// town script for town 48: Blackness

begintownscript;

variables;

int y;

body;

beginstate INIT_STATE;
break;

beginstate EXIT_STATE;
break;

beginstate START_STATE;

if (get_flag(48,0) == 0) {

	// *** Start Story ***

	relocate_character(0,25,25);
	relocate_character(1,25,24);
	relocate_character(2,25,23);
	relocate_character(3,25,22);

	force_view_center(4,27);
	force_instant_terrain_redraw();
	pause(3);

	reset_dialog();
	add_dialog_str(0,"You have travelled long and your feet are getting tired. With every meter you walk, the pain of tiredness is getting stronger, until, at last, the bright light of houses appears amongst the trees of the thick forest you are in.",0);
	add_dialog_str(1,"You come closer, when you reach a sign: _Merrylhide._ It's a sweet little town, though one could hardly call it a town. You don't take much time to look around, though. As soon as the inn comes in sight you approach it.",0);
	add_dialog_str(2,"It's busy inside. People are drinking, eating and talking. You walk to the counter, at which a nice lady is standing, asking her for a room.",0);
	add_dialog_str(3,"She gives you a key, you give her the coins. Tired, you go to bed. Next morning you arise cheerily. It's a beautiful morning.",0);
	add_dialog_choice(0,"Okay");
	run_dialog(1);

	reset_dialog();
	add_dialog_str(0,"You get out of bed and walk to the inn's restaurant to get some breakfast. Talking happily, you come out of the corridor. You turn to the restaurant and...",0);
	add_dialog_str(1,"Absolute silence.",0);
	add_dialog_str(2,"After recovering from your shock, you take a quick look around. The inn is deserted.",0);
	add_dialog_str(3,"Hoping you will find somebody outside, you open the inn's doors and look around. Again, absolute silence. You look around, peer into the shops, you even look into some private houses, but no luck. Everything is silent as the grave.",0);
	add_dialog_choice(0,"Hmmm");
	run_dialog(1);

	reset_dialog();
	add_dialog_str(0,"It remains like that for a short time. However, suddenly a young female comes running past you. She doesn't even look at you. Instead, she runs straight to the north, following the road. You decide to follow her.",0);
	add_dialog_str(1,"You walk on and on, and no sign of the woman still. As you follow the road though, you think you hear voices: quick, frightened chattering. You move closer, until you come to a halt. A man approaches a crowd.",0);
	add_dialog_str(2,"He starts to speak:",0);
	add_dialog_str(3,"_People, silence please! We must go. They are getting nearer and nearer. We have to move fast. let us go now. We will try to reach the woods of Ventus._ He turns around, mumbling _cum auxilio te, domus._",20);
	add_dialog_choice(0,"Okay");
	run_dialog(1);

	reset_dialog();
	add_dialog_str(0,"As  the crowd walks away into the woods, you watch them. They are frightened of something, yet you have no idea what. You decide to continue. It's no long journey anymore to Riverrod province.",0);
	add_dialog_str(1,"You walk on until you reach the borders of Riverrod province. For some reason, the quards look awfully nervous. Despite that, they seem to let you pass as normal.",0);
	add_dialog_str(2,"You walk on, taking a nice, stone road. However, in front of you, a problem arises. You see a village. It's burning.",0);
	add_dialog_choice(0,"Okay");
	run_dialog(1);

	reset_dialog();
	add_dialog_str(0,"You quickly move closer. People are lying on the grass, dead. Your attention, however, is quickly drawn to a family. Father, mother and son, being surrounded by strange creatures you never saw before.",0);
	add_dialog_str(1,"They look like Nephilim, but they are bigger, looking more vicious, more brutal than any Nephil, or any Nephar, for that matter, you ever saw. What you do see, is how the father tries to defend his family.",0);
	add_dialog_str(2,"Doing your adventurers duty, you draw your weapons and run to the big cats, whose full attention you just received.",0);
	add_dialog_str(3,"You were no match for them, you poor, not knowing what they are attacking adventurers. You black out.",0);
	add_dialog_choice(0,"Okay");
	run_dialog(1);

	reset_dialog();
	add_dialog_str(0,"You awake in a set of beds. You see soldiers standing around you. When you look at your hands and feet, you see they are tied with aseptic gauze. You begin to remember the fight. You fall asleep again.",0);
	add_dialog_str(1,"When you wake up, everyone is gone. You stand up, still dazed from sleep. It looks as if you're in some fort. You remember the enemy. Who were they?",0);
	add_dialog_choice(0,"Okay");
	run_dialog(1);

	message_dialog("To end the story, take a step in whatever direction.","");

	set_flag(48,0,1);
	}


// *** End story ***

break;

beginstate 10;
	move_to_new_town(12,17,29);
break;