// town script for town 10: Road to Harson

begintownscript;

variables;

body;

beginstate INIT_STATE;
break;

beginstate EXIT_STATE;
break;

beginstate START_STATE;
if (get_flag(9,0) == 1) {
		message_dialog("We walk along the path, following the line of splintered wood and similar debris, until, bit by bit, the grass becomes greener and fresher. And then, we are out.","It's the road to Harson, straight ahead! The zombies must have been faster than we thought. This is worrying, to say the least. Let us make haste and go north, to Harson!");
		set_flag(9,0,2);
		}
break;

beginstate 10;
message_dialog("No, going back is out of the question. We have to go to Harson and warn whoever is in charge about the coming threat.","");
block_entry(1);
break;

beginstate 11;
if (get_flag(10,0 )== 0) {
		message_dialog("The zombies were here alright. This small house is wrecked. Interesting thing is the small amount of blood. Whoever lived here, he got out in time.","");
		set_flag(10,0,1);
		}
break;

beginstate 12;
message_dialog("This is the road to Harson. We have finally managed to get out of that sickly town, Pilgrim's Rest, only to find that the disease is spreading: the wolf has found another door.","What a depressing world we live in, but at least we are alive.");
end_scenario(1);
break;

beginstate 13;
message_dialog("That is the wrong direction, we should be going north, towards Harson. East will bring us back to the HMC.","Though something is weird. This road seems familiar, as if we have walked on it already. Can't be though. How can we have walked here? We would have remembered that, of course.");
block_entry(1);
break;