MainCfg
TitleMap = 99
SStage_Start = 50
GameData = CWSaveDemo21.dat
CustomVersion = Version 0.2 Demo 2

#Clear Everything#
Clear All

#Unlockables#
Unlockable 23
Name = Play as Amy
ConditionSet = 1
Height = 0
Type = None

Unlockable 2
Name = Play as Fang
ConditionSet = 1
Height = 0
Type = None

Unlockable 3
Name = Play as Metal
ConditionSet = 1
Height = 0
Type = None

Unlockable 4
Name = Emblem Hints
Objective = Find an Enblem
Type = EmblemHints
Height = 20
ConditionSet = 2

#Unlockables (Condition sets)#
ConditionSet 1
Condition1 = MapBeaten 5

ConditionSet 2
Condition1 = TotalEmblems 10

#Zone settings#
Level 1
LevelSelect = 1
Levelname = Lawn World
Act = 1
TypeOfLevel = Singleplayer
NextLevel = 2
RecordAttack = false
Savegame = true
SkyNum = 1
SkyboxScale = 16
FlickyList = Bluebird,Chipmunk
Music = LWZ03

Level 2
LevelSelect = 1
Levelname = Lawn World
Act = 2
TypeOfLevel = Singleplayer
NextLevel = 3
RecordAttack = false
Savegame = true
SkyNum = 1
SkyboxScale = 16
FlickyList = Bluebird,Chipmunk
Music = LWZ04

Level 3
LevelSelect = 1
BonusType = Boss
Levelname = Lawn World
Act = 3
TypeOfLevel = Singleplayer
NextLevel = 4
RecordAttack = false
Savegame = true
SkyNum = 1
SkyboxScale = 16
FlickyList = Bluebird,Chipmunk
Music = VSBOSS
MusicPostBoss = LWZ03
StartRings = 10
ForceResetMusic = On
WarningTitle = true

Level 4
LevelSelect = 1
Levelname = Broadside Cliffs
Act = 1
TypeOfLevel = Singleplayer
NextLevel = 5
RecordAttack = false
Savegame = true
SkyNum = 2
SkyboxScaleX = 24
SkyboxScaleY = 24
SkyboxScaleZ = 4
FlickyList = Ram,Chipmunk
Music = BCZ01

Level 5
LevelSelect = 1
Levelname = Broadside Cliffs
Act = 2
TypeOfLevel = Singleplayer
NextLevel = 6
RecordAttack = false
Savegame = true
SkyNum = 4
SkyboxScaleX = 24
SkyboxScaleY = 24
SkyboxScaleZ = 4
FlickyList = Ram,Chipmunk
Music = BCZ02

Level 6
LevelSelect = 1
Levelname = Broadside Ascent
SubTitle = Early Preview
Act = 0
TypeOfLevel = Singleplayer
NextLevel = 7
RecordAttack = false
Savegame = true
SkyNum = 4
SkyboxScaleX = 24
SkyboxScaleY = 24
SkyboxScaleZ = 4
FlickyList = Ram,Chipmunk
Music = BAZ01

Level 7
LevelSelect = 1
Levelname = Broadside Cliffs
Act = 3
BonusType = Boss
TypeOfLevel = Singleplayer
NextLevel = 8
RecordAttack = false
Savegame = true
SkyNum = 4
SkyboxScaleX = 24
SkyboxScaleY = 24
SkyboxScaleZ = 4
FlickyList = Ram,Chipmunk
StartRings = 10
ForceResetMusic = true
WarningTitle = true
MusicPostBoss = BCZ02
Music = VSBOSS

Level 8
LevelSelect = 1
Levelname = Skyward Garden
Act = 1
TypeOfLevel = Singleplayer
NextLevel = 1101
RecordAttack = false
Savegame = true
SkyNum = 3
SkyboxScale = 16
FlickyList = Bluebird,Chipmunk
Music = SGZ01

#Main Menu#
Act = 0
Level99

#Special Stages
Level 50
LevelName = Lawn Field
Subtitle = Special Stage 1
Music = SPEC1
TypeOfLevel = Singleplayer,NiGHTS
NiGHTSAttack = true
SelectHeading = Special Stages
SkyNum = 1
Grades1 = 0,50000,125000,250000,500000,1000000

#Special Stages
Level 51
LevelName = Broadside Knobs
Subtitle = Special Stage 2
Music = SPEC2
TypeOfLevel = Singleplayer,NiGHTS
NiGHTSAttack = true
SelectHeading = Special Stages
SkyNum = 2
Grades1 = 0,50000,125000,250000,500000,1000000

#LWZ1 Emblems#
Emblem
Hint = Strong characters only in this spot
Type = Global
Tag = 3000
MapNum = 1
Sprite = E
Color = SKINCOLOR_GREEN
Var = 0

Emblem
Hint = A shadowy spot filled with beams
Type = Global
Tag = 3001
MapNum = 1
Sprite = A
Color = SKINCOLOR_BLUE
Var = 0

Emblem
Hint = There's more than just a force sheild around here.
Type = Global
Tag = 3002
MapNum = 1
Sprite = B
Color = SKINCOLOR_ORANGE
Var = 0

Emblem
Hint = No one ever bothers looking in tree-filled corners
Type = Global
Tag = 3003
MapNum = 1
Sprite = C
Color = SKINCOLOR_RED
Var = 0

Emblem
Hint = The elemental shield is a good idea to survive this one
Type = Global
Tag = 3004
MapNum = 1
Sprite = D
Color = SKINCOLOR_PURPLE
Var = 0

#LWZ2 Emblems#
Emblem
Hint = This can't be all there is to this house
Type = Global
Tag = 3000
MapNum = 2
Sprite = E
Color = SKINCOLOR_GREEN
Var = 0

Emblem
Hint = The path near this big house starts somewhere
Type = Global
Tag = 3001
MapNum = 2
Sprite = A
Color = SKINCOLOR_BLUE
Var = 0

Emblem
Hint = There could be a breakable floor near the greenhouses, look around
Type = Global
Tag = 3002
MapNum = 2
Sprite = B
Color = SKINCOLOR_ORANGE
Var = 0

Emblem
Hint = The final house holds a secret beyond the end sign
Type = Global
Tag = 3003
MapNum = 2
Sprite = C
Color = SKINCOLOR_RED
Var = 0

Emblem
Hint = Exploring near the beginning can at least locate it, now how do I get down there?
Type = Global
Tag = 3004
MapNum = 2
Sprite = D
Color = SKINCOLOR_PURPLE
Var = 0

#BCZ1 Emblems#
Emblem
Hint = It is possible to go inside some of these big rocks
Type = Global
Tag = 3000
MapNum = 4
Sprite = E
Color = SKINCOLOR_GREEN
Var = 0

Emblem
Hint = Nestled in a quiet corner near moving water
Type = Global
Tag = 3001
MapNum = 4
Sprite = A
Color = SKINCOLOR_BLUE
Var = 0

Emblem
Hint = Once off the bridge, go through the wall
Type = Global
Tag = 3002
MapNum = 4
Sprite = B
Color = SKINCOLOR_ORANGE
Var = 0

Emblem
Hint = You need a big mallet to get to this one
Type = Global
Tag = 3003
MapNum = 4
Sprite = C
Color = SKINCOLOR_RED
Var = 0

Emblem
Hint = The mud seems unusually deep in this area
Type = Global
Tag = 3004
MapNum = 4
Sprite = D
Color = SKINCOLOR_PURPLE
Var = 0

#BCZ2 Emblems#
Emblem
Hint = Rocks + extra lives\\might lead to hidden\\passages
Type = Global
Tag = 3000
MapNum = 5
Sprite = E
Color = SKINCOLOR_GREEN
Var = 0

Emblem
Hint = Not just restrooms\\an outhouse as well
Type = Global
Tag = 3001
MapNum = 5
Sprite = A
Color = SKINCOLOR_BLUE
Var = 0

Emblem
Hint = Over the dropoff. The hang-\\glider might help you find it
Type = Global
Tag = 3002
MapNum = 5
Sprite = B
Color = SKINCOLOR_ORANGE
Var = 0

Emblem
Hint = The first building's basement\\can you find the\\access point?
Type = Global
Tag = 3003
MapNum = 5
Sprite = C
Color = SKINCOLOR_RED
Var = 0

Emblem
Hint = A risky glide beyond\\the bridge gets you here
Type = Global
Tag = 3004
MapNum = 5
Sprite = D
Color = SKINCOLOR_PURPLE
Var = 0

Emblem
Hint = You missed the upper route\\seach near the concrete\\for another way
Type = Global
Tag = 3005
MapNum = 5
Sprite = I
Color = SKINCOLOR_SKY
Var = 0

Emblem
Hint = Knuckles's upper path\\but there's a patch of wall\\to check out
Type = Global
Tag = 3006
MapNum = 5
Sprite = P
Color = SKINCOLOR_BLACK
Var = 0

Emblem
Hint = A tricky area near the end\\the tunnel might hold\\a secret
Type = Global
Tag = 3007
MapNum = 5
Sprite = J
Color = SKINCOLOR_CRIMSON
Var = 0

#BAZ1 Emblems#
Emblem
Hint = That small bridge after the start\\it might be hiding something
Type = Global
Tag = 3000
MapNum = 6
Sprite = E
Color = SKINCOLOR_GREEN
Var = 0

Emblem
Hint = To be placed
Type = Global
Tag = 3001
MapNum = 6
Sprite = A
Color = SKINCOLOR_BLUE
Var = 0

Emblem
Hint = To be placed
Type = Global
Tag = 3002
MapNum = 6
Sprite = B
Color = SKINCOLOR_ORANGE
Var = 0

Emblem
Hint = To be placed
Type = Global
Tag = 3003
MapNum = 6
Sprite = C
Color = SKINCOLOR_RED
Var = 0

Emblem
Hint = To be placed
Type = Global
Tag = 3004
MapNum = 6
Sprite = D
Color = SKINCOLOR_PURPLE
Var = 0

#SGZ1 Emblems#
Emblem
Hint = Look for bustable walls far from the temple
Type = Global
Tag = 3000
MapNum = 8
Sprite = L
Color = SKINCOLOR_GREEN
Var = 0

Emblem
Hint = Near the little fountain is a tucked away passage
Type = Global
Tag = 3001
MapNum = 8
Sprite = A
Color = SKINCOLOR_BLUE
Var = 0

Emblem
Hint = A fountain that big has got to be hiding something
Type = Global
Tag = 3002
MapNum = 8
Sprite = B
Color = SKINCOLOR_ORANGE
Var = 0

Emblem
Hint = For echidnas only, the temple has a hidden section
Type = Global
Tag = 3003
MapNum = 8
Sprite = C
Color = SKINCOLOR_RED
Var = 0

Emblem
Hint = That floating platform only looks inaccessible
Type = Global
Tag = 3004
MapNum = 8
Sprite = D
Color = SKINCOLOR_PURPLE
Var = 0