// TOWN DIALOGUE SCRIPT
//    Town 7: Tovas's Tower

// This is the dialogue for this town.
// You can use states numbered from 1 to 99.

begintalkscript;

variables;

//Central Hall guards
begintalknode 1;
	state = -1;
	nextstate = -1;
	question = "England is Mine! It owes me a living!!";
	text1 = "The ghost shakes his head placidly as you approach. _I am not the one with answers. I am just here to welcome you, and this I have done. Now go, the Master and Laurina are waiting._";
	action = END_TALK;
	
//Garden Ghost
begintalknode 2;
	state = -1;
	nextstate = 1;
	question = "Sir leads the troops, jealous of youth...";
	text1 = "This spirit is walking about, or rather floating about an inch or two off the grass. It looks at you as you approach, and begins speaking, in an altogether more feminine tone than the other shades you have met here so far.";
	text2 = "_Come in, come closer...! It's been so long since I spoke to anybody alive. And no, I'm not about to jump you, claws bared,_ it says, echoing a thought you had just two seconds before.";
	text5 = "The ghost is still here, wistfully looking at the garden. It moves, to pick up a lilac, but passes right through it. Sighing, it turns to you. _I heard your thoughts... and yes, it is heart-wrenching to be dead..._";
	text6 = "_But that's not why you are here... Speak, please._";
	action = INTRO;
	
begintalknode 3;
	state = 1;
	nextstate = 2;
	question = "Do you have a name?";
	text1 = "_No,_ the shade answers pensively. _None of us have. We must have done once, but that was centuries ago, before we were trapped here. Now, a name would just remind us that we once lived, that we once belonged._";
	text2 = "_Such things would only be torture. We're fortunate in that way, at least._";
	
begintalknode 4;
	state = 1;
	nextstate = 3;
	question = "What are you doing?";
	text1 = "_What are any of us doing? Existing. But if you mean what is my purpose here, it is the same as all us spirits. We are to serve the Master of the Tower, whomsoever that might be._";
	
begintalknode 5;
	state = 1;
	nextstate = 2;
	question = "You can read my mind?";
	text1 = "The spirit nods gravely. _Oh yes, that is but one part of our torture, our punishment. We see all, hear all. That way we feel the agony of others, the fearful thoughts they have upon seeing us._";
	text2 = "_It is all quite cruel. But that is how we were meant to be - miserable as well as trapped._";
	
begintalknode 6;
	state = 2;
	nextstate = 3;
	question = "You are trapped here?";
	text1 = "_That is correct. Once, we were living, breathing creatures. We did terrible things, I do not remember what, but we were punished for them. We are cursed, cursed to serve the Master of the Tower, and cursed to never leave._";
	text2 = "The shade pauses for a minute. _There are other things too, but the shade in the library knows much more than me. He, at least, remembered our history, even if it is just facts to him now._";
	action = SET_SDF 7 24 1;
	
begintalknode 7;
	state = 3;
	nextstate = -1;
	question = "Who is the Master?";
	text1 = "_It changes. It once was Lord Monkton, then Alexandra, but now, now it is Master Tovas. He is probably the wisest Master we have had, but he too will leave one day._";
	text2 = "_The library ghost will know much more, but even he cannot remember all. Oh, and Master Tovas is expecting you. We can hear his thoughts. He is impatient to speak with you._";
	
begintalknode 8;
	state = 2;
	nextstate = -1;
	question = "If you can read minds, where is Laurina?";
	text1 = "_We are bound not to say. Master Tovas was most clear on this point: 'Tell them only what needs to be told.' And this is not one of the things. We are sorry._";
	
//Painting Room Shade
begintalknode 9;
	state = -1;
	nextstate = -1;
	question = "Life is very long, when you're lonely...";
	text1 = "This shade looks at you as you approach, and whispers _See the Master, the Master._ You make to speak but it simply shakes its head, and you sense that it doesn't want to talk to you anymore.";

//Library Ghost
begintalknode 10;
	state = -1;
	nextstate = 4;
	question = "Send me the pillow, the one that you dream on.";
	text1 = "This spirit seems to be meandering around the library without purpose. As you approach, it turns to you, and says, mournfully, _The living... what is it like - I remember much, but not what it was like to hold. What is it like?_";
	text2 = "You pause; you've never really given it much thought. The shade nods, _Not many do. Sorry. Can I help you? I know much about the history of the Tower, although I can not keep you long. The Master wishes to see you._";
	text5 = "The shade is still here, still wandering around. It nods as you approach, and asks, _How else can I help you?_";
	action = INTRO;
	
begintalknode 11;
	state = 4;
	nextstate = -1;
	question = "'The Master' wants to see us?";
	text1 = "_Yes, yes, Master Tovas is keen to see you again. He should be nearby, his thoughts are very clear. Yes, he is near. Do not let me keep you._";
	
begintalknode 12;
	state = 4;
	nextstate = 5;
	question = "Tell us more about the Tower...";
	text1 = "The shade nods. _Yes, that is what I know about. That is what I remember. Much is forgotten, but I will help if I can. I remember how we got here, and a little about our masters, and of course, I know of Master Tovas. What do you wish to know?_";
	
begintalknode 13;
	state = 5;
	nextstate = -1;
	question = "Why are you here? What do you do here?";
	text1 = "The ghost awaits your next question.";
	code = run_town_script(33);
	break;
	
begintalknode 14;
	state = 5;
	nextstate = -1;
	question = "How many masters have you had?";
	text1 = "The ghost awaits your next question.";
	code = run_town_script(34);
	break;
	
begintalknode 15;
	state = 5;
	nextstate = -1;
	question = "What do you know of Tovas?";
	text1 = "The ghost awaits your next question.";
	code = run_town_script(35);
	break;	
	
begintalknode 16;
	state = 4;
	nextstate = -1;
	question = "What is your job here?";
	text1 = "The shade pauses for a second, before answering. _I am the history. The Master asks me to speak of the past - I know much, and that interests him. In a wider sense, of course, I do whatever the Master says, like all of us._";
	text2 = "_We have no choice in this. And we cannot remember what it was like before this, so we do it without resentment._";
	