
begintalkscript;

variables;

begintalknode 10;
	state = -1;
	nextstate = 10;
	question = "The Helmsman";
	text1 = "A figure with long robes stands in front of the ship's wheel. Or rather, floats in front of the wheel... you can't see any feet under the robe.";
	text2 = "The robe itself is black. In fact, it somehow looks darker than black. You've heard sages say that black is really just the absence of light, but this color seems to be the complete opposite of light.";
	text3 = "It stares at you, or at least you think it does. You can't see its eyes, and it makes you feel uncomfortable.";
	text5 = "The robed figure still floats motionless in front of the wheel, seeming to survey the ship. When its eyes pass over you, you feel your skin turn clammy.";
	action = INTRO;

begintalknode 11;
	state = 10;
	nextstate = -1;
	question = "Die, undead fiend!";
	text1 = "The figure simply glides forward to you, and you feel as though an icy hand is squeezing the warmth out of your body. This might've been a bad idea.";
	action = END_TALK;
	code = 
		set_attitude(6,10);
	break;
begintalknode 12;
	state = 10;
	nextstate = 11;
	condition = get_flag(2,6) == 0;
	question = "Hello?";
	text1 = "You attempt to greet the figure, hoping that the sign of goodwill will convince it not to try and kill you. However, after trying several different greetings that you've picked up in your travels, the figure doesn't respond.";
	text2 = "Exasperated, you resort to hand gestures. But finally, when you're about to start throwing obscene gestures at it, the figure speaks.";
	text3 = "Of course, like just about everything else on this boat, you can't understand a word it's saying. It doesn't sound even remotely like anything you've heard before. You're not even sure some of the sounds it makes can be made by humans.";

begintalknode 13;
	state = 11;
	nextstate = -1;
	question = "I don't understand... what are you saying?";
	text1 = "The figure doesn't seem to register your response. However, after neither of you speak for a good minute or two, it lifts an arm and points at your head. You cringe, expecting the worst.";
	text2 = "But then, your mind fills with a series of highly-detailed images, to the point where it's almost hard to actually understand any of them. However, they soon assemble themselves in proper order, and you watch them.";
	text3 = "You see a robed figure (definitely a living human, unlike the figure before you) at the wheel of a ship, one decidedly brighter than this. Then the image dissolves into a stormy sea, with a fearsome-looking man wielding two scimitars.";
	text4 = "The man with the blades stalks up and down the deck, and then a flash of lightning shows him killing a member of the crew. The man goes on to kill the entire crew before advancing on the robed helmsman.";
	text5 = "As the man brings a blade down onto the helmsman, a bolt of lightning obscures the view, which is followed by the sight of the ship (the one you're on now) plowing through a thick storm. The robed figure pulls its arm back, and the images fade.";
	code = 
		set_flag(2,6,1);
	break;
begintalknode 14;
	state = 10;
	nextstate = -1;
	condition = get_flag(2,6) == 1;
	question = "(Picture yourself swimming away from the ship)";
	text1 = "The figure again points at your head, and you see a very clear image of yourself being eaten by sharks.";

begintalknode 15;
	state = 10;
	nextstate = -1;
	condition = get_flag(2,6) == 1;
	question = "(Picture yourself taking the wheel and steering yourself)";
	text1 = "The figure again points at your head, and you see a clear image of yourself lying facedown on the deck, lying in a puddle of what is probably your own blood.";

begintalknode 16;
	state = 10;
	nextstate = -1;
	condition = get_flag(2,6) == 1;
	question = "(Picture the ship sailing off to a friendly harbor)";
	text1 = "The figure again points at your head, and you see a fleeting image of the man with two swords, followed by a flash of lightning. After that, all you can see is the ship forever circling a dark sea.";

begintalknode 17;
	state = 10;
	nextstate = -1;
	condition = get_flag(2,6) == 1;
	question = "(Picture yourself killing the man with two swords)";
	text1 = "The figure points not at you, but down onto the lower level of the deck. You hear the sound of a door unlocking.";
	text2 = "Next, the figure points down at the piles of bones on the deck, and the rattling sound you'd been growing accustomed to ceases. Last, the figure points at you.";
	text3 = "A blurry image fills your mind, where you stand in a dark room with the man wielding two swords. The man shouts something, then the image melts into the sight of the ship sailing off into a sunset.";
	text4 = "The figure simply points towards the now-unlocked door.";
	action = END_TALK;
	code = 
		if(get_flag(2,7) >= 1) {
			clear_strings();
			add_string(4);
		}
		else if(get_flag(2,7) == 0) {
		remove_string(4);
		set_flag(2,7,1);
		set_flag(2,2,2);
	}
	break;
begintalknode 18;
	state = 10;
	nextstate = -1;
	condition = get_flag(2,6) == 1;
	question = "(Picture the figure killing the man with two swords)";
	text1 = "The figure again points at your head, and you see a hazy image of the robed figure and the man with two swords fighting on the deck. The battle rages on for a few minutes, and then all you see is the figure steering the ship again.";

begintalknode 20;
	state = -1;
	nextstate = -1;
	question = "The Helmsman";
	text1 = "The familiar figure of the helmsman floats before you. It extends an arm towards you, and you briefly glimpse an image of the ship sailing towards a sunlit island, and more importantly a crowded harbor.";
	text2 = "Then, the image dissolves, and you are left on the deck of a ship, surrounded by crumbled skeletons and a robed figure who makes your skin crawl. The figure points at the now unattended wheel.";
	text3 = "Before you have a chance to say, think, or do anything, the figure turns and starts gliding away.";
	action = END_TALK;
	code = 
		set_character_facing(13,4);
	break;
