// TOWN DIALOGUE SCRIPT
//    Town 102: Hawke's Manse

begintalkscript;

variables;

short i,j,k,r1,choice;

// Marjorie

begintalknode;
	tag = 40;
	state = -1;
	nextstate = 1;
	question = "Marjorie";
	text1 = "You meet the elderly woman who greeted you when you first entered your house. She's busy dusting. _Hi, boss. I'm Marjorie. I hope you aren't going to trouble me much. Because I ain't leaving._";
	text5 = "Marjorie is still busy dusting. Though this is your home, she has no intention of leaving.";
	action = INTRO;

begintalknode;
	state = 1;
	nextstate = 2;
	question = "_What are you doing in my house?_";
	text1 = "She straightens up proudly to a full five feet of height. _I'm the caretaker for Hawke's Manse._";

begintalknode;
	state = 2;
	nextstate = 3;
	question = "_So why should I keep you around as the caretaker?_";
	text1 = "_I have to be here. Because of the curse, you see._";

begintalknode;
	state = 3;
	nextstate = -1;
	question = "_You had better tell me about this curse._";
	text1 = "_The curse has been in place for many years. Nobody knows who caused it, or what the effects would be. All we know is that, if Hawke's Manse ever doesn't have a caretaker, horrible things will happen._";
	text2 = "She looks at you smugly. _So I have to be here. Get used to it._";

begintalknode;
	state = 2;
	nextstate = 4;
	question = "_Do you know the history of Hawke's Manse?_";
	text1 = "_Yes. Built 60 years ago, by the master. Feel free to stay here any time. Also, if you leave your items here, I can guarantee they'll be safe._ (Very generous of her, considering it's your home.)";

begintalknode;
	state = 4;
	nextstate = -1;
	question = "_What happened to the former master of the house?_";
	text1 = "She shakes her head sadly. _Killed by a giant's rock. In the courtyard. Tragic._";

begintalknode;
	state = 1;
	nextstate = -1;
	question = "_Do you ever have troubles looking after a home this large?_";
	text1 = "_Well, sometimes creatures sneak in. Nasty creatures. But you're a big adventurer, so I don't think you will have any trouble taking care of them._";

begintalknode;
	state = 1;
	nextstate = -1;
	question = "_I think you should be a bit more polite to me. I am your employer now._";
	text1 = "_Well, I think you're deluded. Boss. Are you going to hit me with that sword of yours? I think not. So be off and let me clean._";
	action = END_TALK;

begintalknode;
	state = 1;
	nextstate = -1;
	question = "_Good job. Keep at it._";
	text1 = "Marjorie grunts and wanders off. She doesn't feel a great need for your approval.";
	action = END_TALK;
	
// Ghost of Hawke

begintalknode;
	tag = 60;
	state = -1;
	nextstate = 29;
	question = "Ghost of Hawke";
	text1 = "There is a translucent spirit, a middle-aged man, standing by the pond. He's staring into the water. He doesn't look at you.";
	text5 = "The translucent ghost is still standing by the pond. He's staring into the water. He doesn't look at you.";
	action = INTRO;

begintalknode;
	state = 29;
	nextstate = -1;
	question = "_Can you hear me?_";
	text1 = "Suddenly, the ghost gets smashed to the ground, as if struck by something from overhead. The spectral body lies there for a moment. Then, in an instant, the ghost is standing again. Then it gets smashed again. And so on.";
	text2 = "You watch the ghoulish show for a little bit. Then, nauseated, you move on.";
	action = END_TALK;

// Ghost of Hawke

begintalknode;
	tag = 80;
	state = -1;
	nextstate = 57;
	question = "Ghost of Hawke";
	text1 = "You see a translucent spirit, the ghost of a middle-aged man. He's leaning against the wall, staring at you.";
	text5 = "The ghost is still leaning against the wall, staring at you.";
	action = INTRO;

begintalknode;
	state = 57;
	nextstate = 58;
	question = "_Who are you?_";
	text1 = "He doesn't respond. He just points at the statue in the northeast corner of the room.";
	action = SET_SDF 102 12 1;

begintalknode;
	state = 58;
	nextstate = -1;
	question = "_Are you the owner of this mansion?_";
	text1 = "He doesn't respond. He doesn't seem to have anything else to say.";
	action = END_TALK;

