG_SET(DIALOG(NPC_ENUM.DWARF_BARBARIAN, "Ah yeah! Fighting time!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SURVIVALIST, "Good thing I bought a scroll of Control Water!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The survivalist finds a small pond and magically whirls the water at the Elemental!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Normally this would be pretty useless except water is super effective against fire. The Elemental takes like a bajillion damage."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DWARF_BARBARIAN, "Ah come on...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Now the party tracks a group of monsters back to their cave dwelling...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SURVIVALIST, "Looks like a closed cave system. If we build a big fire right here at the mouth we’ll suck all the oxygen out. Then they’ll all run through here disoriented and ripe for the picking."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DWARF_BARBARIAN, "STOP!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DWARF_BARBARIAN, "You keep fixing everything with your neat little tricks and I’m sick of it!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DWARF_BARBARIAN, "I just want to fight something! Please!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DWARF_BARBARIAN, "I’m bored to tears!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SURVIVALIST, "What?!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The monsters, alerted by the outburst, attack!!"), null),
    ],
    [

        DIALOG_SET(DIALOG(NPC_ENUM.DWARF_BARBARIAN, "Yes! Finally some action!",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "Humph... a suitable display of my skills...",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ELF_BARBARIAN, "What bravery!",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SURVIVALIST, "There, have you had your fun?",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DWARF_BARBARIAN, "That was great!",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Real teamwork is solving problems together! Rely on each other's strengths to compensate for your weaknesses!"), DIALOG(NPC_ENUM.BARD, "See, you shouldn’t try to solve everyone yourself. Make sure to give your friends opportunities to shine!"))
    ]
);//*/

__floor_list[38] = new FLOOR("The Butter Burglar!", [
ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.SALTWATER_ELEMENTAL, ENEMY_ENUM.BUTTER_BURGLAR, ENEMY_ENUM.empty,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.BUTTER_BURGLAR,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.BUTTER_BURGLAR,
    ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.BUFFET_TREBUCHET, ENEMY_ENUM.BUFFET_TREBUCHET, ENEMY_ENUM.BUTTER_BURGLAR,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.SALTWATER_ELEMENTAL, ENEMY_ENUM.SALTWATER_ELEMENTAL, ENEMY_ENUM.empty,
    ENEMY_ENUM.BUFFET_TREBUCHET, ENEMY_ENUM.BUFFET_TREBUCHET, ENEMY_ENUM.BUTTER_BURGLAR,
    ENEMY_ENUM.SALTWATER_ELEMENTAL, ENEMY_ENUM.SALTWATER_ELEMENTAL, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.BUFFET_TREBUCHET, ENEMY_ENUM.SALTWATER_ELEMENTAL, ENEMY_ENUM.SALTWATER_ELEMENTAL,
    ENEMY_ENUM.BUFFET_TREBUCHET, ENEMY_ENUM.BUFFET_TREBUCHET, ENEMY_ENUM.BUTTER_BURGLAR,
    ENEMY_ENUM.BUFFET_TREBUCHET, ENEMY_ENUM.SALTWATER_ELEMENTAL, ENEMY_ENUM.SALTWATER_ELEMENTAL
], "", "", "")  
],
[25.0, 40.0, 75.0, 110.0, 140.0],
[REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.HUMMUS), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
4592.4 + 54.0, 2880.2 + 36.0, [37], "img/ui/stage_bonus.png",
    [

        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The two parties continue marching through the mountains, when suddenly...."), null),        
DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "Halt!  This scent.... It’s familiar..."), null),        DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "This rich buttery flavor... it can only be..."), null),        DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "Him.... The Butter Burglar."), null),        DIALOG_SET(DIALOG(NPC_ENUM.ILLUSIONIST, "...Butter?"), DIALOG(NPC_ENUM.WITCH, "What the frick are you talking about?")),        
DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "You would know... if you bothered to hear my tragic backstory..."), null),        
DIALOG_SET(DIALOG(NPC_ENUM.DWARF_BARBARIAN, "Oh boy here we go, I’m going on a snack run."),null),        
DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "I was born a poor hobgoblin to a traveling band. We didn’t have much, but we had each other."),null),        DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "That all ended when we were traveling through a dark forest and the Butter Burglar killed my parents...."), null),        DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "I was an orphan, left to fend for myself on the streets of the filthy city."), null),        
DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "How did we get to the city?"), DIALOG(NPC_ENUM.WITCH, "There’s a city now?")),        
DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "Don’t interrupt me in the middle of my backstory."), null),        
DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "The only person who cared about me was my mentor, an old retired soldier who taught me to fight."), null),        DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "The Butter Burglar killed him too."), null),        DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "Then later the Butter Burglar killed my dog, and also my best friend, and also my mom who turned out not to be dead but now she’s actually dead cuz she was killed for real this time."),null),        
DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "Wow that’s a lot."), DIALOG(NPC_ENUM.WITCH, "Is that all? Are we done?")),        
DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "That’s not all. There was also this one time he threw mud onto my pants to make it look like I pooped myself in front of my crush."),null),        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "Sounds like a bad dude."), DIALOG(NPC_ENUM.WITCH, "Can we just kill him already?")),        
        DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "Butter Burglar!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "There’s no escape!"), null),

    ],
    [
        DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "At last... I’ve avenged them. My mom, dad, mentor, dog, best friend, mom again, and pants...",0 ), null),
        DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "Their spirits can rest easy now.",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "And how do you feel? With your revenge complete?"), DIALOG(NPC_ENUM.BARR, "How does it feel? To have your revenge?")),
        DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "It...",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "It feels....",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "It feels fricken awesome! This rules!",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "All those stories about revenge being a hollow pursuit can kiss my big orange butt!!!",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "Cuz I’m on top of the world, baby!!!",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The dwarf finally returns from her snack run, shoveling fistfuls of fried onion chips into her mouth."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DWARF_BARBARIAN, "Sup?  Did I miss something?",0), null),
    ]
);//*/

__floor_list[39] = new FLOOR("Deepest Dark", [
ROOM([ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.CREAM_CHEESE_HARPY,
    ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.BACON_GOLEM,
    ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.CREAM_CHEESE_HARPY
], "", "", "")  

, ROOM([ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM,
    ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM,
    ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM
], "", "", "")  

, ROOM([ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,
    ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,
    ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD
], "", "", "")  

, ROOM([ENEMY_ENUM.FALLING_CORN, ENEMY_ENUM.CREAMED_CORN_SLIME, ENEMY_ENUM.FALLING_CORN,
    ENEMY_ENUM.CREAMED_CORN_SLIME, ENEMY_ENUM.CREAMED_CORN_SLIME, ENEMY_ENUM.CREAMED_CORN_SLIME,
    ENEMY_ENUM.FALLING_CORN, ENEMY_ENUM.CREAMED_CORN_SLIME, ENEMY_ENUM.FALLING_CORN
], "", "", "")  

, ROOM([ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM,
    ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM,
    ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM
], "", "", "")  

],
[25.0, 40.0, 75.0, 110.0, 140.0],
[REWARD(0, 0), REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.CHARACTER, 10), REWARD(0, 0), REWARD(0, 0)],
4443.6 + 54.0, 3272.1 + 36.0, [37], "img/ui/stage_mine.png",
    [

        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The two parties agree to take a detour through the Deepest Dark, an underground realm where all the evil versions of things live...."), null),        DIALOG_SET(DIALOG(NPC_ENUM.ELF_BARBARIAN, "Careful mine companions! For foul dangers abound in the Deepest Dark!"), null),        
DIALOG_SET(DIALOG(NPC_ENUM. ELF_BARBARIAN, "For instance, dark elves, dark dwarfs, dark gnomes, dark dogs, and...."), null),        
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The Elf’s tirade is interrupted by the sounds of snoring."), null),        
DIALOG_SET(DIALOG(NPC_ENUM. ELF_BARBARIAN, "Huh?!!"), null),        
DIALOG_SET(DIALOG(NPC_ENUM.PSYCHIC, "Zzzzzzzzzz"), null),        
DIALOG_SET(DIALOG(NPC_ENUM. ELF_BARBARIAN, "What cacophony! What manner of beast could this be? A dragon? A dark dragon?"), null),        
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "In impeccable handwriting, a card placed next to her says “I can only be awakened by true love’s kiss, so if you’re a beautiful prince or princess then get smooching!”"), null),        
DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "P-princess?!?"), null),        
DIALOG_SET(DIALOG(NPC_ENUM. ELF_BARBARIAN, "Oh my, a maiden fair! Who here’s a prince or princess? We must rescue her!"), null),        
DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Hahah definitely not me!"), null),        
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The two parties enter into a scholarly and orderly debate to determine who among them was beautiful enough to smooch the maiden."), null),        
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Unfortunately the debate distracts them from the group of monsters that are approaching."), null),
    ],
    [

        DIALOG_SET(DIALOG(NPC_ENUM.DWARF_BARBARIAN, "Can somebody just make out with the sleeping lady already?",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PSYCHIC, "Zzzzzzzzz...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Via a sequence of events no one really understands, it is determined that arm wrestling is the only fair way to determine who gets to kiss the Psychic."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.WARRIOR, "Well I guess that’s me! Hahahah!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. WARRIOR, "Kinda silly, because I’m definitely not a princess but here we go!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The Warrior drops to one knee, gently places her hand to Psychic’s cheek and guides her into a kiss."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The Warrior looks surprisingly cool."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "Is this doing it for anybody else? Just me?"), DIALOG(NPC_ENUM.WITCH, "Whoa....")),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The Psychic stirs..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. PSYCHIC, "Mmmmm...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. PSYCHIC, "Mmmmmm.... My hero...."), DIALOG(NPC_ENUM. PSYCHIC, "Mmmmmm.... Try again tomorrow.....")),
        DIALOG_SET(DIALOG(NPC_ENUM. WARRIOR, "What....?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. PSYCHIC, "Ah! To be woken by a handsome princess... with true love's kiss!"), DIALOG(NPC_ENUM. PSYCHIC, "Sure, you’re plenty handsome, but...")),
        DIALOG_SET(DIALOG(NPC_ENUM. WARRIOR, "Handsome?!?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. PSYCHIC, "My darling! I’ll follow you to the ends of the earth!"), DIALOG(NPC_ENUM. PSYCHIC, "I just wasn’t feeling the romance.")),
        DIALOG_SET(DIALOG(NPC_ENUM. PSYCHIC, "I may just be a frail and delicate thing, but my psychic abilities will be of great help to you!"), DIALOG(NPC_ENUM. PSYCHIC, "So try again tomorrow! Maybe try looking a bit more heroic when fighting monsters, ok?")),
        DIALOG_SET(DIALOG(NPC_ENUM. WARRIOR, "Uhhhh ok...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.RANGER, "Hold on, this is just my gambit!! Copycat!"), DIALOG(NPC_ENUM.WITCH, "Wait, does this mean the Warrior is a pr-")),
        DIALOG_SET(DIALOG(NPC_ENUM. PSYCHIC, "Hee hee!"), null),
    ]
);//*/

__floor_list[40] = new FLOOR("Blue Cheese Cyclops", [
ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BLUE_CHEESE_CYCLOPS,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.CARBONATED_FORCE_BARRIER, ENEMY_ENUM.BLUE_CHEESE_CYCLOPS,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BLUE_CHEESE_CYCLOPS,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.SALTWATER_ELEMENTAL, ENEMY_ENUM.SALTWATER_ELEMENTAL, ENEMY_ENUM.empty,
    ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.BLUE_CHEESE_CYCLOPS,
    ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.empty
], "", "", "")  


, ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.BUFFET_TREBUCHET, ENEMY_ENUM.BUFFET_TREBUCHET, ENEMY_ENUM.BLUE_CHEESE_CYCLOPS,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.SALTWATER_ELEMENTAL, ENEMY_ENUM.ONION_KNIGHT,
    ENEMY_ENUM.BUFFET_TREBUCHET, ENEMY_ENUM.BUFFET_TREBUCHET, ENEMY_ENUM.BLUE_CHEESE_CYCLOPS,
    ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.SALTWATER_ELEMENTAL, ENEMY_ENUM.ONION_KNIGHT
], "", "", "")  

, ROOM([ENEMY_ENUM.BUFFET_TREBUCHET, ENEMY_ENUM.BUFFET_TREBUCHET, ENEMY_ENUM.SALTWATER_ELEMENTAL,
    ENEMY_ENUM.BUFFET_TREBUCHET, ENEMY_ENUM.BUFFET_TREBUCHET, ENEMY_ENUM.BLUE_CHEESE_CYCLOPS,
    ENEMY_ENUM.BUFFET_TREBUCHET, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.ONION_KNIGHT
], "", "", "")  

],
[25.0, 40.0, 75.0, 110.0, 140.0],
[REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.WAND), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
4751.9 + 54.0, 3105.0 + 36.0, [37], "img/ui/stage_boss.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.NOMAD, "Well here we are. I’ll let you guys take care of it."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ELF_BARBARIAN, "At long last, we approach the lair of the dreaded cyclops!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "Humph...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. SURVIVALIST, "Ok, everybody has their flame oil for their weapons right? Don’t forget to pop your buffs before combat starts."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. DWARF_BARBARIAN, "At last...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. DWARF_BARBARIAN, "Time for me to show you the techniques my master taught me!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. SURVIVALIST, "The Elf will draw aggro, if she gets overwhelmed I’ll peel off to help her-"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DWARF_BARBARIAN, "HERE WE GO! WATCH ME MR JENKINS! THIS ONE'S FOR YOU!!!!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The Dwarf blindly charges into the cave with her weapon held high!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SURVIVALIST, "Not again!!!"), null),
    ],
    [

        DIALOG_SET(DIALOG(NPC_ENUM. SURVIVALIST, "Are you happy?? We almost died!",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM. DWARF_BARBARIAN, "\“Almost died\” means we didn’t die!",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM. DWARF_BARBARIAN, "Come on, it was fun!",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM. SURVIVALIST, "I’m sick of this!!! The Elf and the Hobgoblin are always jabbering about nothing, and you’re always running off half cocked!!!",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM. SURVIVALIST, "I feel like the only person actually playing this damn game!",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NOMAD, "See this is why you gotta have a session zero so everybody’s onboard with play styles and expectations.",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM. DWARF_BARBARIAN, "Alrighty, maybe we need to do some real talk, but for now we got loot!",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SURVIVALIST, "....", 0) , null),
        DIALOG_SET(DIALOG(NPC_ENUM. SURVIVALIST, "Fine...",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM. DWARF_BARBARIAN, "Sweet, check out this magic artifact! I’m gonna activate it.",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SURVIVALIST, "Wait!!", 0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "A white flash briefly consumes the room!"), null),

        DIALOG_SET(DIALOG(NPC_ENUM. DWARF_BARBARIAN, "Ahh!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SURVIVALIST, "Whoa!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ELF_BARBARIAN, "Uh...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.HOBGOBLIN, "Humph..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NOMAD, "Ah, come on...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. DWARF_BARBARIAN, "Haha, look at you! You’re all tubby!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. SURVIVALIST, "Look at yourself! You’re gigantic!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. DWARF_BARBARIAN, "Whoa awesome! Look at my big honkers!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ELF_BARBARIAN, "What a dreadful curse...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. HOBGOBLIN, "Humph...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NOMAD, "Ah come on, don’t look at me like that Mrs Llama."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. SURVIVALIST, "This is just what I was talking about! Arrrgh!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. SURVIVALIST, "Just stand still, for five minutes!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. DWARF_BARBARIAN, "Eheheh...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "This argument grows and gets violent surprisingly quickly. Our main party just decides to continue their journey alone."), null),

    ]
);//*/


__floor_list[41] = new FLOOR("Bonus Round", [
ROOM([ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.CELERITY_CELERY,
    ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON,
    ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON,
    ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON
], "", "", "")  

, ROOM([ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.CELERITY_CELERY,
    ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.CELERITY_CELERY,
    ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.CELERITY_CELERY
], "", "", "")  

, ROOM([ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.PINK_SLIME,
    ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.PINK_SLIME,
    ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.PINK_SLIME
], "", "", "")  

, ROOM([ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.CANDY_ZOMBIE,
    ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.CANDY_ZOMBIE,
    ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.CANDY_ZOMBIE
], "", "", "")  

, ROOM([ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.CELERITY_CELERY,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.CELERITY_CELERY
], "", "", "")  

, ROOM([ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.PINK_SLIME,
    ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.PINK_SLIME,
    ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.PINK_SLIME
], "", "", "")  

, ROOM([ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.CANDY_ZOMBIE,
    ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.CELERITY_CELERY,
    ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.CANDY_ZOMBIE
], "", "", "")  


],
[25.0, 40.0, 75.0, 110.0, 140.0],
[REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.POTION), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
4962.8 + 54.0, 3030.3 + 36.0, [40], "img/ui/stage_bonus.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Suddenly a smoking hot woman barrels into the party."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. SPACE_MARINE, "KILLLLL!!!! MURDER!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "What?!!?"), DIALOG(NPC_ENUM.THIEF, "Uh, no thanks, none for me please...")),
        DIALOG_SET(DIALOG(NPC_ENUM. SPACE_MARINE, "I’M GONNA USE YOUR SKULL FOR SOUP!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. SPELLBLADE, "Ahhhh!!! That doesn’t even make any sense!"), DIALOG(NPC_ENUM. THIEF, "Whoa, this freak’s not making any sense!")),
        DIALOG_SET(DIALOG(NPC_ENUM. SPACE_MARINE, "IT’S GONNA BE THE BOWL!!! I’M GONNA LIQUIFY YOUR GUTS AND MAKE SOUP OUTTA THEM!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. SPELLBLADE, "Normally I’d love to have my guts rearranged but not like this!"), DIALOG(NPC_ENUM. THIEF, "That doesn’t make it better!!!")),
        DIALOG_SET(DIALOG(NPC_ENUM. SPACE_MARINE, "BONUS ROUND SISTER!!! MOST VIOLENT!!! GRAGGHHH!!!! RIP! TEAR!! MASTICATE!!! "), null),
        DIALOG_SET(DIALOG(NPC_ENUM.RANGER, "How vulgar!!"), DIALOG(NPC_ENUM.WARRIOR, "Whoa we keep it PG13 here buddy!!! We can do all the violence when we want but when it comes to bedroom stuff we can’t show any of that!")),
        DIALOG_SET(DIALOG(NPC_ENUM. SPACE_MARINE, "MAS-TI-CATE!!! IT MEANS CHEW!!!! HURRAAAGHHHH!!! "), null),
        DIALOG_SET(DIALOG(NPC_ENUM. SPACE_MARINE, "I'M GONNA SHOVE A DICTIONARY SO FAR UP YOUR NOSE YOU'RE GONNA START LEAKING SYNONYMS OUT YOUR EARS!!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. SPACE_MARINE, "HYRAAAAAGHHH!!!!!"), null),

    ],
    [
        DIALOG_SET(DIALOG(NPC_ENUM. SPACE_MARINE, "GOOD FIGHT!!!!! BLOOD AND GUTS!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Your methods are crude, but I commend your bravery! And your appetite!"), DIALOG(NPC_ENUM.WARRIOR, "Yeah, what an exciting battle!!")),
        DIALOG_SET(DIALOG(NPC_ENUM. SPACE_MARINE, "MAYBE NEXT TIME I'LL MURDERIZE YA!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. SPACE_MARINE, "LATER MEATNUGGETS!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ILLUSIONIST, "...."), DIALOG(NPC_ENUM.PRIESTESS, "....")),
        DIALOG_SET(DIALOG(NPC_ENUM.ILLUSIONIST, "Can’t stop thinking about soup...."), DIALOG(NPC_ENUM.PRIESTESS, "Now I’m in the mood for gut skull soup....")),

    ]
);//*/


__floor_list[42] = new FLOOR("The Gate", [
ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.CILANTRO_RUNE, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.CILANTRO_RUNE, ENEMY_ENUM.empty,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.CARROT_DOOR, ENEMY_ENUM.CILANTRO_RUNE, ENEMY_ENUM.empty,
    ENEMY_ENUM.CARROT_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.empty,
    ENEMY_ENUM.CARROT_DOOR, ENEMY_ENUM.CILANTRO_RUNE, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.GARDEN_MAZE,
    ENEMY_ENUM.CILANTRO_RUNE, ENEMY_ENUM.CILANTRO_RUNE, ENEMY_ENUM.GARDEN_MAZE,
    ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.GARDEN_MAZE
], "", "", "")  

, ROOM([ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.CILANTRO_RUNE, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,
    ENEMY_ENUM.CILANTRO_RUNE, ENEMY_ENUM.CILANTRO_RUNE, ENEMY_ENUM.CILANTRO_RUNE,
    ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.CILANTRO_RUNE, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD
], "", "", "")  


],
[25.0, 40.0, 75.0, 110.0, 140.0],
[REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.SWORD), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
4269.4 + 54.0, 3530.8 + 36.0, [39], "img/ui/stage_mine.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The party splits off from the Nomad's crew in order to investigate a gigantic door."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.REDEEMED_DEMON, "Halt!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.REDEEMED_DEMON, "In the name of the Goddess, I cannot let you pass!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.RANGER, "Ohohoho! No one tells me what I can and cannot do!"), DIALOG(NPC_ENUM.THIEF, "Yeah but I really want to pass now.")),
        DIALOG_SET(DIALOG(NPC_ENUM. REDEEMED_DEMON, "Terrible things are sealed away here!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. REDEEMED_DEMON, "At the dawn of time, the goddesses of light and darkness did terrible battle!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. REDEEMED_DEMON, "I was young and unwise, and did fight in this battle on the side of darkness and evil!"), null),
      DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. REDEEMED_DEMON, "But the light was victorious, and the goddess of darkness was sealed away in this place along with her minions!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. PRIESTESS, "...hmm not quite what happened...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. REDEEMED_DEMON, "I alone turned to the light, and in return I was tasked with the sacred duty of guarding this seal!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "During this monologue, the party has opened up the gate."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. PRIESTESS, "..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. RANGER, "Ohohoho! Nothing and no one can resist my charms!"), DIALOG(NPC_ENUM. THIEF, "Piece of cake!")),
        DIALOG_SET(DIALOG(NPC_ENUM. REDEEMED_DEMON, "No! The minions!!"), null)
    ],
    [
        DIALOG_SET(DIALOG(NPC_ENUM. REDEEMED_DEMON, "Goddess.... I have not failed you yet...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. PRIESTESS, "...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. REDEEMED_DEMON, "I used all my power to drive back the minions..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. REDEEMED_DEMON, "But in the process my form has been given this sinful shape!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. REDEEMED_DEMON, "Forgive me!!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The Priestess turns away from the party to face the demon."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. REDEEMED_DEMON, "Wha.....?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. REDEEMED_DEMON, "Your eyes.... I do not understand...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. REDEEMED_DEMON, "Mistress...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. PRIESTESS, "Do not worry."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. PRIESTESS, "She will always love us."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. REDEEMED_DEMON, "Mistress.... I’m sorry....."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. PRIESTESS, "Someday she will return to us."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. PRIESTESS, "When we are ready."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. REDEEMED_DEMON, ".... Mistress.... I....."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The demon's sobs echo through the caverns."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.RANGER, "What are those two blabbering about?"), DIALOG(NPC_ENUM.THIEF, "What’s going on here?")),
        DIALOG_SET(DIALOG(NPC_ENUM.ILLUSIONIST, "...beats me."), DIALOG(NPC_ENUM.WITCH, "No clue.")),

    ]
);//*/


__floor_list[43] = new FLOOR("Courtyard", [
ROOM([ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.empty,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.empty,
    ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.GARDEN_MAZE,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR,
    ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.GARDEN_MAZE
], "", "", "")  

, ROOM([ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR,
    ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD
], "", "", "")  

, ROOM([ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.BROCOLLI_DEMON_DOOR,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR,
    ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.BROCOLLI_DEMON_DOOR
], "", "", "")  

, ROOM([ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,
    ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,
    ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD
], "", "", "")  

, ROOM([ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.empty,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.BROCOLLI_DEMON_DOOR,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE,
    ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,
    ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE
], "", "", "")  

, ROOM([ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.BROCOLLI_DEMON_DOOR,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.SKELETON_WARRIOR, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,
    ENEMY_ENUM.SKELETON_WARRIOR, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.SKELETON_WARRIOR,
    ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.SKELETON_WARRIOR
], "", "", "")  

],
[25.0, 40.0, 75.0, 110.0, 140.0],
[REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.POTION), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
4644.8 + 54.0, 3493.8 + 36.0, [40], "img/ui/stage_graveyard.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.WITCH_HUNTER, "Stop right there!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. WITCH_HUNTER, "You should watch out! This is the domain of the dreaded ghost prince!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. WITCH_HUNTER, "Lucky for you, I’m a witch hunter! "), null),
        DIALOG_SET(DIALOG(NPC_ENUM. WITCH_HUNTER, "If there’s any evildoers around I’ll sniff them out and stop them dead in their tracks!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. WITCH_HUNTER, "You haven’t seen any witches, monsters, or magical creatures, have you?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MERCHANT, "Uh, nope!"), DIALOG(NPC_ENUM. WARRIOR, "Hmmm...")),
        DIALOG_SET(DIALOG(NPC_ENUM.WITCH, "Definitely not!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ILLUSIONIST, "Nah"), DIALOG(NPC_ENUM. WARRIOR, "Hmmmmmm....")),
        DIALOG_SET(DIALOG(NPC_ENUM.PRIESTESS, "None here..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.RANGER, "Surely you jest! Oh Ohohoho!"), DIALOG(NPC_ENUM. WARRIOR, "Hmmmmmmmm....")),
        DIALOG_SET(DIALOG(NPC_ENUM. WARRIOR, "See! None of that here!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. WITCH_HUNTER, "Excellent! Wait-"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. WITCH_HUNTER, "Enemies approach!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. WITCH_HUNTER, "Get behind me!!!"), null),

    ],
    [
        DIALOG_SET(DIALOG(NPC_ENUM. WITCH_HUNTER, "What a terrible battle!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. WITCH_HUNTER, "Good thing I was here to protect you!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MERCHANT, "T-thanks! I guess!"), DIALOG(NPC_ENUM.WITCH, "Actually we were fine.")),
        DIALOG_SET(DIALOG(NPC_ENUM. WITCH_HUNTER, "Ah! But I cannot go on!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. WITCH_HUNTER, "Please, you’re the only one I can count on!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. WITCH_HUNTER, "Slay the ghost prince in my stead!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. WITCH_HUNTER, "urfhfh.... dying sounds......."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PSYCHIC, "Oh no! You fought so cool and bravely!"), DIALOG(NPC_ENUM. WITCH, "Yeah ok whatever dude.")),
    ]
);//*/


__floor_list[44] = new FLOOR("Sealed Wing", [
ROOM([ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.empty,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.empty,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.SHY_CREEPY_PASTA
], "", "", "")  

, ROOM([ENEMY_ENUM.CREEPY_PASTA, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.CREEPY_PASTA, ENEMY_ENUM.CREEPY_PASTA, ENEMY_ENUM.empty,
    ENEMY_ENUM.CREEPY_PASTA, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.CHEESE_WIZARD,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.CHEESE_WIZARD,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.CHEESE_WIZARD
], "", "", "")  

, ROOM([ENEMY_ENUM.SKELETON_WARRIOR, ENEMY_ENUM.PEANUT_KNIGHT, ENEMY_ENUM.CHEESE_WIZARD,
    ENEMY_ENUM.SKELETON_WARRIOR, ENEMY_ENUM.PEANUT_KNIGHT, ENEMY_ENUM.CRACKER_DOOR,
    ENEMY_ENUM.SKELETON_WARRIOR, ENEMY_ENUM.PEANUT_KNIGHT, ENEMY_ENUM.CHEESE_WIZARD
], "", "", "")  

, ROOM([ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR
], "", "", "")  

, ROOM([ENEMY_ENUM.CREEPY_PASTA, ENEMY_ENUM.CREEPY_PASTA, ENEMY_ENUM.CREEPY_PASTA,
    ENEMY_ENUM.CREEPY_PASTA, ENEMY_ENUM.CREEPY_PASTA, ENEMY_ENUM.CREEPY_PASTA,
    ENEMY_ENUM.CREEPY_PASTA, ENEMY_ENUM.CREEPY_PASTA, ENEMY_ENUM.CREEPY_PASTA
], "", "", "")  

],
[25.0, 40.0, 75.0, 110.0, 140.0],
[REWARD(0, 0), REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.CHARACTER, 11), REWARD(0, 0), REWARD(0, 0)],
4863.5 + 54.0, 3711.1 + 36.0, [43], "img/ui/stage_castle.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "While making their way through the ghost prince’s castle, the party spies a suspicious woman holding a door."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.STITCHER, "Ehehe, don’t mind me dearies!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "A banging sound comes from the other side of the door."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MONK, "Hey! What’sh goin’ on out there?!? Lemme out!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "And what’s this? Explain yourself!"), DIALOG(NPC_ENUM.WARRIOR, "Hey this is kinda weird. What’s going on?")),
        DIALOG_SET(DIALOG(NPC_ENUM. STITCHER, "Ehehe, my friend has had a bit too much to drink and needs to settle down."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. STITCHER, "She can be quite boisterous when she’s ah, under the influence...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. MONK, "She’sh lyin’. Thish lady ain’t my friend!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. MONK, "I am absolutely sloshed right now, but that ain’t anythin’ new!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. MONK, "But she’sh trapped me in thish weird place and I can’t get out!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. STITCHER, "Ehehe.... Move along now dearies...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. STITCHER, "If you know what’s good for you!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MERCHANT, "W-what do we do?!?!"), DIALOG(NPC_ENUM.BARD, "This is weird, what should we do?")),
        DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Hmm suspicious. We should rescue this Monk woman."), DIALOG(NPC_ENUM.WARRIOR, "This Stitcher lady has bad vibes, let’s get her!")),
        DIALOG_SET(DIALOG(NPC_ENUM. STITCHER, "Rats!!! My nefarious plan has failed!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. STITCHER, "Go my minions!"), null),
    ],
    [
        DIALOG_SET(DIALOG(NPC_ENUM. STITCHER, "Curses! Your meddling has defeated my minions and rendered me absolutely dummy thicc!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. STITCHER, "This isn’t the last you’ll see of me, dearies!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. STITCHER, "Toodle-loo!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. MONK, "Ish she gone? What a fricken weirdo!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. MONK, "Anyway, thish fricken door’sh locked!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. MONK, "You guysh see a key anywhere? "), null),
        DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Let’s see...."), DIALOG(NPC_ENUM.BARD, "Hmm, ah....")),
        DIALOG_SET(DIALOG(NPC_ENUM. MONK, "Ah never mind, I got the key right here!"), DIALOG(NPC_ENUM. MONK, "If you can’t find it, try lookin’ around elsewhere!")),
        DIALOG_SET(DIALOG(NPC_ENUM. MONK, "Man I really am blasted outta my gourd right now!!! Hahahah!!!"), DIALOG(NPC_ENUM. MONK, "God dang, I am so fricken wasted right now...")),
        DIALOG_SET(DIALOG(NPC_ENUM. MONK, "Hey I’m free!  Who’sh got booze?"), DIALOG(NPC_ENUM. MONK, "Try lookin’ in the basement, or the liquor cabinet or something.")),
        DIALOG_SET(DIALOG(NPC_ENUM. MONK, "I’ll hang with you guy’sh for a while!"), DIALOG(NPC_ENUM. MONK, "And if you find any booze, save it for me!!!")),
        DIALOG_SET(DIALOG(NPC_ENUM. MONK, "I’m a master of the drunken fist style! Which meansh I do two thingsh: get drunk and put my fist through bad guysh headsh!!"), DIALOG(NPC_ENUM. MONK, "Hahahahahaha!")),
        DIALOG_SET(DIALOG(NPC_ENUM. MONK, "Hahahahaha!!!"), DIALOG(NPC_ENUM. MONK, "Good luck guysh!")),
        DIALOG_SET(DIALOG(NPC_ENUM. MONK, "Seriously, who’sh got alcohol?"), DIALOG(NPC_ENUM. MONK, "Hahahahahaha!!!"))

    ]
);//*/

__floor_list[45] = new FLOOR("Battlements", [
ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.empty,
    ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.CREAM_CHEESE_HARPY,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR
], "", "", "")  

, ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CREAM_CHEESE_HARPY, ENEMY_ENUM.CANDY_DOOR,
    ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CREAM_CHEESE_HARPY, ENEMY_ENUM.BROCOLLI_DEMON_DOOR,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR
], "", "", "")  

, ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,
    ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD
], "", "", "")  

, ROOM([ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.ONION_KNIGHT,
    ENEMY_ENUM.CREAM_CHEESE_HARPY, ENEMY_ENUM.CREAM_CHEESE_HARPY, ENEMY_ENUM.CREAM_CHEESE_HARPY,
    ENEMY_ENUM.SKELETON_WARRIOR, ENEMY_ENUM.SKELETON_WARRIOR, ENEMY_ENUM.SKELETON_WARRIOR
], "", "", "")  

, ROOM([ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.BUFFET_TREBUCHET,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CREAM_CHEESE_HARPY,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.BUFFET_TREBUCHET
], "", "", "")  

, ROOM([ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE,
    ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE,
    ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE, ENEMY_ENUM.CHEESE_ZOMBIE
], "", "", "")  

, ROOM([ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.SKELETON_WARRIOR, ENEMY_ENUM.PLANT,
    ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.SKELETON_WARRIOR, ENEMY_ENUM.BREAD_SAMURAI,
    ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.SKELETON_WARRIOR, ENEMY_ENUM.PLANT
], "", "", "")  

, ROOM([ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.ONION_KNIGHT,
    ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.SKELETON_WARRIOR,
    ENEMY_ENUM.SKELETON_WARRIOR, ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.SKELETON_WARRIOR
], "", "", "")  


],
[25.0, 40.0, 75.0, 110.0, 140.0],
[REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.WAND), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
4977.6 + 54.0, 3346.1 + 36.0, [43], "img/ui/stage_castle.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.SCARLET, "Stop right there, scum!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. SCARLET, "Your little excursion into the ghost prince’s castle ends right here!  "), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MONK, "Hey! Back off dicklord! We go where we want!!"), DIALOG(NPC_ENUM.THIEF, "Shut up loser! ")),
        DIALOG_SET(DIALOG(NPC_ENUM. SCARLET, "I, the right hand man of the ghost prince, shall be his last line of defense!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. MONK, "Oh snap, we’re that close to the bossh already?"), DIALOG(NPC_ENUM. THIEF, "Last? Already? Feels like we just got here!")),
        DIALOG_SET(DIALOG(NPC_ENUM. MONK, "Castle? More like, useless stupid place... for fricken idiots!"), DIALOG(NPC_ENUM. THIEF, "Castle? More like, stupid piece of crap hole!!")),
        DIALOG_SET(DIALOG(NPC_ENUM. MONK, "Ehehe, got ‘em!"), DIALOG(NPC_ENUM. THIEF, "Ha ha!")),
        DIALOG_SET(DIALOG(NPC_ENUM. SCARLET, "I will not allow this japery! "), null),
        DIALOG_SET(DIALOG(NPC_ENUM. SCARLET, "To battle!"), null),
    ],
    [
        DIALOG_SET(DIALOG(NPC_ENUM. SCARLET, "Hahahah! I’m not done, not yet!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. SCARLET, "We’re just getting started!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. SCARLET, "Prepare to experience true suffering!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MONK, "Pshh whatever!"), DIALOG(NPC_ENUM.THIEF, "Nope!")),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "With a single well placed kick, she sends him toppling over the battlements and down a seaside cliff."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. SCARLET, "Nooooooo!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "He smashes into various rock formations, each sharper and pointier than the last."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. SCARLET, "Ooh! Ah! Ow! Ach! Eek! Ow! Ah! Ouch!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Until finally he is swallowed up by the sea."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. MONK, "See ya never, fart head! "), DIALOG(NPC_ENUM. THIEF, "What a loser, time to fight this ghost prince guy.")),
    ]
);//*/

__floor_list[46] = new FLOOR("The Ghost Prince", [
ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.GHOST_PRINCE, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.GHOST_PRINCE, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.GHOST_PRINCE, ENEMY_ENUM.CREAM_CHEESE_HARPY, ENEMY_ENUM.GHOST_PRINCE,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.CROISSANT_PRIEST, ENEMY_ENUM.GHOST_PRINCE, ENEMY_ENUM.CROISSANT_PRIEST,
    ENEMY_ENUM.GHOST_PRINCE, ENEMY_ENUM.CROISSANT_PRIEST, ENEMY_ENUM.GHOST_PRINCE,
    ENEMY_ENUM.CROISSANT_PRIEST, ENEMY_ENUM.GHOST_PRINCE, ENEMY_ENUM.CROISSANT_PRIEST
], "", "", "")  

, ROOM([ENEMY_ENUM.GHOST_PRINCE, ENEMY_ENUM.GHOST_PRINCE, ENEMY_ENUM.GHOST_PRINCE,
    ENEMY_ENUM.GHOST_PRINCE, ENEMY_ENUM.GHOST_PRINCE, ENEMY_ENUM.GHOST_PRINCE,
    ENEMY_ENUM.GHOST_PRINCE, ENEMY_ENUM.GHOST_PRINCE, ENEMY_ENUM.GHOST_PRINCE
], "", "", "")  

],
[25.0, 40.0, 75.0, 110.0, 140.0],
[REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.SHIELD), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
5300.8 + 54.0, 3426.0 + 36.0, [45], "img/ui/stage_boss.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.JESTER, "Eheheh huehoho hohohohee! "), null),
        DIALOG_SET(DIALOG(NPC_ENUM. JESTER, "Come to face the master have you?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. JESTER, "Dutifully marching towards your certain doom!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. JESTER, "Ehehehe hehehe heeho!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.KNIGHT, "Yes! Come out here evil doer! It is time for battle!"), DIALOG(NPC_ENUM.THIEF, "Come on, loser, let’s fight!")),
        DIALOG_SET(DIALOG(NPC_ENUM.MERCHANT, "D-do do we have to???"), DIALOG(NPC_ENUM.WARRIOR, "Y-yeah, I’m not scared of g-ghosts! Like at all! ")),
        DIALOG_SET(DIALOG(NPC_ENUM. JESTER, "Ohohoho!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. JESTER, "I suspect that bravery won’t last long!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. JESTER, "Oh master! It seems these stupid little cretins want an audience with you!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. JESTER, "Let’s see how long until they break down crying and screaming!"), null),
    ],
    [
        DIALOG_SET(DIALOG(NPC_ENUM.RANGER, "Ohohoho! You didn’t last long at all, boy!"), DIALOG(NPC_ENUM.WARRIOR, "Ha! You’re not so scary when you’re DEAD, ghost!")),
        DIALOG_SET(DIALOG(NPC_ENUM. RANGER, "I just hate it when they’re finished before me...."), DIALOG(NPC_ENUM. WARRIOR, "Ah..... hmmm..... ")),
        DIALOG_SET(DIALOG(NPC_ENUM.JESTER, "Nice argument, unfortunately for you I have already inflated myself, making myself big and round!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MERCHANT, "W-what does that have to do with anything??!?"), DIALOG(NPC_ENUM.WITCH, "What are you even talking about?")),
        DIALOG_SET(DIALOG(NPC_ENUM. JESTER, "That’s right, now I’m a big bouncy human beach ball, who can’t even move under her own power!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. JESTER, "Which means I am the victor!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. MERCHANT, "I-I’m so confused!"), DIALOG(NPC_ENUM. WITCH, "Hmmmm....")),
        DIALOG_SET(DIALOG(NPC_ENUM. JESTER, "And there’s nothing you can do about it!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. JESTER, "Eheheh hohoho heeheehee! How’s that?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. MERCHANT, "L-let’s just get out of here!"), DIALOG(NPC_ENUM. WITCH, "Lady, we are leaving. Have fun or whatever.")),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The party simply walks away, leaving the Jester to enjoy... whatever it is that’s going on here."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. JESTER, "Ehehehehe!"), null)
    ]
);//*/

__floor_list[47] = new FLOOR("Bonus Round", [
ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.FAST_FRIES,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.TOMATO_SKULL,
    ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON
], "", "", "")  

, ROOM([ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.CANDY_AUTOMATON,
    ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.empty,
    ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.TOMATO_SKULL,
    ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.empty,
    ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.empty,
    ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.empty,
    ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.empty,
    ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.CANDY_AUTOMATON,
    ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.TOMATO_SKULL,
    ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.FAST_FRIES
], "", "", "")  

],
[25.0, 40.0, 75.0, 110.0, 140.0],
[REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.DAGGER), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
5516.0 + 54.0, 3637.0 + 36.0, [46], "img/ui/stage_bonus.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Suddenly a smoking hot woman appears before the party!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "She’s literally smoking, like for real."), null),
       DIALOG_SET(DIALOG(NPC_ENUM.GNOME, "Tada!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "Ah!!! She’s burning!"), DIALOG(NPC_ENUM.BARD, "Oh my goodness, you’re on fire!")),
        DIALOG_SET(DIALOG(NPC_ENUM.MONK, "Whoa stay away from me pal! I’m super flammable right now!"), DIALOG(NPC_ENUM.THIEF, "Watch out, you’re gonna cause a fire!")),
        DIALOG_SET(DIALOG(NPC_ENUM. GNOME, "Psh, please, it’s just a little smoke!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GNOME, "I haven’t been on fire for days, at least!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. MONK, "That ain’t a comforting thought!"), DIALOG(NPC_ENUM. THIEF, "That’s not normal!")),
        DIALOG_SET(DIALOG(NPC_ENUM. GNOME, "Anyway! I’m the shortest of the Bonus Round Sisters!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GNOME, "You ready to do this or what?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. SPELLBLADE, "Uh ok..."), DIALOG(NPC_ENUM. BARD, "Let’s do it!")),
    ],
    [
        DIALOG_SET(DIALOG(NPC_ENUM.GNOME, "Dang, you really got me good!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GNOME, "But fortunately I think I’ve worked out this potion!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "What kind of potion is that supposed to be?"), DIALOG(NPC_ENUM.WITCH, "What the hell are you talking about?")),
        DIALOG_SET(DIALOG(NPC_ENUM. GNOME, "Fire breathing! "), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GNOME, "I can tell I’m just full of flammable compounds, ready to be expelled!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MONK, "I can relate!"), DIALOG(NPC_ENUM.BARD, "That sounds.... Dangerous... ")),
        DIALOG_SET(DIALOG(NPC_ENUM. GNOME, "Here it goes! I’m breathing fire in three, two, one...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GNOME, "...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The gnome pauses for a long beat."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Suddenly, she rips out a gigantic, echoing blech."), null),

        DIALOG_SET(DIALOG(NPC_ENUM. GNOME, "Dang I guess that wasn’t it!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GNOME, "I’m gonna go figure out what that potion did to my body!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GNOME, "Good luck out there!"), null),
    ]
);//*/


__floor_list[48] = new FLOOR("Tower of the Moon", [
ROOM([ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.CREAM_CHEESE_HARPY, ENEMY_ENUM.CANDY_DOOR,
    ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR,
    ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.CREAM_CHEESE_HARPY, ENEMY_ENUM.CANDY_DOOR
], "", "", "")  
, ROOM([ENEMY_ENUM.CREAM_CHEESE_HARPY, ENEMY_ENUM.ORANGE_ARCANE_TURRET, ENEMY_ENUM.CANDY_DOOR,
    ENEMY_ENUM.ORANGE_ARCANE_TURRET, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR,
    ENEMY_ENUM.ORANGE_ARCANE_TURRET, ENEMY_ENUM.CREAM_CHEESE_HARPY, ENEMY_ENUM.CANDY_DOOR
], "", "", "")  
, ROOM([ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.CREAM_CHEESE_HARPY, ENEMY_ENUM.CANDY_DOOR,
    ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.CREAM_CHEESE_HARPY, ENEMY_ENUM.CANDY_DOOR,
    ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.CREAM_CHEESE_HARPY, ENEMY_ENUM.CANDY_DOOR
], "", "", "")  
, ROOM([ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.CREAM_CHEESE_HARPY,
    ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.CREAM_CHEESE_HARPY,
    ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.CREAM_CHEESE_HARPY
], "", "", "")  
, ROOM([ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE,
    ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE,
    ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE
], "", "", "")  

],
[25.0, 40.0, 75.0, 110.0, 140.0],
[REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.DAGGER), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
5292.0 + 54.0, 2880.0 + 36.0, [46], "img/ui/stage_castle.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.RAKSHASHA, "Hmmm...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. RAKSHASHA, "Hmmmmmmmm....."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. RAKSHASHA, "I’m sure you know already...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. RAKSHASHA, "To make it to the far continent, two bells must ring."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. RAKSHASHA, "Two bells...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. RAKSHASHA, "Two towers...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. RAKSHASHA, "Hmmmm....."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. RAKSHASHA, "Seems too easy......"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. RAKSHASHA, "Hmmmmmmm......."), null),
    ],
    [
        DIALOG_SET(DIALOG(NPC_ENUM. RAKSHASHA, "Hmmmmm......."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. RAKSHASHA, "Hmm...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. RAKSHASHA, "Maybe you could indulge me... "), null),
        DIALOG_SET(DIALOG(NPC_ENUM. RAKSHASHA, "And listen to my story...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. RAKSHASHA, "Once upon a time, there was a kingdom here."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. RAKSHASHA, "A hopelessly weak and small kingdom... always on the brink of collapse."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.RAKSHASHA, "There was a knight in this kingdom, assigned to protect an important sage."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.RAKSHASHA, "This sage was to marry into the family of a neighboring country."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. RAKSHASHA, "The Knight was told that supposedly, this marriage was the only way to save the kingdom."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. RAKSHASHA, "Hmm....."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. RAKSHASHA, "The Knight came to be known as the Knight of the Moon."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. RAKSHASHA, "Hmm...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. RAKSHASHA, "Hmmmmmm......"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. RAKSHASHA, "I am sorry.... I am prone to rambling...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. RAKSHASHA, "Hmmm......."), null)
    ]
);//*/

__floor_list[49] = new FLOOR("Tower of The Sun", [
ROOM([ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR
], "", "", "")  
, ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.empty,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.CANDY_DOOR,
    ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.empty
], "", "", "")  
, ROOM([ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR,
    ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.empty,
    ENEMY_ENUM.SHAMBLING_FRUIT_SALAD, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  
, ROOM([ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.BACON_DOOR,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.empty,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.BACON_DOOR
], "", "", "")  
, ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.SKELETON_WARRIOR, ENEMY_ENUM.SKELETON_WARRIOR,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.SKELETON_WARRIOR,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.ONION_KNIGHT
], "", "", "")  
, ROOM([ENEMY_ENUM.SKELETON_WARRIOR, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.ONION_KNIGHT,
    ENEMY_ENUM.SKELETON_WARRIOR, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.ONION_KNIGHT,
    ENEMY_ENUM.SKELETON_WARRIOR, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.ONION_KNIGHT
], "", "", "")  
, ROOM([ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR
], "", "", "")  

],
[25.0, 40.0, 75.0, 110.0, 140.0],
[REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.TOME), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
5508.0 + 54.0, 2880.0 + 36.0, [46], "img/ui/stage_castle.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.NEKOMANCER, "Hehehehe....."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NEKOMANCER, "So you plan to reach the far continent, do you?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NEKOMANCER, "Then perhaps I should tell you something important, hehehehehe...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NEKOMANCER, "Hehehehe... No soul enters the far continent without ringing the two bells."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NEKOMANCER, "The two bell towers were built here long ago.... "), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NEKOMANCER, "Maybe one day.... Hehehehhe... I will tell you about them."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NEKOMANCER, "Hehehehehehehehe!!!"), null)
],
    [
        DIALOG_SET(DIALOG(NPC_ENUM. NEKOMANCER, "Hehehehehehehee!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NEKOMANCER, "You have done well to make it this far."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NEKOMANCER, "Sit down, rest by the fire. Hehehehehe!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NEKOMANCER, "I will tell you a story to pass the time."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NEKOMANCER, "Once, long ago, there was a kingdom here."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NEKOMANCER, "It was small and poor, and had great difficulty defending itself."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NEKOMANCER, "The kingdom's only hope was a prophecy."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NEKOMANCER, "The prophecy stated that peace would come to the kingdom when the Sage of the Sun would marry into the family of a neighboring country."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NEKOMANCER, "The Sage was a young man, not of the royalty but close friends with them."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NEKOMANCER, "To protect the Sage, he was assigned a knight to stand by his side and protect him until his wedding day."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NEKOMANCER, "Heheheehh!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NEKOMANCER, "Perhaps I have gone on too long already. "), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NEKOMANCER, "I will let you continue your journey."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NEKOMANCER, "Heheheheheheheh!!!"), null),
]
);//*/

__floor_list[50] = new FLOOR("Hall of the Knight", [
ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.FRUITCAKE_GOLEM, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  
, ROOM([ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.FRUITCAKE_GOLEM, ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.empty,
    ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  
, ROOM([ENEMY_ENUM.FRUITCAKE_GOLEM, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.FRUITCAKE_GOLEM, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  
, ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.FRUITCAKE_GOLEM, ENEMY_ENUM.empty,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.FRUITCAKE_GOLEM, ENEMY_ENUM.empty,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.FRUITCAKE_GOLEM, ENEMY_ENUM.empty
], "", "", "")  
, ROOM([ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.FRUITCAKE_GOLEM,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.empty,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.FRUITCAKE_GOLEM
], "", "", "")  
, ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.FRUITCAKE_GOLEM,
    ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.empty,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.FRUITCAKE_GOLEM
], "", "", "")  
, ROOM([ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.FRUITCAKE_GOLEM, ENEMY_ENUM.FRUITCAKE_GOLEM,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.CHEESE_WIZARD,
    ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.FRUITCAKE_GOLEM, ENEMY_ENUM.FRUITCAKE_GOLEM
], "", "", "")  
, ROOM([ENEMY_ENUM.FRUITCAKE_GOLEM, ENEMY_ENUM.FRUITCAKE_GOLEM, ENEMY_ENUM.FRUITCAKE_GOLEM,
    ENEMY_ENUM.FRUITCAKE_GOLEM, ENEMY_ENUM.FRUITCAKE_GOLEM, ENEMY_ENUM.FRUITCAKE_GOLEM,
    ENEMY_ENUM.FRUITCAKE_GOLEM, ENEMY_ENUM.FRUITCAKE_GOLEM, ENEMY_ENUM.FRUITCAKE_GOLEM
], "", "", "")  
, ROOM([ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.FRUITCAKE_GOLEM,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.FRUITCAKE_GOLEM, ENEMY_ENUM.BANANA_KNIGHT,
    ENEMY_ENUM.FALLING_CORN, ENEMY_ENUM.FALLING_CORN, ENEMY_ENUM.FRUITCAKE_GOLEM
], "", "", "")  


],
[25.0, 40.0, 75.0, 110.0, 140.0],
[REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.SWORD), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
5292.0 + 54.0, 2664.0 + 36.0, [48], "img/ui/stage_castle.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.ZEALOT, "Hahahah!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "You must be quite strong, to get this far."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "But if you don’t know what you’re doing here, you won’t last long!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "Hahahahaha!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "I imagine you do not know the story of the Moon Knight?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "Hahahahaha!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "Please let me tell you, I insist!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "The Knight was steadfast in his duty as the Sage’s unflinching shield."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "He forswore all emotions, and mercilessly cut down the many assassins and mercenaries sent by the Sage’s political enemies."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "Hahahaha!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "The Knight was so good and so swift at his task, that the Sage had no idea of what dangers pursued him."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "And the Knight was happy to allow the Sage to live so blissfully and hopefully unaware."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "Hahahaha!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "Talk to me again if you want to hear the rest!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "Hahahahahahahahahaha!!!!!"), null),
],
    [
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "Hahahah!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "Do you wish to hear the rest?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "Hahahahahaha!!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "One day, an assassin had slipped past the Knight, and into the Sage’s bedchamber, where he lay slumbering."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "As the assassin’s blade was poised above the Sage’s throat, the assassin felt cold steel pressed against his neck."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "Hahahahaha!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "The Knight had found him just in time!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "The Sage awoke, and after a moment’s hesitation, understood the situation."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "The Sage spoke at great length to the assassin."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "He forgave the assassin and allowed him to leave peacefully as long as he gave up his life of crime and never returned."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "To the Knight’s surprise, the assassin was moved, and agreed."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "And the Knight was moved as well, by the Sage’s compassion and eloquence."), null),
       DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "The Knight fought many more enemies in the years that followed."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "But never again did he kill. And never did he confess his feelings for the Sage."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "For the Knight had a duty, and the Sage did too."), null),
DIALOG_SET(DIALOG(NPC_ENUM. ZEALOT, "Hahahahahahaha!!"), null),
]
);//*/

__floor_list[51] = new FLOOR("Study of the Sage", [
ROOM([ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.empty,
    ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.empty,
    ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.empty
], "", "", "")  
, ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.CANDY_DOOR,
    ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.empty,
    ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.empty,
    ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.empty
], "", "", "")  
, ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.CANDY_DOOR,
    ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  
, ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR,
    ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR,
    ENEMY_ENUM.NULL_SUGAR_CRYSTAL, ENEMY_ENUM.ORANGE_ARCANE_TURRET, ENEMY_ENUM.NULL_SUGAR_CRYSTAL
], "", "", "")  
, ROOM([ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.DISCORD_APPLE, ENEMY_ENUM.ONION_KNIGHT,
    ENEMY_ENUM.DISCORD_APPLE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.ORANGE_PRINCE,
    ENEMY_ENUM.DISCORD_APPLE, ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.DISCORD_APPLE
], "", "", "")  

],
[25.0, 40.0, 75.0, 110.0, 140.0],
[REWARD(0, 0), REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.CHARACTER, 12), REWARD(0, 0), REWARD(0, 0)],
5508.0 + 54.0, 2664.0 + 36.0, [49], "img/ui/stage_castle.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The party happens upon an abandoned prison housing a fellow adventurer locked in a rusty prison cell."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DANCER, "Well met travelers."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. DANCER, "I would greet you more properly, but I have found myself in quite a predicament."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. DANCER, "There is a woman here that holds the key to my cell. "), null),
        DIALOG_SET(DIALOG(NPC_ENUM. DANCER, "If you could find her and free me, I would be glad to lend you my talents..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The party explores the trap filled tower, and eventually comes upon a strange woman."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_NECROMANCER, "Ah, you wish to free the dancer? I see."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_NECROMANCER, "I captured her for her own safety. This place is much too dangerous to be wandering around alone..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_NECROMANCER, "Ah, I see you can help her....."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_NECROMANCER, "But first I ask you to listen to my story...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_NECROMANCER, "Are you familiar with the tale of the Sun Sage?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_NECROMANCER, "During his life, he traveled the kingdom far and wide, giving valuable advice to the nobility of the land."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_NECROMANCER, "For he was learned in many topics, whether it was agriculture, construction, finances, or anything you might imagine."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_NECROMANCER, "Wherever the Sage went, the kingdom flourished."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_NECROMANCER, "And always at his side was the Knight of the Moon, his loyal bodyguard."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_NECROMANCER, "Ah......"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_NECROMANCER, "Ah, We will continue this at another time....."), null),
],
    [

        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_NECROMANCER, "Ah...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_NECROMANCER, "Ah, Where was I.... Oh yes...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_NECROMANCER, "One day the Knight and the Sage were traveling, much too late in the year...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_NECROMANCER, "When a blizzard struck, and the snows set in."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_NECROMANCER, "The Sage was injured, and fell ill. "), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_NECROMANCER, "Their carriage was lost, and the Knight carried the Sage to a nearby cave for shelter."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_NECROMANCER, "For days, the Knight stayed awake to care for his charge. "), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_NECROMANCER, "He kept the Sage warm, and well fed. The only time he left was to hunt or forage for herbs."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_NECROMANCER, "So gentle and determined was the Knight, that the Sage could not help but fall in love with him."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_NECROMANCER, "Ah, but the Sage said nothing, as he was destined to marry another to save his kingdom."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_NECROMANCER, "Ah..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_NECROMANCER, "Ah yes.... Thank you for indulging me."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_NECROMANCER, "Here, the key to the Dancer’s cage..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The party returns to the Dancer."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. DANCER, "A key! Wonderful!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DANCER, "What a joy to be free again."), DIALOG(NPC_ENUM. DANCER, "What’s that? The key doesn’t fit?")),
        DIALOG_SET(DIALOG(NPC_ENUM. DANCER, "I’m afraid I’m not much for fighting, but my magic can make you much stronger and faster."), DIALOG(NPC_ENUM. DANCER, "That strange woman... she must have given you the wrong key...")),
        DIALOG_SET(DIALOG(NPC_ENUM. DANCER, "I look forward to working with you..."), DIALOG(NPC_ENUM. DANCER, "I’m afraid you must talk to her again...")),
]
);//*/


__floor_list[52] = new FLOOR("The Knight & The Sage", [
ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.BANANA_KNIGHT, ENEMY_ENUM.ORANGE_PRINCE, ENEMY_ENUM.empty,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  
, ROOM([ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR,
    ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BANANA_KNIGHT,
    ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.ORANGE_PRINCE
], "", "", "")  
, ROOM([ENEMY_ENUM.BANANA_KNIGHT, ENEMY_ENUM.CREAMED_CORN_SLIME, ENEMY_ENUM.empty,
    ENEMY_ENUM.CREAMED_CORN_SLIME, ENEMY_ENUM.CREAMED_CORN_SLIME, ENEMY_ENUM.CREAMED_CORN_SLIME,
    ENEMY_ENUM.ORANGE_PRINCE, ENEMY_ENUM.CREAMED_CORN_SLIME, ENEMY_ENUM.empty
], "", "", "")  
, ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.ORANGE_PRINCE, ENEMY_ENUM.empty,
    ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.empty,
    ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.BANANA_KNIGHT, ENEMY_ENUM.empty
], "", "", "")  
, ROOM([ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BANANA_KNIGHT,
    ENEMY_ENUM.CREAMED_CORN_SLIME, ENEMY_ENUM.CREAMED_CORN_SLIME, ENEMY_ENUM.CREAMED_CORN_SLIME,
    ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.ORANGE_PRINCE
], "", "", "")  
, ROOM([ENEMY_ENUM.CREAMED_CORN_SLIME, ENEMY_ENUM.CREAMED_CORN_SLIME, ENEMY_ENUM.CREAMED_CORN_SLIME,
    ENEMY_ENUM.CREAMED_CORN_SLIME, ENEMY_ENUM.BANANA_KNIGHT, ENEMY_ENUM.ORANGE_PRINCE,
    ENEMY_ENUM.CREAMED_CORN_SLIME, ENEMY_ENUM.CREAMED_CORN_SLIME, ENEMY_ENUM.CREAMED_CORN_SLIME
], "", "", "")  

, ROOM([ENEMY_ENUM.ORANGE_ARCANE_TURRET, ENEMY_ENUM.FALLING_CORN, ENEMY_ENUM.FALLING_CORN,
    ENEMY_ENUM.BANANA_KNIGHT, ENEMY_ENUM.FALLING_CORN, ENEMY_ENUM.ORANGE_PRINCE,
    ENEMY_ENUM.ORANGE_ARCANE_TURRET, ENEMY_ENUM.FALLING_CORN, ENEMY_ENUM.FALLING_CORN
], "", "", "")  
, ROOM([ENEMY_ENUM.ORANGE_ARCANE_TURRET, ENEMY_ENUM.CREAMED_CORN_SLIME, ENEMY_ENUM.BANANA_KNIGHT,
    ENEMY_ENUM.ORANGE_ARCANE_TURRET, ENEMY_ENUM.CREAMED_CORN_SLIME, ENEMY_ENUM.CREAMED_CORN_SLIME,
    ENEMY_ENUM.ORANGE_ARCANE_TURRET, ENEMY_ENUM.CREAMED_CORN_SLIME, ENEMY_ENUM.ORANGE_PRINCE
], "", "", "")  

],
[25.0, 40.0, 75.0, 110.0, 140.0],
[REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.POTION), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
5400.0 + 54.0, 2376.0 + 36.0, [50, 51], "img/ui/stage_boss.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The party searches the towers high and low for the bells, but find nothing of the sort."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "It was only when they left the towers and search the surrounding area, that they find a passage to a small graveyard."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "It had just two graves, each with a bell, one marked with a sun, and one with a moon. They jingle lightly in the wind."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.GARDEN_SPIRIT, "Oh... welcome... the bells toll...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "Here, the bells are found.... You have reached the far continent."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "Oh, but do not think you can continue so easily....."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "Yes....."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "Oh, what strange magics animate this place..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "Though the Knight of the Moon and the Sage of the Sun have long since passed..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "Oh, their spirits are still felt here..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "The monsters of this place are compelled to reenact their tragedy time and time again."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.GARDEN_SPIRIT, "Oh, here they come now...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.GARDEN_SPIRIT, "Oh, I will pray for your success."), null),
],
    [
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "Oh, you survived..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "Congratulations..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "Oh, you might be wondering..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "Whatever happened to the Sage and the Knight?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "Oh... "), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "One day, the kingdom was invaded by the same neighboring country that the Sage was to marry into."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "The Knight stayed behind to hold off the attackers."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "But the Sage could not bring himself to leave him."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "The Knight fought heroically, but could not stand against such superior numbers."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "Oh, he was slain."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "And the Sage, in his grief, threw himself onto the Knight’s dying body."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "And he was slain as well."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "Oh....."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "Oh........."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "The far continent is open to you."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "The secrets of this land wait.... oh...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "The curse of this land.... go to the great machine at the Queen’s Palace. "), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "It is guarded by her three most trusted minions...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "Time Witch Yukia..... "), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "Alistair, the Feaster of Heroes...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "The Lady of Light and Flame...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "Defeat these three, and you will gain your way to the Queen’s Palace."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. GARDEN_SPIRIT, "Oh....."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MONK, "Ok, whatever.... Movin’ on....."), DIALOG(NPC_ENUM.THIEF, "What the heck was that all about?!"))
]
);//*/

__floor_list[53] = new FLOOR("Bonus Round", [
ROOM([ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.empty,
    ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.empty,
    ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.SNEAKY_STRAWBERRY, ENEMY_ENUM.empty
], "", "", "")  
, ROOM([ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.SNEAKY_STRAWBERRY, ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.TOMATO_SKULL,
    ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  
, ROOM([ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.TOMATO_SKULL,
    ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.FAST_FRIES,
    ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.SNEAKY_STRAWBERRY, ENEMY_ENUM.empty
], "", "", "")  
, ROOM([ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.TOMATO_SKULL,
    ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.TOMATO_SKULL,
    ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.TOMATO_SKULL
], "", "", "")  


],
[25.0, 40.0, 75.0, 110.0, 140.0],
[REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.BUFF_POTION), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
5616.0 + 54.0, 2160.0 + 36.0, [52], "img/ui/stage_bonus.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Suddenly smoking hot woman appear!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MIKO_TRICKSTER, "Halt!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PSYCHIC, "Wow!"), DIALOG(NPC_ENUM.THIEF, "Yikes!")),
        DIALOG_SET(DIALOG(NPC_ENUM.MIKO_TRICKSTER, "Don’t get any closer!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MIKO_TRICKSTER, "I must inform you that I am devastatingly fertile!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MIKO_TRICKSTER, "Indeed I am the most fertile of the Bonus Round Sisters!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MIKO_TRICKSTER, "So dangerously fecund am I, that if you are not careful I might end up carrying your child!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PSYCHIC, "But most of us are girls... and you’re already pregnant..."), DIALOG(NPC_ENUM.THIEF, "Fat chance, we’re almost all ladies and you’re already pretty knocked up!")),
        DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "Girls can totally get you pregnant! If they’ve got the right.... e-equipment...."), DIALOG(NPC_ENUM.WITCH, "If you think a woman can’t get someone pregnant I got some very well illustrated alchemical manuscripts to show you.")),
        DIALOG_SET(DIALOG(NPC_ENUM.MIKO_TRICKSTER, "So vastly potent is my womb that neither of these is an impediment!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MIKO_TRICKSTER, "Already I carry the spawn of eight different men and women, and one particularly curvy tree!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PSYCHIC, "A tree?!!!"), DIALOG(NPC_ENUM.THIEF, "A tree.... ?")),
        DIALOG_SET(DIALOG(NPC_ENUM.SPELLBLADE, "Well I can’t blame her. Have you seen some of these trees?"), DIALOG(NPC_ENUM.WITCH, "Was it a dryad or....?")),
        DIALOG_SET(DIALOG(NPC_ENUM.MIKO_TRICKSTER, "Enough!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MIKO_TRICKSTER, "It is time for us to battle!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MIKO_TRICKSTER, "Just make sure you don’t touch me, dance too close to me, get any sweat on me, make prolonged eye contact, or stare at my ankles!"), null)

],
    [
        DIALOG_SET(DIALOG(NPC_ENUM.MIKO_TRICKSTER, "Arghh!!! What did I say about not staring at my ankles!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MIKO_TRICKSTER, "I’m way more pregnant than before!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MONK, "I can’t help it if you got slender ankles, lady!"), DIALOG(NPC_ENUM.THIEF, "I only looked for like half a second!")),
        DIALOG_SET(DIALOG(NPC_ENUM.PSYCHIC, "My honor has been ruined!"), DIALOG(NPC_ENUM.WARRIOR, "Wow, am I gonna be a daddy?")),
        DIALOG_SET(DIALOG(NPC_ENUM.MONK, "I’m gonna have to drink extra hard to forget this!"), DIALOG(NPC_ENUM.THIEF, "Let’s not think about it too hard...")),
        DIALOG_SET(DIALOG(NPC_ENUM.MIKO_TRICKSTER, "Well such is the life of the most fertile Bonus Round Sister."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MIKO_TRICKSTER, "I hope when the day comes you all take responsibility and marry me."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PSYCHIC, "I don’t know how we’ll do it, but you, me, our several husbands and wives, and our dozens and dozens of children.... We’ll make it work somehow!"), DIALOG(NPC_ENUM.WARRIOR, "Yes!!! I’ll be the best daddy ever!!!!!")),
        DIALOG_SET(DIALOG(NPC_ENUM.MONK, "Yeah sure maybe!  See ya we gotta go save the world or whatever!"), DIALOG(NPC_ENUM.THIEF, "Don’t count on it! Buh-bye!")),

]
);//*/

__floor_list[54] = new FLOOR("Woodland Gate", [
ROOM([ENEMY_ENUM.PEPPERMINT_PIXIE, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.PEPPERMINT_PIXIE, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.PEPPERMINT_PIXIE, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.empty,
    ENEMY_ENUM.PEPPERMINT_PIXIE, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.empty,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.empty,
    ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BACON_DOOR,
    ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.SPRING_ONION_SPRITE,
    ENEMY_ENUM.CARROT_DOOR, ENEMY_ENUM.CARROT_DOOR, ENEMY_ENUM.CARROT_DOOR
], "", "", "")  

, ROOM([ENEMY_ENUM.PEPPERMINT_PIXIE, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.empty,
    ENEMY_ENUM.ORANGE_ARCANE_TURRET, ENEMY_ENUM.ORANGE_ARCANE_TURRET, ENEMY_ENUM.SPRING_ONION_SPRITE,
    ENEMY_ENUM.PEPPERMINT_PIXIE, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.FROZEN_YOGURT_FAIRY,
    ENEMY_ENUM.ORANGE_ARCANE_TURRET, ENEMY_ENUM.PEPPERMINT_PIXIE, ENEMY_ENUM.SPRING_ONION_SPRITE,
    ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.FROZEN_YOGURT_FAIRY
], "", "", "")  

, ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARLIC_GATE,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.FROZEN_YOGURT_FAIRY,
    ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.SPRING_ONION_SPRITE,
    ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.FROZEN_YOGURT_FAIRY
], "", "", "")  

],
[25.0, 40.0, 75.0, 110.0, 140.0],
[REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.WAND), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
5184.0 + 54.0, 2160.0 + 36.0, [52], "img/ui/stage_forest.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.HARVESTER, "Well howdy there!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DANCER, "How do you do?"), DIALOG(NPC_ENUM.BARD, "Hiya!")),
        DIALOG_SET(DIALOG(NPC_ENUM. HARVESTER, "You kids headed out to fight the Time Witch?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. HARVESTER, "‘Fraid it’s mighty dangerous these days."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MONK, "What? We already rang those weird bellsh and everythin’!"), DIALOG(NPC_ENUM.WARRIOR, "B-but we rang the bells! What did we mess up?")),
        DIALOG_SET(DIALOG(NPC_ENUM. HARVESTER, "It ain’t those bells! It’s the fairy folk!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. HARVESTER, "There they are! Look out!"), null),
],
    [
        DIALOG_SET(DIALOG(NPC_ENUM.MONK, "Damn what got up their assh?"), DIALOG(NPC_ENUM.BARD, "Oh no! Why are the fairies so violent?")),
        DIALOG_SET(DIALOG(NPC_ENUM. HARVESTER, "War done come to the fairy grove! "),null),
        DIALOG_SET(DIALOG(NPC_ENUM. HARVESTER, "The Time Witch has locked herself away..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. HARVESTER, "In her absence, the Winter Queen stole the throne outta turn!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. HARVESTER, "And the Autumn Queen is leadin’ the battle to her rightful throne!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. HARVESTER, "If the Winter Queen stays on that throne any longer, it’s gonna get mighty cold out here."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. HARVESTER, "The seasons being outta whack has disturbed my harvesting magic!"), null),
       DIALOG_SET(DIALOG(NPC_ENUM. HARVESTER, "And now I’m about as big as a barn!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MONK, "I guessh we gotta kick some fairy assh!"), DIALOG(NPC_ENUM.BARD, "We’ll figure it out!")),
]
);//*/

__floor_list[55] = new FLOOR("Enchanted Forest", [
ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.SPRING_ONION_SPRITE,
    ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.SPRING_ONION_SPRITE,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.SPRING_ONION_SPRITE
], "", "", "")  

, ROOM([ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.FROZEN_YOGURT_FAIRY,
    ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.SPRING_ONION_SPRITE,
    ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.FROZEN_YOGURT_FAIRY
], "", "", "")  

, ROOM([ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.FROZEN_YOGURT_FAIRY, ENEMY_ENUM.FROZEN_YOGURT_FAIRY,
    ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.GARDEN_MAZE,
    ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.FROZEN_YOGURT_FAIRY, ENEMY_ENUM.FROZEN_YOGURT_FAIRY
], "", "", "")  

, ROOM([ENEMY_ENUM.SNEAKY_STRAWBERRY, ENEMY_ENUM.SNEAKY_STRAWBERRY, ENEMY_ENUM.SNEAKY_STRAWBERRY,
    ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.FALLING_CORN,
    ENEMY_ENUM.SNEAKY_STRAWBERRY, ENEMY_ENUM.SNEAKY_STRAWBERRY, ENEMY_ENUM.SNEAKY_STRAWBERRY
], "", "", "")  

],
[25.0, 40.0, 75.0, 110.0, 140.0],
[REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.SHIELD), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
5292.0 + 54.0, 2016.0 + 36.0, [54], "img/ui/stage_forest.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.FAIRY, "Stop right there!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.FAE, "....."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. FAIRY, "What business do the big folk have in the fairy grove, hmm??"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. FAIRY, "We’re doing important fairy war stuff here, so go back where you came!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DANCER, "I assure you, we are here to assist!"), DIALOG(NPC_ENUM.WARRIOR, "We’re gonna fight the bad guy fairies with you!")),
        DIALOG_SET(DIALOG(NPC_ENUM. FAE, "......"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. FAIRY, "Oh no! The winter fairies are attacking! You distracted me!"), null),
],
    [
        DIALOG_SET(DIALOG(NPC_ENUM.FAIRY, "Well, you can certainly handle yourself in a fight!",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM. FAIRY, "But I’m still suspicious....",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.FAE, "....",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.FAE, "Stand down, soldier.",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM. FAIRY, "My queen?",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM. FAE, "I can sense their earnestness.",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM. FAE, "Their hearts are true and kind..",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.RANGER, "Oh absolutely!"), DIALOG(NPC_ENUM.THIEF, "Uh yeah....")),
        DIALOG_SET(DIALOG(NPC_ENUM. FAE, "Most of them have hearts that are true and kind.",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM. FAE, "Additionally, we can trust their motives.",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM. FAE, "The big folk are harmed by the throne being taken out of turn, just as we are.",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM. FAE, "Please, I beseech you! Aid us in our battle to take back my rightful throne!",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM. FAE, "I assure you, your efforts will not go unrewarded.",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.RANGER, "Well I could never resist a good beseeching...."), DIALOG(NPC_ENUM.THIEF, "Rewards? I’m in!")),
        DIALOG_SET(DIALOG(NPC_ENUM. FAIRY, "Humph... fine then!",0), null),
]
);//*/

__floor_list[56] = new FLOOR("Fae Court", [
ROOM([ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.PEPPERMINT_PIXIE,
    ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.PEPPERMINT_PIXIE,
    ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.PEPPERMINT_PIXIE
], "", "", "")  

, ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.PEPPERMINT_PIXIE,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.PEPPERMINT_PIXIE,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.PEPPERMINT_PIXIE
], "", "", "")  

, ROOM([ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.PEPPERMINT_PIXIE,
    ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.PEPPERMINT_PIXIE,
    ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.PEPPERMINT_PIXIE
], "", "", "")  

, ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.CARROT_DOOR,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.SPRING_ONION_SPRITE,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.FROZEN_YOGURT_FAIRY,
    ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.SPRING_ONION_SPRITE,
    ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.FROZEN_YOGURT_FAIRY
], "", "", "")  

, ROOM([ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.FROZEN_YOGURT_FAIRY,
    ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.FROZEN_YOGURT_FAIRY,
    ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.FROZEN_YOGURT_FAIRY
], "", "", "")  

, 

],
[25.0, 40.0, 75.0, 110.0, 140.0],
[REWARD(0, 0), REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.CHARACTER, 13), REWARD(0, 0), REWARD(0, 0)],
5508.0 + 54.0, 1944.0 + 36.0, [55], "img/ui/stage_forest.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.NECROMANCER, "Ugh! Finally!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DANCER, "What is it that you need?"), DIALOG(NPC_ENUM.WARRIOR, "Are you ok?")),
        DIALOG_SET(DIALOG(NPC_ENUM. NECROMANCER, "I was just minding my own business when these winter fairies captured me! Ugh!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NECROMANCER, "I was scared they were gonna do something nefarious...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NECROMANCER, "Like fatten me up and then eat me!"),null),        
DIALOG_SET(DIALOG(NPC_ENUM. NECROMANCER, "Feeding me only the most fattening, calorie laden food... making me big and fat and juicy and delicious..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NECROMANCER, "But no such luck!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DANCER, "Why do you sound like you would have enjoyed that?"), DIALOG(NPC_ENUM.WARRIOR, "That was... very detailed...")),
        DIALOG_SET(DIALOG(NPC_ENUM. NECROMANCER, "Ugh, shut up! Don’t worry about it!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NECROMANCER, "They put me in some weird magic cube thing!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NECROMANCER, "Get me out, ugh!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.FAIRY, "This is indeed winter fairy magic!"), null),               
        DIALOG_SET(DIALOG(NPC_ENUM. FAIRY, "To free her you’re gonna need to beat up the fairies that captured her!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DANCER, "Then let us begin!"), DIALOG(NPC_ENUM.WARRIOR, "Let’s gooooooo!!!")),

],
    [
        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "Fairies defeated, just as planned!"), DIALOG(NPC_ENUM.BARD, "Yay! We did it!")),
        DIALOG_SET(DIALOG(NPC_ENUM.NECROMANCER, "Ugh finally you guys took forever!"), DIALOG(NPC_ENUM. NECROMANCER, "What?!? I’m still imprisoned...")),
        DIALOG_SET(DIALOG(NPC_ENUM. NECROMANCER, "Wow uhhh...."), DIALOG(NPC_ENUM. NECROMANCER, "Did you not beat up the right fairies?")),
        DIALOG_SET(DIALOG(NPC_ENUM. NECROMANCER, "Hmmmm......"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NECROMANCER, "You guys got kinda chunky fighting those monsters..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ENGINEER, "It’s how things work around here!"), DIALOG(NPC_ENUM.BARD, "It’s just the cost of fighting monsters")),
        DIALOG_SET(DIALOG(NPC_ENUM. NECROMANCER, "Hmmmmm...."), DIALOG(NPC_ENUM. NECROMANCER, "You gotta go beat up some more fairies!")),
        DIALOG_SET(DIALOG(NPC_ENUM. NECROMANCER, "Ugh fine, I guess I’ll join your little quest or whatever!"), DIALOG(NPC_ENUM. NECROMANCER, "If you do, I’ll help you out on your quest!")),
        DIALOG_SET(DIALOG(NPC_ENUM. NECROMANCER, "I must hone my necromantic magic!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NECROMANCER, "If the cost of that is getting fat.... Soft and round.... Ripping my clothes and spilling out of them....."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NECROMANCER, "Just a big jiggly tub of lard.... Too fat and stuffed to move.... Ah....."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NECROMANCER, "If that’s the cost, t-then so be it!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ENGINEER, "Uh....."), DIALOG(NPC_ENUM. BARD, "Hmmm....")),
        DIALOG_SET(DIALOG(NPC_ENUM. ENGINEER, "Very well!"), DIALOG(NPC_ENUM. BARD, "Ok!")),
        DIALOG_SET(DIALOG(NPC_ENUM. NECROMANCER, "Hehehehehehe....."), null)
]
);//*/

__floor_list[57] = new FLOOR("Fae Castle", [
ROOM([ENEMY_ENUM.CARROT_DOOR, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.CARROT_DOOR,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.CARROT_DOOR, ENEMY_ENUM.GARDEN_MAZE,
    ENEMY_ENUM.CARROT_DOOR, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.BACON_DOOR
], "", "", "")  

, ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARDEN_MAZE,
    ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.BACON_DOOR,
    ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.GARLIC_GATE
], "", "", "")  

, ROOM([ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.FAST_FRIES,
    ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.CELERITY_CELERY,
    ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.FAST_FRIES
], "", "", "")  

],
[25.0, 40.0, 75.0, 110.0, 140.0],
[REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.TOME), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
5400.0 + 54.0, 1800.0 + 36.0, [56], "img/ui/stage_castle.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.RABBIT, "Hey, stop right there, see?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PSYCHIC, "Whoa!"), DIALOG(NPC_ENUM.WARRIOR, "Who are you?")),
        DIALOG_SET(DIALOG(NPC_ENUM. RABBIT, "You wanna get into the fairy castle right?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. RABBIT, "Well I know a secret way in, see?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. RABBIT, "And if you pay me a paltry sum I’ll lead you right to it!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. PSYCHIC, "Wow, how kind!"), DIALOG(NPC_ENUM. WARRIOR, "What a deal! We’d be losing money if we didn’t take it!")),
        DIALOG_SET(DIALOG(NPC_ENUM.FAIRY, "I don’t know about this...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. FAIRY, "I’m suspicious!"), DIALOG(NPC_ENUM.PRIESTESS, "...")),
        DIALOG_SET(DIALOG(NPC_ENUM. PSYCHIC, "I say we should trust the cute bunny!"), DIALOG(NPC_ENUM. WARRIOR, "Secret passage! Secret passage!")),
        DIALOG_SET(DIALOG(NPC_ENUM. RABBIT, "Right this way..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "After taking the party's money, the Rabbit shoves them all down a big hole."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. RABBIT, "Haha suckers! Thanks for the cash!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. PSYCHIC, "Oh no!!! We’re under attack!"), DIALOG(NPC_ENUM. WARRIOR, "An ambush! Get ready to fight!")),
],
    [
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The party successfully escapes the big hole."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NECROMANCER, "Ugh! Finally!"), DIALOG(NPC_ENUM.WITCH, "That took forever....")),
        DIALOG_SET(DIALOG(NPC_ENUM.FAIRY, "My queen...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. FAIRY, "I can no longer go on...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. FAIRY, "You will have to fight without me..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. FAIRY, "Ughhh......"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NECROMANCER, "Revenge time!"), DIALOG(NPC_ENUM. WITCH, "Time to beat up that rabbit!")),
        DIALOG_SET(DIALOG(NPC_ENUM.RABBIT, "Ehehehehehe..... Time to find more people to steal from and then shove into big holes...",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.FAE, "Halt!",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM. RABBIT, "What the heck’s going on here!!?",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM. RABBIT, "I thought you were trapped in that big hole! ", 0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.FAE, "Not for long, villain!",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.FAE, "For your betrayal, I curse you to be extra chunky!",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.RABBIT, "Oh no! Now I’m fat!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. RABBIT, "Ahhh!!!!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NECROMANCER, "Whoa hey, I could use a little cursing maybe...."), DIALOG(NPC_ENUM.WITCH, "...!"))
]
);//*/

__floor_list[58] = new FLOOR("The Winter Queen", [
ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.FAIRY_QUEEN, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.CARROT_DOOR, ENEMY_ENUM.FAIRY_QUEEN,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.FAIRY_QUEEN,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.ORANGE_ARCANE_TURRET, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.FAIRY_QUEEN,
    ENEMY_ENUM.ORANGE_ARCANE_TURRET, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.CARROT_DOOR, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.FAIRY_QUEEN,
    ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.SPRING_ONION_SPRITE,
    ENEMY_ENUM.ORANGE_ARCANE_TURRET, ENEMY_ENUM.ORANGE_ARCANE_TURRET, ENEMY_ENUM.ORANGE_ARCANE_TURRET
], "", "", "")  

, ROOM([ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BACON_DOOR, ENEMY_ENUM.BACON_DOOR,
    ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.SPRING_ONION_SPRITE,
    ENEMY_ENUM.ORANGE_ARCANE_TURRET, ENEMY_ENUM.ORANGE_ARCANE_TURRET, ENEMY_ENUM.FAIRY_QUEEN
], "", "", "")  

, ROOM([ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.SPRING_ONION_SPRITE,
    ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.FAIRY_QUEEN,
    ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.SPRING_ONION_SPRITE
], "", "", "")  

, ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.CARROT_DOOR, ENEMY_ENUM.FAIRY_QUEEN,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.ORANGE_ARCANE_TURRET, ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.FAIRY_QUEEN,
    ENEMY_ENUM.ORANGE_ARCANE_TURRET, ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.FAIRY_QUEEN,
    ENEMY_ENUM.ORANGE_ARCANE_TURRET, ENEMY_ENUM.SPRING_ONION_SPRITE, ENEMY_ENUM.FAIRY_QUEEN
], "", "", "")  


],
[25.0, 40.0, 75.0, 110.0, 140.0],
[REWARD(REWARD_TYPE_ENUM.BONUS_EXTRACT, 0), REWARD(0,0), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
5508.0 + 54.0, 1656.0 + 36.0, [57], "img/ui/stage_boss.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.FAE, "At last, we are ready to challenge the Winter Queen!"),null),
        DIALOG_SET(DIALOG(NPC_ENUM.ICE_DRUID, "H-hey! Y-you gotta h-help me!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ICE_DRUID, "T-the Winter Queen is using my ice magic t-to stay in power!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ICE_DRUID, "I’m s-so c-c-c-cold!!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.FAE, "Don’t worry, we shall defeat the Winter Queen and save you!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. FAE, "Steel yourself comrades!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. FAE, "It is time for battle!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DANCER, "To arms!"), DIALOG(NPC_ENUM.WARRIOR, "I’m, like, super steeled right now!"))
],
    [

        DIALOG_SET(DIALOG(NPC_ENUM.FAE, "My companions, we are victorious!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DANCER, "Wonderful!"), DIALOG(NPC_ENUM.BARD, "Yayyy!!!")),
        DIALOG_SET(DIALOG(NPC_ENUM.FAE, "I have taken my true throne, and the cycle of seasons is once again righted!" ), null),
        DIALOG_SET(DIALOG(NPC_ENUM.FAE, "Already my form overflows with the bounty of the harvest season!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ICE_DRUID, "C-Congratulations, unfortunately I’m s-still f-freezing!",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ICE_DRUID, "Can’t ya do something t-to help me o-out?",0), null),
        DIALOG_SET(DIALOG(NPC_ENUM.FAE, "Of course! May the harvest bounty bless you!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ICE_DRUID, "Whoa hey! This wasn't what I had in mind, but it works for me!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. ICE_DRUID, "Now I’m pretty well insulated! Thanks!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.FAE, "Of course! You may now all pass through this realm in peace."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.RANGER, "Toodle-loo!"), DIALOG(NPC_ENUM.THIEF, "Let’s get out of here!")),
]
);//*/

__floor_list[59] = new FLOOR("Bonus Round", [
ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.FROZEN_YOGURT_FAIRY,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.FROZEN_YOGURT_FAIRY, ENEMY_ENUM.empty,
    ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.empty,
    ENEMY_ENUM.FROZEN_YOGURT_FAIRY, ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.empty
], "", "", "")  

, ROOM([ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.FROZEN_YOGURT_FAIRY,
    ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.FROZEN_YOGURT_FAIRY,
    ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.CELERITY_CELERY, ENEMY_ENUM.FROZEN_YOGURT_FAIRY
], "", "", "")  

, ROOM([ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.FAST_FRIES,
    ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.FAST_FRIES,
    ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.FAST_FRIES
], "", "", "")  

, ROOM([ENEMY_ENUM.FAIRY_QUEEN, ENEMY_ENUM.FAIRY_QUEEN, ENEMY_ENUM.FAIRY_QUEEN,
    ENEMY_ENUM.FAIRY_QUEEN, ENEMY_ENUM.FAIRY_QUEEN, ENEMY_ENUM.FAIRY_QUEEN,
    ENEMY_ENUM.FAIRY_QUEEN, ENEMY_ENUM.FAIRY_QUEEN, ENEMY_ENUM.FAIRY_QUEEN
], "", "", "")  

],
[25.0, 40.0, 75.0, 110.0, 140.0],
[REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.POTION), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
5616.0 + 54.0, 1440.0 + 36.0, [58], "img/ui/stage_bonus.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.CELTIC, "Suddenly a smoking hot woman appears before the party!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. CELTIC, "Behold it is I! The most naked of the Bonus Round Sisters!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NECROMANCER, "Wait what?!"), DIALOG(NPC_ENUM.WITCH, "You’re going with “most naked”?!")),
        DIALOG_SET(DIALOG(NPC_ENUM. CELTIC, "Yup! It was either this or “most strong” but I lost a bet!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. CELTIC, "Now I have to wear less clothes than all my sisters for the rest of my life!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. CELTIC, "It was a big pain in the butt setting up the magic psychic link that tells me when my sisters are taking a bath, or going nude sunbathing, or getting laid."), null),
        DIALOG_SET(DIALOG(NPC_ENUM. CELTIC, "But thanks to that I always know when I need to completely disrobe to maintain my title!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. NECROMANCER, "Are all these Bonus Round Sisters so weird....?"), DIALOG(NPC_ENUM. WITCH, "That’s.... A lot of dedication...")),
        DIALOG_SET(DIALOG(NPC_ENUM. CELTIC, "Enough chatting, let’s battle!"), null)
],
    [
        DIALOG_SET(DIALOG(NPC_ENUM. CELTIC, "Haha! Great fight!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MONK, "If you say so, buddy!"), DIALOG(NPC_ENUM.WARRIOR, "Yeah that was a lot of fun!")),
        DIALOG_SET(DIALOG(NPC_ENUM. CELTIC, "Say, now that I’ve gotten kinda chubby, I’ve got an idea!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. CELTIC, "The fatter I am, the less percentage of my body is covered by clothes, so technically I’m even more naked!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. CELTIC, "I should really start packing on the pounds!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM. CELTIC, "Time to go chow down!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NECROMANCER, "Hey wait.... Can I join you?!"),
        DIALOG(NPC_ENUM.WITCH, "I swear these people are doing this to me on purpose....")),
]
);//*/

__floor_list[60] = new FLOOR("Penumbra", [
    ROOM([ENEMY_ENUM.CILANTRO_RUNE, ENEMY_ENUM.CILANTRO_RUNE, ENEMY_ENUM.LETTUCE_DRAGON,
        ENEMY_ENUM.CILANTRO_RUNE, ENEMY_ENUM.CILANTRO_RUNE, ENEMY_ENUM.CILANTRO_RUNE,
        ENEMY_ENUM.CILANTRO_RUNE, ENEMY_ENUM.CILANTRO_RUNE, ENEMY_ENUM.LETTUCE_DRAGON
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.CRACKER_DOOR, ENEMY_ENUM.CRACKER_DOOR, ENEMY_ENUM.BLUE_CHEESE_CYCLOPS,
        ENEMY_ENUM.CRACKER_DOOR, ENEMY_ENUM.CRACKER_DOOR, ENEMY_ENUM.CRACKER_DOOR,
        ENEMY_ENUM.CRACKER_DOOR, ENEMY_ENUM.CRACKER_DOOR, ENEMY_ENUM.BLUE_CHEESE_CYCLOPS
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.LOLLIPOP_NECROMANCER_RED, ENEMY_ENUM.CILANTRO_RUNE, ENEMY_ENUM.LOLLIPOP_NECROMANCER_GREEN,
        ENEMY_ENUM.CILANTRO_RUNE, ENEMY_ENUM.CILANTRO_RUNE, ENEMY_ENUM.CILANTRO_RUNE,
        ENEMY_ENUM.LOLLIPOP_NECROMANCER_RED, ENEMY_ENUM.CILANTRO_RUNE, ENEMY_ENUM.LOLLIPOP_NECROMANCER_GREEN
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.CANDY_DRAGON, ENEMY_ENUM.CILANTRO_RUNE, ENEMY_ENUM.CANDY_DRAGON,
        ENEMY_ENUM.CILANTRO_RUNE, ENEMY_ENUM.CILANTRO_RUNE, ENEMY_ENUM.CILANTRO_RUNE,
        ENEMY_ENUM.CANDY_DRAGON, ENEMY_ENUM.CILANTRO_RUNE, ENEMY_ENUM.CANDY_DRAGON
    ], "", "", "")  

],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.CHARACTER, 14), REWARD(0, 0), REWARD(0, 0)],
    3996.0 + 54.0, 3888.0 + 36.0, [42], "img/ui/stage_boss.png",
    [

        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Past the strange gate, the party finds themselves in a desolate world of darkness and ash..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The wasteland around them is flat and featureless, only broken up by great obsidian monoliths that reach into the sky."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MONK, "Argh thish place sucksh, there’sh nothin’ to do! Or drink!"), DIALOG(NPC_ENUM.THIEF, "Argh I hate this place, it's so boring!")),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "In the distance, they spot a robed figure dragging a writhing grey sack, followed by a small dragon creature."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_TAMER, "Turn back, you cretins! Or your soul will be mine as well!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MERCHANT, "Help! Help me!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MONK, "I must be hearin’ thingsh! Your bag ish talkin’!"), DIALOG(NPC_ENUM.THIEF, "Hey, uh... is there a dude in your bag?")),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_TAMER, "Pay no heed to the talking bag dude! I made a deal for his soul, and now I’m to drag him to the underworld!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MERCHANT, "I was tricked! I was trying to sell her shoes!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MERCHANT, "I said sole!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_TAMER, "Regardless, the deal was struck and now I possess both the divine spark animating your consciousness AND reliable footwear that does not sacrifice style or comfort!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The party glances at her feet... Her shoes indeed look both fashionable and practical. Somehow, they even have pockets."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The party was too distracted by the high quality footwear to notice the monsters sneaking up on them!"), null),
    ],
    [
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The party handily defeats the monsters."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_TAMER, "Curses! I meant to flee during that monster attack but this kobold began describing these cookies he had to sell..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_TAMER, "I simply had to eat all 60 pounds of them and now I’m stuffed and tired..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MERCHANT, "Can I go now?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_TAMER, "Uh... uh... How about this: I’ll let you guess my true name, which would cause me to split in half or get swallowed up by the earth or flown out of a window on a cooking ladle or something."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_TAMER, "And then you’d be free to go."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MERCHANT, "Uh... is it Jessie?"), DIALOG(NPC_ENUM.MERCHANT, "Uh... Kit Spurnmillets?")),
        DIALOG_SET(DIALOG(NPC_ENUM.DRAGON_TAMER, "Nooo!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "She hops onto a giant cooking ladle and flies away into the sky."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MERCHANT, "Wow! I can’t believe she and I have the same name!"), DIALOG(NPC_ENUM.MERCHANT, "Ahh she grabbed me and is taking me away! I knew I should have guessed Jessie!")),
        DIALOG_SET(DIALOG(NPC_ENUM.MONK, "No way dude! That’sh my name!"), DIALOG(NPC_ENUM.THIEF, "Are you freaking kidding me!?")),
        DIALOG_SET(DIALOG(NPC_ENUM.MERCHANT, "Thanks for distracting her so I could sell her those cookies."), DIALOG(NPC_ENUM.MERCHANT, "Heeeeeeeeeelllpppppp meeeeeeeeeeeeee!")),
        DIALOG_SET(DIALOG(NPC_ENUM.MERCHANT, "I’ll travel with you for a while. I’m not much of a fighter, but I’ve got plenty of supplies for everyone and just the right item for every occasion!"), DIALOG(NPC_ENUM.MERCHANT, "I don’t wanna go to the underworld!!")),
        DIALOG_SET(DIALOG(NPC_ENUM.MONK, "Sure dude!"), DIALOG(NPC_ENUM.THIEF, "Fine, I guess.")),
    ]
);//*/

__floor_list[61] = new FLOOR("Holy City Potassium", [
    ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.PEPPERMINT_PIXIE, ENEMY_ENUM.PEPPERMINT_PIXIE,
        ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.BANANA_INQUISITOR,
        ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.PEPPERMINT_PIXIE, ENEMY_ENUM.PEPPERMINT_PIXIE
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.PEPPERMINT_PIXIE,
        ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.PEPPERMINT_PIXIE, ENEMY_ENUM.BANANA_INQUISITOR,
        ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.PEPPERMINT_PIXIE, ENEMY_ENUM.PEPPERMINT_PIXIE
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.PEPPERMINT_PIXIE, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.BANANA_INQUISITOR,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.BANANA_INQUISITOR, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.PEPPERMINT_PIXIE, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.BANANA_INQUISITOR
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.PEPPERMINT_PIXIE, ENEMY_ENUM.empty,
        ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.PEPPERMINT_PIXIE, ENEMY_ENUM.empty,
        ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.PEPPERMINT_PIXIE, ENEMY_ENUM.empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.BANANA_INQUISITOR,
        ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.BANANA_INQUISITOR, ENEMY_ENUM.CHEESE_WIZARD,
        ENEMY_ENUM.BANANA_INQUISITOR, ENEMY_ENUM.CHEESE_WIZARD, ENEMY_ENUM.CHEESE_WIZARD
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.PEPPERMINT_PIXIE, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.PEPPERMINT_PIXIE,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.PEPPERMINT_PIXIE, ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.BANANA_INQUISITOR,
        ENEMY_ENUM.PEPPERMINT_PIXIE, ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.BANANA_INQUISITOR,
        ENEMY_ENUM.PEPPERMINT_PIXIE, ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.BANANA_INQUISITOR
    ], "", "", "")  

],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.CHARACTER, 15), REWARD(0, 0), REWARD(0, 0)],
    4968.0 + 54.0, 2232.0 + 36.0, [52], "img/ui/stage_castle.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The party approaches a beautiful golden city."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DANCER, "How wondrous!"), DIALOG(NPC_ENUM.BARD, "Beautiful!")),
        DIALOG_SET(DIALOG(NPC_ENUM.FARMER, "Howdy there new friends! This here’s the Holy City Potassium, the great refuge of the far continent!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.FARMER, "Here people of all kinds are welcome to live safely and happily within the great ivory walls. No food monsters can get us here!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.FARMER, "All thanks to the grace and kindness of the Pontifex Banana!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DANCER, "Ah, what a relief it is to hear you are safe out here!"), DIALOG(NPC_ENUM.BARD, "Wow, that’s wonderful! I’ve got a lot of respect for this pontifex person.")),
        DIALOG_SET(DIALOG(NPC_ENUM.TRICKSTER, "Hey, don’t believe his lies! There’s something rotten going on here, just beneath the surface!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.TRICKSTER, "If something’s too good to be true, then it isn’t! I know a con when I see one!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.FARMER, "Uh oh friend, looks like I’m gonna have to report this conversation to the Banana Inquisitors. We ain’t having no seditious talk around here!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Suddenly everyone is surrounded by cruel looking figures in banana themed religious attire."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "“What’s this?” They hiss in unison. “Treason and heresy cannot be permitted within the walls of the Holy City Potassium.”"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.FARMER, "Wow the secret police here are so prompt! That’s the advantage of allowing the government to listen to and record every single word and deed!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The inquisitors grab the Trickster and drag her off!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.TRICKSTER, "Ah shoot! Help me!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "To cover their retreat, the inquisitors summon monsters of their own!"), null),
    ],
    [
        DIALOG_SET(DIALOG(NPC_ENUM.FARMER, "Ah dang now I’m all chunky from fighting monsters again!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.FARMER, "At least I’m not as big as when I first got to the city, ha!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.DANCER, "Yes, why did you help us?"), DIALOG(NPC_ENUM.BARD, "Not that I’m not grateful, but why did you fight them off with us?")),
        DIALOG_SET(DIALOG(NPC_ENUM.FARMER, "Uh it just seemed like the neighborly thing to do."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.TRICKSTER, "Thanks for the assist pals!"), DIALOG(NPC_ENUM.TRICKSTER, "Hey! I’m still being kidnapped over here!")), 
        DIALOG_SET(DIALOG(NPC_ENUM.TRICKSTER, "Hey, you should join up with me. These guys are super evil."), DIALOG(NPC_ENUM.TRICKSTER, "Help me!")), 
        DIALOG_SET(DIALOG(NPC_ENUM.TRICKSTER, "Plus they probably got a lot of money. The only thing I like better than tricking people out of their money is tricking evil nasty people out of their money."), DIALOG(NPC_ENUM.TRICKSTER, "Ahhhhhhhhhhhhh!")),
    ]
);//*/

__floor_list[62] = new FLOOR("City Center", [
    ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.GARDEN_MAZE,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.empty,
        ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.GARDEN_MAZE,
        ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.BANANA_INQUISITOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.empty,
        ENEMY_ENUM.BANANA_INQUISITOR, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.CANDY_DOOR,
        ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.DEVIL_FOOD_GOLEM,
        ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.DEVIL_FOOD_GOLEM, ENEMY_ENUM.DEVIL_FOOD_GOLEM,
        ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.DEVIL_FOOD_GOLEM
    ], "", "", "")  

],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.TOME), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    4752.0 + 54.0, 2160.0 + 36.0, [61], "img/ui/stage_castle.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The party is accosted by some kind of costumed warrior. They look like they just stepped out a children’s cartoon."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MAGICAL_WARRIOR, "Stop right there, evil doers!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MAGICAL_WARRIOR, "I can’t abide anyone who would threaten the peace of this beautiful city!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "They strike an extremely well practiced pose."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MAGICAL_WARRIOR, "In the name of the banana, I will punish you!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NECROMANCER, "Like, you’re the evil doer here!"), DIALOG(NPC_ENUM.WITCH, "Cool routine Sailor Moron, but don’t you know you’re working for the bad guys?")),
        DIALOG_SET(DIALOG(NPC_ENUM.MAGICAL_WARRIOR, "Nonsense!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The magical warrior rotates through several dramatic poses."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MAGICAL_WARRIOR, "The banana clergy are protecting these people! You would threaten that peace?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NECROMANCER, "There’s like secret police that disappear people and summon monsters, you don’t think that’s weird?"), DIALOG(NPC_ENUM.WITCH, "Those banana clergy people are kidnappers who summon food monsters!")),
        DIALOG_SET(DIALOG(NPC_ENUM.MAGICAL_WARRIOR, "Kyaaaaaa?!?!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Suddenly there’s a camera shot that focuses entirely on their attractive butt. It’s nice but it seems out of line with the tone of the scene."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MAGICAL_WARRIOR, "I guess it is strange that the grand cathedral has such a huge dungeon...."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MAGICAL_WARRIOR, "Not to mention all the screaming."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Those terrifying banana inquisitors show up again."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "“What’s this?!” Once again the inquisitors speak in unison. “It is not the holy guard's place to doubt. They must be sent back for... reeducation...”"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NECROMANCER, "See?"), DIALOG(NPC_ENUM.WITCH, "This is what I’m talking about.")),
        DIALOG_SET(DIALOG(NPC_ENUM.MAGICAL_WARRIOR, "Yeah I’m starting to see it."), null),
    ],
    [
        DIALOG_SET(DIALOG(NPC_ENUM.MAGICAL_WARRIOR, "So many food monsters... Perhaps the church has been corrupted by the curse!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MAGICAL_WARRIOR, "Go on... I can’t fight in this state.Correct my mistake."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NECROMANCER, "You’re right, I’ll bravely eat all the monsters and get super fat so you don’t have to!"), DIALOG(NPC_ENUM.WITCH, "Uh ah hmmmm maybe we can hang out some time?")),
        DIALOG_SET(DIALOG(NPC_ENUM.MAGICAL_WARRIOR, "Go! Justice must be done!"), null),
    ]
);//*/

__floor_list[63] = new FLOOR("Peel Cathedral", [
    ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.BANANA_INQUISITOR, ENEMY_ENUM.BANANA_INQUISITOR, ENEMY_ENUM.WATERMEON_KNIGHT,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.BANANA_INQUISITOR, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.empty,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.BANANA_INQUISITOR, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.BANANA_INQUISITOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.empty,
        ENEMY_ENUM.BANANA_INQUISITOR, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.BANANA_INQUISITOR, ENEMY_ENUM.GARDEN_MAZE,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.BROCOLLI_DEMON_DOOR,
        ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.empty,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR,
        ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.empty,
        ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.BROCOLLI_DEMON_DOOR, ENEMY_ENUM.GARDEN_MAZE
    ], "", "", "")  

],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.BUFF_POTION), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    4536.0 + 54.0, 2016.0 + 36.0, [62], "img/ui/stage_castle.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The party sneaks into the cathedral via a secret entrance the Magical Warrior told them about..."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MONK, "I’m the freakin’ master of stealth baby!"), DIALOG(NPC_ENUM.THIEF, "We gotta be quick and quiet, who knows what will happen if we get caught...")),
        DIALOG_SET(DIALOG(NPC_ENUM.MAD_SCIENTIST, "Oh indeed!"), null),        
        DIALOG_SET(DIALOG(NPC_ENUM.MONK, "Ah frick!"), DIALOG(NPC_ENUM.THIEF, "Whoa, run away!")),
        DIALOG_SET(DIALOG(NPC_ENUM.MAD_SCIENTIST, "Hehehehehe…. More test subjects for me..."), null),        
        DIALOG_SET(DIALOG(NPC_ENUM.MAD_SCIENTIST, "What experiments shall I perform on you?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MAD_SCIENTIST, "Hehehehe… perhaps I’ll turn you into a big brutish musclebound minion."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MAD_SCIENTIST, "Or feed you my super potent gender swapping potion!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MAD_SCIENTIST, "Maybe I’ll give you this instant weight gain pill that makes you super fat!"), null),        
        DIALOG_SET(DIALOG(NPC_ENUM.NECROMANCER, "Whoa, hey, can we hear more about that last one?"), DIALOG(NPC_ENUM.WITCH, "Interesting...")),
        DIALOG_SET(DIALOG(NPC_ENUM.NECROMANCER, "Wait most of these don’t sound like crazy science experiments. Like just go to a doctor or a buffet or something."), DIALOG(NPC_ENUM.WITCH, "You can already do most of this without all the crazy gadgets. You can do it, like on your own.")),
        DIALOG_SET(DIALOG(NPC_ENUM.MAD_SCIENTIST, "Stop talking!!! Minions, apprehend these fools!"), null),       
    ],
    [
        DIALOG_SET(DIALOG(NPC_ENUM.MAD_SCIENTIST, "Ahh! I swallowed the fat pill by accident!"), null),       
        DIALOG_SET(DIALOG(NPC_ENUM.MAD_SCIENTIST, "Why did I keep it stored in a false tooth?!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NECROMANCER, "Nice."), DIALOG(NPC_ENUM.WITCH, "Interesting...")),
        DIALOG_SET(DIALOG(NPC_ENUM.NECROMANCER, "Y’know some people would pay good money for some of these pills and potions you’ve invented. Why not sell them?"), DIALOG(NPC_ENUM.WITCH, "Why aren’t you selling this stuff! You could be rich!")),
        DIALOG_SET(DIALOG(NPC_ENUM.MAD_SCIENTIST, "I don’t want to be rich! I want to be evil and make people suffer!"), null),       
        DIALOG_SET(DIALOG(NPC_ENUM.NECROMANCER, "Is there any reason, or...?"), DIALOG(NPC_ENUM.WITCH, "Like, what, for revenge purposes? I could understand revenge.")),
        DIALOG_SET(DIALOG(NPC_ENUM.MAD_SCIENTIST, "No... I’m just super mean and I suck big time."), null),       
        DIALOG_SET(DIALOG(NPC_ENUM.MAD_SCIENTIST, "I’m in it for the hate of the game!"), null),       
        DIALOG_SET(DIALOG(NPC_ENUM.NECROMANCER, "Lame!"), DIALOG(NPC_ENUM.WITCH, "What wasted potential...")),
        DIALOG_SET(DIALOG(NPC_ENUM.NECROMANCER, "Well we’re gonna go beat up the Pontifex Banana, and we can’t have you following us, so..."), DIALOG(NPC_ENUM.WITCH, "We do not have time for this, so...")),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Using this moment of distraction, she tips a vat of bubbling sciency goo on the mad scientist."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.MAD_SCIENTIST, "Wha-?! Ahhhhhh!!"), null),       
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "While the mad scientist is preoccupied with transforming into some kind of giant abominable pile of oddly sexy flesh and organs, the party makes their escape."), null),
    ]
);//*/

__floor_list[64] = new FLOOR("Pontifex Banana", [
    ROOM([ENEMY_ENUM.PEPPERMINT_PIXIE, ENEMY_ENUM.PEPPERMINT_PIXIE, ENEMY_ENUM.BANANA_INQUISITOR,
        ENEMY_ENUM.PEPPERMINT_PIXIE, ENEMY_ENUM.PEPPERMINT_PIXIE, ENEMY_ENUM.BANANA_INQUISITOR,
        ENEMY_ENUM.PEPPERMINT_PIXIE, ENEMY_ENUM.PEPPERMINT_PIXIE, ENEMY_ENUM.BANANA_HIGH_PRIEST
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.BANANA_INQUISITOR, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM,
        ENEMY_ENUM.BANANA_INQUISITOR, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BANANA_HIGH_PRIEST,
        ENEMY_ENUM.BANANA_INQUISITOR, ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.BACON_GOLEM
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.BANANA_INQUISITOR, ENEMY_ENUM.FRUITCAKE_GOLEM, ENEMY_ENUM.BACON_GOLEM,
        ENEMY_ENUM.BACON_GOLEM, ENEMY_ENUM.FRUITCAKE_GOLEM, ENEMY_ENUM.BANANA_HIGH_PRIEST,
        ENEMY_ENUM.BANANA_INQUISITOR, ENEMY_ENUM.FRUITCAKE_GOLEM, ENEMY_ENUM.BACON_GOLEM
    ], "", "", "")  

],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.WAND), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    4536.0 + 54.0, 1800.0 + 36.0, [63], "img/ui/stage_boss.png",
    [
        DIALOG_SET(DIALOG(NPC_ENUM.ADVISOR, "Stop right there, you scoundrels!"), null),       
        DIALOG_SET(DIALOG(NPC_ENUM.ADVISOR, "I will not let you shatter the peace and prosperity created by the Pontifex Banana and her Clergy!"), null),       
        DIALOG_SET(DIALOG(NPC_ENUM.ADVISOR, "This is the last shelter from the food monsters on the far continent!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.TRICKSTER, "No way dude! The Clergy are all food monsters themselves! This whole city is a lie!"), DIALOG(NPC_ENUM.BARD, "Please, you have to listen to us! The Clergy are tricking you! They’re all food monsters!")),
        DIALOG_SET(DIALOG(NPC_ENUM.ADVISOR, "I will not fall for your weak deceptions!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ADVISOR, "My faith in the Pontifex Banana is unbreakable!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.TRICKSTER, "Well if I can’t convince you, how about….THIS!!!"), DIALOG(NPC_ENUM.BARD, "Please, just look!")),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "She whips back a big golden curtain hiding a secret chamber."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Here the banana clergy scurry about without their eye - obscuring headgear. Instead of regular facial features they have dozens of bruises resembling eyes. They are molding a new member out of mashed up bananas."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "It’s pretty obvious that they are not human."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ADVISOR, "Oh crap!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "From above, resplendent and terrifying, floats down the Pontifex Banana. She is backlit by rays of colored light filtering through the stained glass behind her. Intense orchestral music starts playing."), null),
    ],
    [
        DIALOG_SET(DIALOG(NPC_ENUM.ADVISOR, "I can’t believe we ate them... The banana clergy were just food monsters the whole time..."), null),       
        DIALOG_SET(DIALOG(NPC_ENUM.TRICKSTER, "Yeah the name really should have been a big clue for you."), DIALOG(NPC_ENUM.BARD, "In retrospect the name does make it kind of obvious...")),
        DIALOG_SET(DIALOG(NPC_ENUM.ADVISOR, "What happened here... How could..."), null),       
        DIALOG_SET(DIALOG(NPC_ENUM.TRICKSTER, "The food monsters are evolving... Their mimicry is becoming so intricate that they can pull off such a complicated deception."), DIALOG(NPC_ENUM.BARD, "Perhaps the food monsters have become more powerful. They imitate human life to such a degree that they can perform so convincingly.")),
        DIALOG_SET(DIALOG(NPC_ENUM.ADVISOR, "At what point does mimicry become the real thing? Could a food monster develop a mind? A soul?"), null),       
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "This is the part where I look directly at the camera and tell you that all the food monsters are just mindless beasts performing extremely intricate trickery."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "They do not have higher consciousness or culture or any kind of interiority."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "So please do not do any kind of discourse about this! All the party members are objectively morally in the clear(on this thing at least)."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ADVISOR, "Oh ok cool! Moral crisis averted!"), null),       
        DIALOG_SET(DIALOG(NPC_ENUM.ADVISOR, "In that case, thank you brave adventurers for freeing our city!"), null),       
        DIALOG_SET(DIALOG(NPC_ENUM.ADVISOR, "The coming days are uncertain, but we know now that we live free!"), null),       
        DIALOG_SET(DIALOG(NPC_ENUM.TRICKSTER, "Awesome, is there a reward?"), DIALOG(NPC_ENUM.BARD, "We’re just happy to help!")),
        DIALOG_SET(DIALOG(NPC_ENUM.ADVISOR, "Of course! Our gratitude is boundless!"), null),       
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "And so their journey continues..."), null),
    ]
);//*/

__floor_list[65] = new FLOOR("Bonus Round", [
    ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.SNEAKY_STRAWBERRY, ENEMY_ENUM.SNEAKY_STRAWBERRY, ENEMY_ENUM.empty,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.PINK_SLIME,
        ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.PINK_SLIME,
        ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.PINK_SLIME
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.CANDY_ZOMBIE,
        ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.CANDY_ZOMBIE,
        ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.CANDY_ZOMBIE
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.CANDY_ZOMBIE,
        ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.PINK_SLIME,
        ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.PINK_SLIME, ENEMY_ENUM.CANDY_ZOMBIE
    ], "", "", "")  

],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.DAGGER), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    4752.0 + 54.0, 1730.0 + 36.0, [64], "img/ui/stage_bonus.png",
    [

        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "Suddenly a smoking hot... robot appears before the party?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ROBOT, "Wassup party people! The Hardest Bonus round sister is in the house!!!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "She bangs on her metal chassis with her fist. It is indeed quite hard."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "There’s also a suspicious sloshing sound."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PSYCHIC, "Oh wow! You look really cool!"), DIALOG(NPC_ENUM.WARRIOR, "Wow, cool robot!")),
        DIALOG_SET(DIALOG(NPC_ENUM.ROBOT, "I am really cool, aren’t I?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ROBOT, "You beautiful freaks ready to get this party started?"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PSYCHIC, "Yes indeed!"), DIALOG(NPC_ENUM.WARRIOR, "Oh yeah!")),
    ],
    [
        DIALOG_SET(DIALOG(NPC_ENUM.ROBOT, "Hell yeah! What a battle!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ROBOT, "And check it out, I’m packed with party juice! I’m big as hell now!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PSYCHIC, "Congratulations!"), DIALOG(NPC_ENUM.WARRIOR, "Uh… congrats ?")),
        DIALOG_SET(DIALOG(NPC_ENUM.ROBOT, "But I’m still the hardest bonus round sister there is! Check it!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ROBOT, "She bangs her fist on the giant glass ampoule that functions as her big belly."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ROBOT, "The glass shatters under her giant metal fist."), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ROBOT, "Oh shoot dude! My party juice!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ROBOT, "Don’t drink it dudes, it's toxic as hell!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ROBOT, "Clear the area! Inform the fantasy EPA! Evacuate all homes within three miles!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.ROBOT, "Bummer!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.PSYCHIC, "Do you require help!?"), DIALOG(NPC_ENUM.WARRIOR, "I’ll help you!")),
        DIALOG_SET(DIALOG(NPC_ENUM.ROBOT, "No way dude, you need to get out of here before the vapors cause lung itching, nervous system damage, and permanent face blindness! I got this!"), null),
        DIALOG_SET(DIALOG(NPC_ENUM.NARRATION, "The party skedaddles out of there super quick!"), null),
    ]
);//*/


__floor_list[66] = new FLOOR("Warming Up", [ // GYM 1
    ROOM([ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.BROCOLI_DEMON_DOOR, ENEMY_ENUM.empty,
    ENEMY_ENUM. BROCOLI_DEMON_DOOR, ENEMY_ENUM. BROCOLI_DEMON_DOOR, ENEMY_ENUM. BROCOLI_DEMON_DOOR,
        ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM. BROCOLI_DEMON_DOOR, ENEMY_ENUM.empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.SUCCUBUS_TRAINER,
    ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM.empty, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM. ONION_KNIGHT, ENEMY_ENUM.empty,
    ENEMY_ENUM. BROCOLI_DEMON_DOOR, ENEMY_ENUM. BROCOLI_DEMON_DOOR, ENEMY_ENUM. SUCCUBUS_TRAINER
    ], "", "", "")  

    , ROOM([ENEMY_ENUM. ONION_KNIGHT, ENEMY_ENUM. BROCOLI_DEMON_DOOR, ENEMY_ENUM. SUCCUBUS_TRAINER,
        ENEMY_ENUM. BROCOLI_DEMON_DOOR, ENEMY_ENUM. BROCOLI_DEMON_DOOR, ENEMY_ENUM.empty,
        ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM. ONION_KNIGHT, ENEMY_ENUM.empty
    ], "", "", "")   

    , ROOM([ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM. ONION_KNIGHT, ENEMY_ENUM.CAKE_GOLEM,
        ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM. CAKE_GOLEM, ENEMY_ENUM. SUCCUBUS_TRAINER,
        ENEMY_ENUM.ONION_KNIGHT, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM. CAKE_GOLEM
    ], "", "", "")  


],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.CHARACTER, 16), REWARD(0, 0), REWARD(0, 0)],
    3672.0 + 54.0, 3960.0 + 36.0, [60], "img/ui/stage_lava.png",
    [],
    []
);//*/


__floor_list[67] = new FLOOR("Stretching", [ // GYM 2
    ROOM([ENEMY_ENUM. BROCOLI_DEMON_DOOR, ENEMY_ENUM. empty, ENEMY_ENUM.empty,
    ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. BROCOLI_DEMON_DOOR, ENEMY_ENUM. empty,
    ENEMY_ENUM. BROCOLI_DEMON_DOOR, ENEMY_ENUM. empty, ENEMY_ENUM.empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. BROCOLI_DEMON_DOOR, ENEMY_ENUM.empty,
        ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM. empty,
    ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. BROCOLI_DEMON_DOOR, ENEMY_ENUM.empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. BROCOLI_DEMON_DOOR, ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM.empty,
        ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM. BROCOLI_DEMON_DOOR,
    ENEMY_ENUM. BROCOLI_DEMON_DOOR, ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM.empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM. CAKE_GOLEM, ENEMY_ENUM.empty,
        ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. SUCCUBUS_TRAINER,
        ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM. CAKE_GOLEM, ENEMY_ENUM.empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.CREAMED_CORN_SLIME, ENEMY_ENUM.empty, ENEMY_ENUM.empty,
        ENEMY_ENUM. CREAMED_CORN_SLIME, ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. BROCOLI_DEMON_DOOR,
    ENEMY_ENUM. CREAMED_CORN_SLIME, ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. BROCOLI_DEMON_DOOR
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. CAKE_GOLEM, ENEMY_ENUM.empty,
        ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM. empty,
    ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. CAKE_GOLEM, ENEMY_ENUM.empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM. CREAMED_CORN_SLIME, ENEMY_ENUM. CREAMED_CORN_SLIME, ENEMY_ENUM. CAKE_GOLEM,
        ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. CAKE_GOLEM,
    ENEMY_ENUM. CREAMED_CORN_SLIME, ENEMY_ENUM. CREAMED_CORN_SLIME, ENEMY_ENUM. CAKE_GOLEM
    ], "", "", "")//, "oh no")
],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.CHARACTER, 17), REWARD(0, 0), REWARD(0, 0)],
    3348.0 + 54.0, 4032.0 + 36.0, [66], "img/ui/stage_lava.png",
    [],
    []
);//*/

__floor_list[68] = new FLOOR("Light Exercise", [ // GYM 3
    ROOM([ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM.empty,
    ENEMY_ENUM. CILANTRO_RUNE, ENEMY_ENUM. CILANTRO_RUNE, ENEMY_ENUM. SUCCUBUS_TRAINER,
    ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM.empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. CILANTRO_RUNE, ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM.empty,
    ENEMY_ENUM. FRIUT_CAKE_GOLEM, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM. CILANTRO_RUNE, ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM.empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. FRIUT_CAKE_GOLEM, ENEMY_ENUM. CILANTRO_RUNE, ENEMY_ENUM. SUCCUBUS_TRAINER,
    ENEMY_ENUM. CILANTRO_RUNE, ENEMY_ENUM. FRIUT_CAKE_GOLEM, ENEMY_ENUM. SUCCUBUS_TRAINER,
    ENEMY_ENUM. FRIUT_CAKE_GOLEM, ENEMY_ENUM. CILANTRO_RUNE, ENEMY_ENUM. SUCCUBUS_TRAINER
    ], "", "", "")  

   
],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.CHARACTER, 18), REWARD(0, 0), REWARD(0, 0)],
    3240.0 + 54.0, 3816.0 + 36.0, [67], "img/ui/stage_lava.png",
    [],
    []
);//*/

__floor_list[69] = new FLOOR("High Intensity", [ // GYM 4
    ROOM([ENEMY_ENUM. ONION_KNIGHT, ENEMY_ENUM. empty, ENEMY_ENUM.empty,
    ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
        ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM. empty, ENEMY_ENUM.empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. ONION_KNIGHT,
    ENEMY_ENUM. BROCOLI_DEMON_DOOR, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM. ONION_KNIGHT, ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. ONION_KNIGHT
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. BROCOLI_DEMON_DOOR, ENEMY_ENUM. BROCOLI_DEMON_DOOR,
    ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. BROCOLI_DEMON_DOOR, ENEMY_ENUM. BROCOLI_DEMON_DOOR,
    ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. BROCOLI_DEMON_DOOR, ENEMY_ENUM. BROCOLI_DEMON_DOOR
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. ONION_KNIGHT, ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. BROCOLI_DEMON_DOOR,
    ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. BROCOLI_DEMON_DOOR,
    ENEMY_ENUM. ONION_KNIGHT, ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. BROCOLI_DEMON_DOOR
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. CREAMED_CORN_SLIME, ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. SUCCUBUS_TRAINER,
    ENEMY_ENUM. CREAMED_CORN_SLIME, ENEMY_ENUM. BROCOLI_DEMON_DOOR, ENEMY_ENUM. BROCOLI_DEMON_DOOR,
    ENEMY_ENUM. CREAMED_CORN_SLIME, ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. SUCCUBUS_TRAINER
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM. ONION_KNIGHT, ENEMY_ENUM.CAKE_GOLEM,
    ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. CAKE_GOLEM,
    ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. CAKE_GOLEM
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM.CILANTRO_RUNE,
    ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. CILANTRO_RUNE,
    ENEMY_ENUM. CREAMED_CORN_SLIME, ENEMY_ENUM. CREAMED_CORN_SLIME, ENEMY_ENUM. CILANTRO_RUNE
    ], "", "", "")  

    , ROOM([ENEMY_ENUM. FRIUT_CAKE_GOLEM, ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. SUCCUBUS_TRAINER,
    ENEMY_ENUM. FRIUT_CAKE_GOLEM, ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. CILANTRO_RUNE,
    ENEMY_ENUM. FRIUT_CAKE_GOLEM, ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. SUCCUBUS_TRAINER
    ], "", "", "")  
     
],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.CHARACTER, 19), REWARD(0, 0), REWARD(0, 0)],
    3456.0 + 54.0, 3672.0 + 36.0, [68], "img/ui/stage_lava.png",
    [],
    []
);//*/

__floor_list[70] = new FLOOR("Incubus Trainer", [ // GYM 5 BOSS
    ROOM([ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM.empty,
    ENEMY_ENUM.SALAD_DRAGON, ENEMY_ENUM. INCUBUS_TRAINER, ENEMY_ENUM. empty,
    ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM.empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM. GHOST_PRINCE, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM. GHOST_PRINCE, ENEMY_ENUM. INCUBUS_TRAINER, ENEMY_ENUM. empty,
    ENEMY_ENUM. GHOST_PRINCE, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM. SALAD_DRAGON, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM. GRAPE_DRAGON, ENEMY_ENUM. INCUBUS_TRAINER, ENEMY_ENUM. empty,
    ENEMY_ENUM. SALAD_DRAGON, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM. GRAPE_DRAGON, ENEMY_ENUM. GHOST_PRINCE, ENEMY_ENUM. empty,
    ENEMY_ENUM. SALAD_DRAGON, ENEMY_ENUM. INCUBUS_TRAINER, ENEMY_ENUM. empty,
    ENEMY_ENUM. GRAPE_DRAGON, ENEMY_ENUM. GHOST_PRINCE, ENEMY_ENUM. empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM. SALAD_DRAGON, ENEMY_ENUM. GHOST_PRINCE, ENEMY_ENUM. empty,
    ENEMY_ENUM. GRAPE_DRAGON, ENEMY_ENUM. GHOST_PRINCE, ENEMY_ENUM. INCUBUS_TRAINER,
    ENEMY_ENUM. SALAD_DRAGON, ENEMY_ENUM. GHOST_PRINCE, ENEMY_ENUM. empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM. GRAPE_DRAGON, ENEMY_ENUM. SALAD_DRAGON, ENEMY_ENUM. GHOST_PRINCE,
    ENEMY_ENUM. SALAD_DRAGON, ENEMY_ENUM. GHOST_PRINCE, ENEMY_ENUM. INCUBUS_TRAINER,
    ENEMY_ENUM. GRAPE_DRAGON, ENEMY_ENUM. SALAD_DRAGON, ENEMY_ENUM. GHOST_PRINCE
    ], "", "", "")  

   
     
],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.CHARACTER, 20), REWARD(0, 0), REWARD(0, 0)],
    3672.0 + 54.0, 3600.0 + 36.0, [69], "img/ui/stage_boss.png",
    [],
    []
);//*/

__floor_list[71] = new FLOOR("Bonus Round", [ // GYM 6 BONUS
    ROOM([ENEMY_ENUM. TOMATO_SKULL, ENEMY_ENUM. empty, ENEMY_ENUM.empty,
    ENEMY_ENUM. TOMATO_SKULL, ENEMY_ENUM. TOMATO_SKULL, ENEMY_ENUM. empty,
    ENEMY_ENUM. TOMATO_SKULL, ENEMY_ENUM. empty, ENEMY_ENUM.empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM. TOMATO_SKULL, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. SNEAKY_STRAWBERRY, ENEMY_ENUM. TOMATO_SKULL,
    ENEMY_ENUM. TOMATO_SKULL, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "") 

    , ROOM([ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM. TOMATO_SKULL, ENEMY_ENUM. SNEAKY_STRAWBERRY, ENEMY_ENUM. SUCCUBUS_TRAINER,
    ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "") 

    , ROOM([ENEMY_ENUM. TOMATO_SKULL, ENEMY_ENUM. SNEAKY_STRAWBERRY, ENEMY_ENUM. SUCCUBUS_TRAINER,
    ENEMY_ENUM. SNEAKY_STRAWBERRY, ENEMY_ENUM. SUCCUBUS_TRAINER, ENEMY_ENUM. TOMATO_SKULL,
    ENEMY_ENUM. TOMATO_SKULL, ENEMY_ENUM. SNEAKY_STRAWBERRY, ENEMY_ENUM. SUCCUBUS_TRAINER
    ], "", "", "")  
],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    3564.0 + 54.0, 3456.0 + 36.0, [70], "img/ui/stage_bonus.png",
    [],
    []
);//*/

__floor_list[72] = new FLOOR("The Rotten Shore", [ // MUSHROOM 1
    ROOM([ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. MUSHROOM_KNIGHT, ENEMY_ENUM.MUSHROOM_COOKIE,
    ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. MUSHROOM_KNIGHT, ENEMY_ENUM. MUSHROOM_COOKIE,
    ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. MUSHROOM_KNIGHT, ENEMY_ENUM. MUSHROOM_COOKIE
    ], "", "", "")  

    , ROOM([ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_KNIGHT, ENEMY_ENUM. empty,
    ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_KNIGHT, ENEMY_ENUM. empty,
    ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM. MUSHROOM_KNIGHT, ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. MUSHROOM_COOKIE,
    ENEMY_ENUM. MUSHROOM_KNIGHT, ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. MUSHROOM_COOKIE,
    ENEMY_ENUM. MUSHROOM_KNIGHT, ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. MUSHROOM_COOKIE
    ], "", "", "")  

    , ROOM([ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. empty,
    ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE,
    ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE,
    ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE
    ], "", "", "")//, "oh no")

   
],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    4968.0 + 54.0, 2520.0 + 36.0, [52], "img/ui/stage_mushroom.png",
    [],
    []
);//*/

__floor_list[73] = new FLOOR("Forest of the Dead", [ // MUSHROOM 2
    ROOM([ENEMY_ENUM. MUSHROOM_GHOST, ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. CANDY_ZOMBIE,
    ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. MUSHROOM_GHOST, ENEMY_ENUM. CANDY_ZOMBIE,
    ENEMY_ENUM. MUSHROOM_GHOST, ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. CANDY_ZOMBIE
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM. MUSHROOM_GHOST, ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. MUSHROOM_GHOST,
    ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")   
    , ROOM([ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE,
    ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE,
    ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE
    ], "", "", "")   
    , ROOM([ENEMY_ENUM. MUSHROOM_GHOST, ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. MUSHROOM_GHOST,
    ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. MUSHROOM_GHOST, ENEMY_ENUM. FUNGAL_THRALL,
    ENEMY_ENUM. MUSHROOM_GHOST, ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. MUSHROOM_GHOST
    ], "", "", "")   
    , ROOM([ENEMY_ENUM. MUSHROOM_GHOST, ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. MUSHROOM_GHOST,
    ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE,
    ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. MUSHROOM_GHOST, ENEMY_ENUM. FUNGAL_THRALL
    ], "", "", "")   
    , ROOM([ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. SNEAKY_STRAWBERRY, ENEMY_ENUM. empty,
    ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM. SNEAKY_STRAWBERRY, ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. empty
    ], "", "", "")   
    , ROOM([ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE,
    ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE,
    ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE
    ], "", "", "")  
   
],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.SWORD), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    4752.0 + 54.0, 2448.0 + 36.0, [72], "img/ui/stage_mushroom.png",
    [],
    []
);//*/



__floor_list[74] = new FLOOR("Ghostly Hollow", [ // MUSHROOM 3
    ROOM([ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE,
    ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE,
    ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE
    ], "", "", "")  

    , ROOM([ENEMY_ENUM. TOMATO_SKULL, ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. empty,
    ENEMY_ENUM.  TOMATO_SKULL, ENEMY_ENUM. TOMATO_SKULL, ENEMY_ENUM. FAST_FRIES,
        ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM. empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. TOMATO_SKULL, ENEMY_ENUM. empty,
    ENEMY_ENUM. TOMATO_SKULL, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
        ENEMY_ENUM.FAST_FRIES, ENEMY_ENUM.TOMATO_SKULL, ENEMY_ENUM. empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE,
    ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE,
        ENEMY_ENUM.MUSHROOM_COOKIE, ENEMY_ENUM.MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE
    ], "", "", "")   

   
   
],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    4428.0 + 54.0, 2376.0 + 36.0, [73], "img/ui/stage_mushroom.png",
    [],
    []
);//*/

__floor_list[75] = new FLOOR("Valley of Filth", [ // MUSHROOM 4
    ROOM([ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE,
    ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. FUNGAL_THRALL,
    ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM.  FAST_FRIES, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")   
    , ROOM([ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. empty,
    ENEMY_ENUM.  CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. FAST_FRIES,
    ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")   
    , ROOM([ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. empty,
    ENEMY_ENUM.  FAST_FRIES, ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. empty,
    ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. empty
    ], "", "", "")   
    , ROOM([ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM.  empty, ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. FAST_FRIES,
    ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")   
    , ROOM([ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. FAST_FRIES,
    ENEMY_ENUM.  FAST_FRIES, ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. FAST_FRIES,
    ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. FAST_FRIES
    ], "", "", "")   
    , ROOM([ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM.  MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE,
    ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")   
    , ROOM([ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM.  MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. empty,
    ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")   

    , ROOM([ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE,
    ENEMY_ENUM.  MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE,
    ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE
    ], "", "", "")//, "oh no")
   
   ],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.POTION), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    4212.0 + 54.0, 2304.0 + 36.0, [74], "img/ui/stage_mushroom.png",
    [],
    []
);//*/

__floor_list[76] = new FLOOR("Fungal Queen", [ // MUSHROOM 5 BOSS
    ROOM([ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM. FUNGAL_QUEEN, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM.  FAST_FRIES, ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. FUNGAL_QUEEN,
    ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")    

    , ROOM([ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM.  FUNGAL_THRALL, ENEMY_ENUM. FUNGAL_QUEEN, ENEMY_ENUM. empty,
    ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")    

    , ROOM([ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM.  FUNGAL_THRALL, ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. FUNGAL_QUEEN,
    ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")    

    , ROOM([ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. FAST_FRIES,
    ENEMY_ENUM.  FAST_FRIES, ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. FUNGAL_QUEEN,
    ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. FAST_FRIES
    ], "", "", "")//, "oh no")
],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.WAND), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    3996.0 + 54.0, 2160.0 + 36.0, [75], "img/ui/stage_boss.png",
    [],
    []
);//*/

__floor_list[77] = new FLOOR("Bonus Round", [ // MUSHROOM 6 BONUS
    ROOM([ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE,
    ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE,
    ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.MUSHROOM_COOKIE, ENEMY_ENUM. empty,
        ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.MUSHROOM_COOKIE,
        ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.MUSHROOM_COOKIE, ENEMY_ENUM. empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM. FAST_FRIES,
        ENEMY_ENUM.CANDY_AUTOMATON, ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. empty,
    ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE,
    ENEMY_ENUM.  CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE,
    ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. MUSHROOM_COOKIE,
    ENEMY_ENUM.  CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. MUSHROOM_COOKIE,
    ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. MUSHROOM_COOKIE
    ], "", "", "")  

    , ROOM([ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. empty,
    ENEMY_ENUM.  FAST_FRIES, ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. empty,
    ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. FAST_FRIES, ENEMY_ENUM. empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE,
    ENEMY_ENUM.  CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE,
    ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE
    ], "", "", "")//, "oh no")  

],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.SHIELD), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    3996.0 + 54.0, 1872.0 + 36.0, [76], "img/ui/stage_bonus.png",
    [],
    []
);//*/


__floor_list[78] = new FLOOR("Spring", [ // TIME 1
    ROOM([ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. ONION_KNIGHT, ENEMY_ENUM. empty,
    ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. MANDRAKE,
    ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. ONION_KNIGHT, ENEMY_ENUM. empty
    ], "", "", "")  

    , ROOM([ENEMY_ENUM. ONION_KNIGHT, ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. empty,
    ENEMY_ENUM.  CHEESE_GHOST, ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. MANDRAKE,
    ENEMY_ENUM. SPRING_ONION_SPRITE, ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. empty
    ], "", "", "")   

    , ROOM([ENEMY_ENUM. ONION_KNIGHT, ENEMY_ENUM. SPRING_ONION_SPRITE, ENEMY_ENUM. MANDRAKE,
    ENEMY_ENUM.  empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. MANDRAKE
    ], "", "", "")   

    , ROOM([ENEMY_ENUM. ONION_KNIGHT, ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. MANDRAKE,
    ENEMY_ENUM.  CHEESE_GHOST, ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. MANDRAKE,
    ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. SPRING_ONION_SPRITE, ENEMY_ENUM. MANDRAKE
    ], "", "", "")  


],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.DAGGER), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    4968.0 + 54.0, 1296.0 + 36.0, [58], "img/ui/stage_forest.png",
    [],
    []
);//*/

__floor_list[79] = new FLOOR("Summer", [ // TIME 2
    ROOM([ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM. BACON_DOOR, ENEMY_ENUM. CHEESE_ZOMBIE, ENEMY_ENUM. FIRE_IMP,
    ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. CHEESE_ZOMBIE, ENEMY_ENUM. CHEESE_ZOMBIE, ENEMY_ENUM. empty,
    ENEMY_ENUM.  CHEESE_ZOMBIE, ENEMY_ENUM. CHEESE_ZOMBIE, ENEMY_ENUM. FIRE_IMP,
    ENEMY_ENUM. CHEESE_ZOMBIE, ENEMY_ENUM. CHEESE_ZOMBIE, ENEMY_ENUM. empty
    ], "", "", "") 
    , ROOM([ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. CHEESE_ZOMBIE, ENEMY_ENUM. CHEESE_ZOMBIE,
    ENEMY_ENUM.  CHEESE_ZOMBIE, ENEMY_ENUM. CHEESE_ZOMBIE, ENEMY_ENUM. FIRE_IMP,
    ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. CHEESE_ZOMBIE, ENEMY_ENUM. CHEESE_ZOMBIE
    ], "", "", "") 
    , ROOM([ENEMY_ENUM. CHEESE_ZOMBIE, ENEMY_ENUM. CHEESE_ZOMBIE, ENEMY_ENUM. FIRE_IMP,
    ENEMY_ENUM.  CHEESE_ZOMBIE, ENEMY_ENUM. CHEESE_ZOMBIE, ENEMY_ENUM. CHEESE_ZOMBIE,
    ENEMY_ENUM. CHEESE_ZOMBIE, ENEMY_ENUM. CHEESE_ZOMBIE, ENEMY_ENUM. FIRE_IMP
    ], "", "", "") 

    , ROOM([ENEMY_ENUM. CHEESE_ZOMBIE, ENEMY_ENUM. CHEESE_ZOMBIE, ENEMY_ENUM. FIRE_IMP,
    ENEMY_ENUM.  CHEESE_ZOMBIE, ENEMY_ENUM. CHEESE_ZOMBIE, ENEMY_ENUM. CHEESE_ZOMBIE,
    ENEMY_ENUM. CHEESE_ZOMBIE, ENEMY_ENUM. CHEESE_ZOMBIE, ENEMY_ENUM. FIRE_IMP
    ], "", "", "") 

    , ROOM([ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. CHEESE_ZOMBIE, ENEMY_ENUM. FIRE_IMP,
    ENEMY_ENUM.  CHEESE_ZOMBIE, ENEMY_ENUM. CHEESE_ZOMBIE, ENEMY_ENUM. FIRE_IMP,
    ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. CHEESE_ZOMBIE, ENEMY_ENUM. FIRE_IMP
    ], "", "", "") 

    , ROOM([ENEMY_ENUM. CHEESE_ZOMBIE, ENEMY_ENUM. CHEESE_ZOMBIE, ENEMY_ENUM. FIRE_IMP,
    ENEMY_ENUM.  CHEESE_ZOMBIE, ENEMY_ENUM. CHEESE_ZOMBIE, ENEMY_ENUM. FIRE_IMP,
    ENEMY_ENUM. CHEESE_ZOMBIE, ENEMY_ENUM. CHEESE_ZOMBIE, ENEMY_ENUM. FIRE_IMP
    ], "", "", "")  


],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.TOME), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    5184.0 + 54.0, 1368.0 + 36.0, [58], "img/ui/stage_forest.png",
    [],
    []
);//*/

__floor_list[80] = new FLOOR("Winter", [ // TIME 3
    ROOM([ENEMY_ENUM. ORANGE_ARCANE_TURRET, ENEMY_ENUM. ORANGE_ARCANE_TURRET, ENEMY_ENUM. SALTWATER_ELEMENTAL,
    ENEMY_ENUM. SALTWATER_ELEMENTAL, ENEMY_ENUM. SALTWATER_ELEMENTAL, ENEMY_ENUM. WINTER_WOLF,
    ENEMY_ENUM. DISCORD_APPLE, ENEMY_ENUM. DISCORD_APPLE, ENEMY_ENUM. SALTWATER_ELEMENTAL
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. SALTWATER_ELEMENTAL, ENEMY_ENUM. SALTWATER_ELEMENTAL, ENEMY_ENUM. MUSHROOM_ARMOR,
    ENEMY_ENUM.  MELON_BOULDER, ENEMY_ENUM. SALTWATER_ELEMENTAL, ENEMY_ENUM. WINTER_WOLF,
    ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. SALTWATER_ELEMENTAL, ENEMY_ENUM. SALTWATER_ELEMENTAL, ENEMY_ENUM. WINTER_WOLF,
    ENEMY_ENUM.  empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM. ORANGE_ARCANE_TURRET, ENEMY_ENUM. DISCORD_APPLE, ENEMY_ENUM. WINTER_WOLF
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. MELON_BOULDER, ENEMY_ENUM. MELON_BOULDER, ENEMY_ENUM. WINTER_WOLF,
    ENEMY_ENUM.  MELON_BOULDER, ENEMY_ENUM. SALTWATER_ELEMENTAL, ENEMY_ENUM. SALTWATER_ELEMENTAL,
    ENEMY_ENUM. MELON_BOULDER, ENEMY_ENUM. SALTWATER_ELEMENTAL, ENEMY_ENUM. WINTER_WOLF
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. DISCORD_APPLE, ENEMY_ENUM. DISCORD_APPLE, ENEMY_ENUM. WINTER_WOLF,
    ENEMY_ENUM.  DISCORD_APPLE, ENEMY_ENUM. DISCORD_APPLE, ENEMY_ENUM. WINTER_WOLF,
    ENEMY_ENUM. DISCORD_APPLE, ENEMY_ENUM. DISCORD_APPLE, ENEMY_ENUM. WINTER_WOLF
    ], "", "", "") 
],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.BUFF_POTION), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    5616.0 + 54.0, 1152.0 + 36.0, [58], "img/ui/stage_forest.png",
    [],
    []
);//*/

__floor_list[81] = new FLOOR("Autumn", [ // TIME 4
    ROOM([ENEMY_ENUM. DISCORD_APPLE, ENEMY_ENUM. DISCORD_APPLE, ENEMY_ENUM. BROCOLI_DEMON_DOOR,
    ENEMY_ENUM. CHEESE_WIZARD, ENEMY_ENUM. BROCOLI_DEMON_DOOR, ENEMY_ENUM. SCARECROW,
    ENEMY_ENUM. DISCORD_APPLE, ENEMY_ENUM. CHEESE_WIZARD, ENEMY_ENUM. BROCOLI_DEMON_DOOR
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. DISCORD_APPLE, ENEMY_ENUM. SCARECROW,
    ENEMY_ENUM.  DISCORD_APPLE, ENEMY_ENUM. CHEESE_WIZARD, ENEMY_ENUM. CHEESE_WIZARD,
    ENEMY_ENUM. DISCORD_APPLE, ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. SCARECROW
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. CHEESE_WIZARD, ENEMY_ENUM. CHEESE_WIZARD, ENEMY_ENUM. SCARECROW,
    ENEMY_ENUM.  CHEESE_WIZARD, ENEMY_ENUM. CHEESE_WIZARD, ENEMY_ENUM. SCARECROW,
    ENEMY_ENUM. DISCORD_APPLE, ENEMY_ENUM. DISCORD_APPLE, ENEMY_ENUM. SCARECROW
    ], "", "", "")  
],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.SWORD), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    5400.0 + 54.0, 1296.0 + 36.0, [58], "img/ui/stage_forest.png",
    [],
    []
);//*/

__floor_list[82] = new FLOOR("Time Witch Yukia", [ // TIME 5 BOSS
    ROOM([ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. CARROT_DOOR, ENEMY_ENUM. MANDRAKE,
    ENEMY_ENUM. CARROT_DOOR, ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. TIME_WITCH,
    ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. CARROT_DOOR, ENEMY_ENUM. WINTER_WOLF
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. ICE_CREAM_GHOST, ENEMY_ENUM. ICE_CREAM_GHOST, ENEMY_ENUM. WINTER_WOLF,
    ENEMY_ENUM.  ICE_CREAM_GHOST, ENEMY_ENUM. TIME_WITCH, ENEMY_ENUM. SCARECROW,
    ENEMY_ENUM. CARROT_DOOR, ENEMY_ENUM. BACON_DOOR, ENEMY_ENUM. FIRE_IMP
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. CRACKER_DOOR, ENEMY_ENUM. CRACKER_DOOR, ENEMY_ENUM. SCARECROW,
    ENEMY_ENUM.MUSHROOM_ARMOR, ENEMY_ENUM. TIME_WITCH, ENEMY_ENUM. FIRE_IMP,
    ENEMY_ENUM.MUSHROOM_ARMOR, ENEMY_ENUM. BACON_GOLEM, ENEMY_ENUM. MANDRAKE
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. SCARECROW,
    ENEMY_ENUM.  SKELETON_WARRIOR, ENEMY_ENUM. TIME_WITCH, ENEMY_ENUM. MANDRAKE,
    ENEMY_ENUM. SKELETON_WARRIOR, ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. WINTER_WOLF
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. SHAMBLING_FRUIT_SALAD, ENEMY_ENUM. FIRE_IMP,
    ENEMY_ENUM.  FUNGAL_THRALL, ENEMY_ENUM. TIME_WITCH, ENEMY_ENUM. MANDRAKE,
    ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. SHAMBLING_FRUIT_SALAD, ENEMY_ENUM. WINTER_WOLF
    ], "", "", "")  

    , ROOM([ENEMY_ENUM. SKELETON_WARRIOR, ENEMY_ENUM. FIRE_IMP, ENEMY_ENUM. MANDRAKE,
    ENEMY_ENUM.  ICE_CREAM_GHOST, ENEMY_ENUM. DEVIL_FOOD_GOLEM, ENEMY_ENUM. TIME_WITCH,
    ENEMY_ENUM. FALLING_CORN, ENEMY_ENUM. WINTER_WOLF, ENEMY_ENUM. SCARECROW
    ], "", "", "")  
   
],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.POTION), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    5292.0 + 54.0, 1080.0 + 36.0, [78, 79, 80, 81], "img/ui/stage_boss.png",
    [],
    []
);//*/



__floor_list[83] = new FLOOR("Bonus Round", [ // TIME 6 BONUS
    ROOM([ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
        ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.empty,
    ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE,
        ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.empty,
    ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE, ENEMY_ENUM. CANDY_ZOMBIE
    ], "", "", "")   
    , ROOM([ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
        ENEMY_ENUM.SNEAKY_STRAWBERRY, ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.empty,
    ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")   
    , ROOM([ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.empty,
    ENEMY_ENUM.  empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
        ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.empty
    ], "", "", "")   
    , ROOM([ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.empty,
    ENEMY_ENUM.  empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
        ENEMY_ENUM.SNEAKY_STRAWBERRY, ENEMY_ENUM.SNEAKY_STRAWBERRY, ENEMY_ENUM.empty
    ], "", "", "")   
    , ROOM([ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.empty,
    ENEMY_ENUM.  SNEAKY_STRAWBERRY, ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. CANDY_ZOMBIE,
        ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.CANDY_ZOMBIE, ENEMY_ENUM.empty
    ], "", "", "")   
    , ROOM([ENEMY_ENUM.FROZEN_YOGURT_FAIRY, ENEMY_ENUM.FROZEN_YOGURT_FAIRY, ENEMY_ENUM.empty,
        ENEMY_ENUM.SNEAKY_STRAWBERRY, ENEMY_ENUM.SNEAKY_STRAWBERRY, ENEMY_ENUM.empty,
        ENEMY_ENUM.MUSHROOM_COOKIE, ENEMY_ENUM.MUSHROOM_COOKIE, ENEMY_ENUM.empty
    ], "", "", "")   
    , ROOM([ENEMY_ENUM.MUSHROOM_COOKIE, ENEMY_ENUM.MUSHROOM_COOKIE, ENEMY_ENUM.empty,
        ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.CHEESE_GHOST, ENEMY_ENUM.empty,
        ENEMY_ENUM.SNEAKY_STRAWBERRY, ENEMY_ENUM.SNEAKY_STRAWBERRY, ENEMY_ENUM.empty
    ], "", "", "")//, "oh no")

   
   
],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.WAND), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    5076.0 + 54.0, 1152.0 + 36.0, [82], "img/ui/stage_bonus.png",
    [],
    []
);//*/



__floor_list[84] = new FLOOR("Darkhelm Estate", [ // SHADOW 1
    ROOM([ENEMY_ENUM. ICE_CREAM_GHOST, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
        ENEMY_ENUM.ICE_CREAM_GHOST, ENEMY_ENUM.ICE_CREAM_GHOST, ENEMY_ENUM.GARDEN_MAZE,
        ENEMY_ENUM.ICE_CREAM_GHOST, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. empty,
        ENEMY_ENUM.DISCORD_APPLE, ENEMY_ENUM.SHADOW_DANCER , ENEMY_ENUM. empty,
    ENEMY_ENUM. DISCORD_APPLE, ENEMY_ENUM. DISCORD_APPLE, ENEMY_ENUM. empty
    ], "", "", "")   
    , ROOM([ENEMY_ENUM.ICE_CREAM_GHOST, ENEMY_ENUM.ICE_CREAM_GHOST, ENEMY_ENUM.GARDEN_MAZE,
        ENEMY_ENUM.ICE_CREAM_GHOST, ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM.GARDEN_MAZE,
        ENEMY_ENUM.GARDEN_MAZE, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")   

    , ROOM([ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. DISCORD_APPLE,
        ENEMY_ENUM.DISCORD_APPLE, ENEMY_ENUM.empty, ENEMY_ENUM. SHADOW_BARD,
    ENEMY_ENUM. DISCORD_APPLE, ENEMY_ENUM. DISCORD_APPLE, ENEMY_ENUM. DISCORD_APPLE
    ], "", "", "")//, "oh no")
],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.SHIELD), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    3672.0 + 54.0, 2088.0 + 36.0, [76], "img/ui/stage_castle.png",
    [],
    []
);//*/



__floor_list[85] = new FLOOR("Lightless Vault", [ // SHADOW 2
    ROOM([ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE,
        ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE,
        ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. BACON_GOLEM, ENEMY_ENUM. BACON_GOLEM, ENEMY_ENUM. BACON_GOLEM,
    ENEMY_ENUM.  BACON_GOLEM, ENEMY_ENUM. BACON_GOLEM, ENEMY_ENUM. BACON_GOLEM,
    ENEMY_ENUM. BACON_GOLEM, ENEMY_ENUM. BACON_GOLEM, ENEMY_ENUM. BACON_GOLEM
    ], "", "", "")   
    , ROOM([ENEMY_ENUM. CHEESE_WIZARD, ENEMY_ENUM. CHEESE_WIZARD, ENEMY_ENUM. CHEESE_WIZARD,
    ENEMY_ENUM.  CHEESE_WIZARD, ENEMY_ENUM. CHEESE_WIZARD, ENEMY_ENUM. CHEESE_WIZARD,
    ENEMY_ENUM. CHEESE_WIZARD, ENEMY_ENUM. CHEESE_WIZARD, ENEMY_ENUM. CHEESE_WIZARD
    ], "", "", "")   
    , ROOM([ENEMY_ENUM. FALLING_CORN, ENEMY_ENUM. FALLING_CORN, ENEMY_ENUM. empty,
    ENEMY_ENUM.  FALLING_CORN, ENEMY_ENUM. SHADOW_MERCHANT, ENEMY_ENUM. empty,
    ENEMY_ENUM. FALLING_CORN, ENEMY_ENUM. FALLING_CORN, ENEMY_ENUM. empty
    ], "", "", "")   
    , ROOM([ENEMY_ENUM. BACON_GOLEM, ENEMY_ENUM. BACON_GOLEM, ENEMY_ENUM. BACON_GOLEM,
    ENEMY_ENUM.  BACON_GOLEM, ENEMY_ENUM. BACON_GOLEM, ENEMY_ENUM. BACON_GOLEM,
    ENEMY_ENUM. BACON_GOLEM, ENEMY_ENUM. BACON_GOLEM, ENEMY_ENUM. BACON_GOLEM
    ], "", "", "")   
    , ROOM([ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
        ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM. empty,
        ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")   
    , ROOM([ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE,
    ENEMY_ENUM.  empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")   
    , ROOM([ENEMY_ENUM. FALLING_CORN, ENEMY_ENUM. FALLING_CORN, ENEMY_ENUM. FALLING_CORN,
    ENEMY_ENUM.  FALLING_CORN, ENEMY_ENUM. FALLING_CORN, ENEMY_ENUM. SHADOW_THIEF,
    ENEMY_ENUM. FALLING_CORN, ENEMY_ENUM. FALLING_CORN, ENEMY_ENUM. FALLING_CORN
    ], "", "", "")//, "oh no")  
   
],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.DAGGER), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    3672.0 + 54.0, 1728.0 + 36.0, [84], "img/ui/stage_castle.png",
    [],
    []
);//*/



__floor_list[86] = new FLOOR("Shadowed Halls", [ // SHADOW 3
    ROOM([ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM. empty,
        ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE,
        ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM. empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE,
        ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM. empty,
        ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM. GARLIC_GATE
    ], "", "", "")   
    , ROOM([ENEMY_ENUM. SALTWATER_ELEMENTAL, ENEMY_ENUM. SALTWATER_ELEMENTAL, ENEMY_ENUM. empty,
    ENEMY_ENUM.  SALTWATER_ELEMENTAL, ENEMY_ENUM. SHADOW_ENGINEER, ENEMY_ENUM. empty,
    ENEMY_ENUM. SALTWATER_ELEMENTAL, ENEMY_ENUM. ONION_KNIGHT, ENEMY_ENUM. empty
    ], "", "", "") 
    , ROOM([ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE,
    ENEMY_ENUM.  GARLIC_GATE, ENEMY_ENUM. GARLIC_GATE, ENEMY_ENUM. GARLIC_GATE,
        ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE
    ], "", "", "") 
    , ROOM([ENEMY_ENUM. SALTWATER_ELEMENTAL, ENEMY_ENUM. SALTWATER_ELEMENTAL, ENEMY_ENUM. SALTWATER_ELEMENTAL,
    ENEMY_ENUM.  ONION_KNIGHT, ENEMY_ENUM. ONION_KNIGHT, ENEMY_ENUM. SHADOW_WARRIOR,
    ENEMY_ENUM. SALTWATER_ELEMENTAL, ENEMY_ENUM. SALTWATER_ELEMENTAL, ENEMY_ENUM. SALTWATER_ELEMENTAL
    ], "", "", "") 
],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.TOME), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    3564.0 + 54.0, 1872.0 + 36.0, [84], "img/ui/stage_castle.png",
    [],
    []
);//*/

__floor_list[87] = new FLOOR("Darkened Archive", [ // SHADOW 4
    ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE,
        ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.GARLIC_GATE,
        ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM. empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
        ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE,
        ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.GARLIC_GATE
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
        ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE,
    ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM.  CANDY_DOOR, ENEMY_ENUM. CANDY_DOOR, ENEMY_ENUM. CANDY_DOOR,
    ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. DISCORD_APPLE, ENEMY_ENUM. DISCORD_APPLE, ENEMY_ENUM. empty,
    ENEMY_ENUM.  DISCORD_APPLE, ENEMY_ENUM. SHADOW_WITCH, ENEMY_ENUM. empty,
    ENEMY_ENUM. ICE_CREAM_GHOST, ENEMY_ENUM. ICE_CREAM_GHOST, ENEMY_ENUM. empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
        ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE,
        ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. CANDY_DOOR, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
        ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM. CANDY_DOOR, ENEMY_ENUM. CANDY_DOOR,
    ENEMY_ENUM. CANDY_DOOR, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")
    , ROOM([ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.GARLIC_GATE,
        ENEMY_ENUM.CANDY_DOOR, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE,
    ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. ICE_CREAM_GHOST, ENEMY_ENUM. ICE_CREAM_GHOST, ENEMY_ENUM. ICE_CREAM_GHOST,
        ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM. ICE_CREAM_GHOST, ENEMY_ENUM. SHADOW_SPELLBLADE,
        ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE, ENEMY_ENUM.GARLIC_GATE
    ], "", "", "")   

],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.BUFF_POTION), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    3240.0 + 54.0, 1944.0 + 36.0, [84], "img/ui/stage_castle.png",
    [],
    []
);//*/

__floor_list[88] = new FLOOR("Feaster of Heroes", [ // SHADOW 5 BOSS
    ROOM([ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. FUNGAL_THRALL, ENEMY_ENUM. FUNGAL_THRALL,
    ENEMY_ENUM. DISCORD_APPLE, ENEMY_ENUM. DISCORD_APPLE, ENEMY_ENUM. SHADOW_KNIGHT,
    ENEMY_ENUM. DISCORD_APPLE, ENEMY_ENUM. DISCORD_APPLE, ENEMY_ENUM. empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. CHEESE_WIZARD, ENEMY_ENUM. CHEESE_WIZARD, ENEMY_ENUM. CHEESE_WIZARD,
    ENEMY_ENUM.  CHEESE_WIZARD, ENEMY_ENUM. CHEESE_WIZARD, ENEMY_ENUM. SHADOW_MONK,
    ENEMY_ENUM. CHEESE_WIZARD, ENEMY_ENUM. CHEESE_WIZARD, ENEMY_ENUM. empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. BREAD_SAMURAI, ENEMY_ENUM. SALTWATER_ELEMENTAL, ENEMY_ENUM. empty,
    ENEMY_ENUM.  SALTWATER_ELEMENTAL, ENEMY_ENUM. SALTWATER_ELEMENTAL, ENEMY_ENUM. SHADOW_RANGER,
    ENEMY_ENUM. BREAD_SAMURAI, ENEMY_ENUM. SALTWATER_ELEMENTAL, ENEMY_ENUM. empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. ICE_CREAM_GHOST, ENEMY_ENUM. ICE_CREAM_GHOST, ENEMY_ENUM. empty,
    ENEMY_ENUM.  ORANGE_ARCANE_TURRET, ENEMY_ENUM. ICE_CREAM_GHOST, ENEMY_ENUM. SHADOW_ILLUSIONIST,
    ENEMY_ENUM. ORANGE_ARCANE_TURRET, ENEMY_ENUM. ORANGE_ARCANE_TURRET, ENEMY_ENUM. ORANGE_ARCANE_TURRET
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. SHADOW_TRICKSTER, ENEMY_ENUM. SHADOW_ERROR, ENEMY_ENUM. empty,
    ENEMY_ENUM.  SHADOW_BARBARIAN, ENEMY_ENUM. SHADOW_DRUID, ENEMY_ENUM. empty,
    ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. SHADOW_INQUISITOR, ENEMY_ENUM. SHADOW_PSYCHIC, ENEMY_ENUM. SHADOW_NECROMANCER,
    ENEMY_ENUM.  SHADOW_RAIDER, ENEMY_ENUM. SHADOW_SPY, ENEMY_ENUM. empty,
    ENEMY_ENUM. SHADOW_BEASTKIN, ENEMY_ENUM. SHADOW_ALCHEMIST, ENEMY_ENUM. SHADOW_MAGUS
    ], "", "", "")//, "oh no")
],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.SWORD), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    3456.0 + 54.0, 1584.0 + 36.0, [85,86,87], "img/ui/stage_boss.png",
    [],
    []
);//*/

__floor_list[89] = new FLOOR("Bonus Round", [ // SHADOW 6 BONUS
    ROOM([ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE,
    ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. empty,
    ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. empty, ENEMY_ENUM. empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM.  CANDY_AUTOMATON, ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE,
    ENEMY_ENUM. CANDY_AUTOMATON, ENEMY_ENUM. CANDY_AUTOMATON, ENEMY_ENUM. empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. empty,
    ENEMY_ENUM.  CHEESE_GHOST, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. empty, ENEMY_ENUM. empty, ENEMY_ENUM. empty,
    ENEMY_ENUM.  CANDY_AUTOMATON, ENEMY_ENUM. CANDY_AUTOMATON, ENEMY_ENUM. CHEESE_GHOST,
    ENEMY_ENUM. CANDY_AUTOMATON, ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. CHEESE_GHOST
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE,
    ENEMY_ENUM.  CHEESE_GHOST, ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. CANDY_AUTOMATON,
    ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. empty,
    ENEMY_ENUM.  CHEESE_GHOST, ENEMY_ENUM. CANDY_AUTOMATON, ENEMY_ENUM. empty,
    ENEMY_ENUM. CANDY_AUTOMATON, ENEMY_ENUM. CANDY_AUTOMATON, ENEMY_ENUM. empty
    ], "", "", "")  
    , ROOM([ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. CANDY_AUTOMATON, ENEMY_ENUM. CANDY_AUTOMATON,
    ENEMY_ENUM.  CHEESE_GHOST, ENEMY_ENUM. CHEESE_GHOST, ENEMY_ENUM. CANDY_AUTOMATON,
    ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE, ENEMY_ENUM. MUSHROOM_COOKIE
    ], "", "", "")  
],
    [25.0, 40.0, 75.0, 110.0, 140.0],
    [REWARD(0, 0), REWARD(REWARD_TYPE_ENUM.ITEM, ITEM_ENUM.POTION), REWARD(0, 0), REWARD(0, 0), REWARD(0, 0)],
    3240.0 + 54.0, 1728.0 + 36.0, [88], "img/ui/stage_bonus.png",
    [],
    []
);//*/