// TOWN DIALOGUE SCRIPT
//    Town 86: Hydra Lair

begintalkscript;

variables;

short i,j,k,r1,choice;

// Yes, these used to be hydras. Like you're so smart.

// Hydra

begintalknode;
	tag = 10;
	state = -1;
	nextstate = 1;
	question = "Hydra";
	text1 = "One of the hellhounds is watching you closely. It isn't attacking you, which is a nice change. It is, however, nervous about your presence. It snarls at you in warning.";
	text5 = "The hellhound watches you warily.";
	action = INTRO;

begintalknode;
	state = 1;
	nextstate = -1;
	question = "_Greetings, mighty creature. How fares thee?_";
	text1 = "It looks at you in confusion. It lets out an odd little snarl as if to say, _What do you think?_";

begintalknode;
	state = 1;
	nextstate = -1;
	question = "_It was a pleasure meeting you, but now I fear that I must take my leave._";
	text1 = "You make your speech and back away nervously. The hellhound looks hungry, but it lets you go.";
	action = END_TALK;

begintalknode;
	state = 1;
	nextstate = -1;
	question = "Shout and wave your arms to scare it away. It's more scared of you than you are of it.";
	text1 = "You jump around and wave your arms. Startled, the hellhound roars an alarm.";
	action = END_TALK;
	code =
		set_attitude(30001,11);
	break;

// Baby Hydra

begintalknode;
	tag = 30;
	state = -1;
	nextstate = 70;
	question = "Baby Hydra";
	text1 = "You find a baby hellhound, only waist high, frolicking about. It nips at your heel playfully.";
	text5 = "The baby hellhound watches you with interest. Occasionally, its tiny head lets out an experimental little hiss.";
	action = INTRO;

begintalknode;
	state = 70;
	nextstate = -1;
	question = "Pet it.";
	text1 = "It scurries back and forth happily. It gives you a playful nip on the hand. It draws blood.";

begintalknode;
	state = 70;
	nextstate = -1;
	question = "Snarl at it.";
	text1 = "It hisses back gleefully. _Hiss! Hiss! Grr! Rrarrr!_";

begintalknode;
	state = 70;
	nextstate = -1;
	question = "Walk away.";
	text1 = "The baby hellhound starts to follow you, but then it is distracted by a tiny cave lizard. It runs off after it.";
	action = END_TALK;

begintalknode;
	state = 70;
	nextstate = -1;
	question = "Kick it.";
	text1 = "It snarls in alarm.";
	action = END_TALK;
	code =
		set_attitude(30001,11);
	break;

