// creator  : weidu.exe (version 23100)
// argument : FSSPIR3.DLG
// game		 : .
// source	 : ./DATA/25DIALOG.BIF
// dialog	 : ./DIALOG.TLK
// dialogF  : (none)

BEGIN ~FSSPIR3~

IF ~Global("RoomL","GLOBAL",0)
Global("SpiritRoom","GLOBAL",0)~ THEN BEGIN 0 // from:
  SAY #63493 /* ~You feel a small part of your own life force being drawn through space and time, then landing with an abrupt thump into a body that is not your own.~ */
  IF ~~ THEN DO ~SetGlobal("SpiritRoom","GLOBAL",99)~ GOTO 1
END

IF ~Global("RoomL","GLOBAL",0)
Global("SpiritRoom","GLOBAL",99)~ THEN BEGIN 1 // from: 0.0
  SAY #63498 /* ~Your true body seems paralyzed, almost frozen in time.  Your senses are assailed with a strange double awareness.  Part of you remains in front of the altar, but another part of your being is now held within the body of the spirit warrior.~ */
  IF ~~ THEN GOTO 2
END

IF ~~ THEN BEGIN 2 // from: 1.0
  SAY #63504 /* ~You instinctively understand that you can use the Spirit Panel on the altar to control the spirit warrior body you now partially inhabit with simple mental commands.   
~ */
  IF ~~ THEN DO ~SetGlobal("SpiritRoom","GLOBAL",1)~ GOTO 3
END

IF ~Global("SpiritRoom","GLOBAL",1)
~ THEN BEGIN 3 // from: 4.0 2.0
  SAY #63505 /* ~You look around you with your spirit warrior eyes, and find yourself in what is obviously a dungeon.  Implements of torture hang from the walls, and there is a pile of bones in the corner of the room.~ */
  IF ~~ THEN REPLY #63507 /* ~Exit to the north.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",4)
SetGlobal("MoveCut","AR3023",4)
~ EXIT
  IF ~~ THEN REPLY #63508 /* ~Exit to the east.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",2)
SetGlobal("MoveCut","AR3023",2)
~ EXIT
  IF ~~ THEN REPLY #63509 /* ~Search the room.~ */ GOTO 4
END

IF ~~ THEN BEGIN 4 // from: 3.2
  SAY #63512 /* ~The torture devices on the wall both compel you and fill you with a sense of revulsion.  Other than that there is nothing of note in this room.~ */
  IF ~~ THEN GOTO 3
END

IF ~Global("SpiritRoom","GLOBAL",2)
Global("RoomB","GLOBAL",0)~ THEN BEGIN 5 // from:
  SAY #63514 /* ~A red eyed goblin jumps out from the shadows near the east wall.  He gnashes his sharp little teeth in anger and anticipation.  He bangs his axe against his small shield, issuing a challenge.~ */
  IF ~~ THEN REPLY #63516 /* ~Escape through the west passage.~ */ GOTO 6
  IF ~~ THEN REPLY #63526 /* ~Attack the goblin.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("RoomB","GLOBAL",1)
StartCutScene("SCut02")~ EXIT
  IF ~GlobalGT("Wand","GLOBAL",0)~ THEN REPLY #63543 /* ~Use the wand of missiles.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
IncrementGlobal("Wand","GLOBAL",-1)
SetGlobal("RoomB","GLOBAL",1)
StartCutScene("SCut03")~ EXIT
END

IF ~~ THEN BEGIN 6 // from: 5.0
  SAY #63523 /* ~As you flee in terror, the goblin gets a free swing at your unprotected back.~ */
  IF ~~ THEN DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",1)
ActionOverride("FSGoblin",ApplyDamage("FSSPIR1",2,SLASHING))
ActionOverride("FSGoblin",MoveToPoint([1600.1177]))
ActionOverride("FSGoblin",DestroySelf())
SetGlobal("MoveCut","AR3023",1)
~ EXIT
END

IF ~Global("SpiritRoom","GLOBAL",2)
Global("RoomB","GLOBAL",1)~ THEN BEGIN 7 // from: 8.0
  SAY #63533 /* ~The corpse of a goblin lies in the middle of the floor, his axe and shield broken on the floor beside him.~ */
  IF ~~ THEN REPLY #63534 /* ~Go through the west exit.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",1)
SetGlobal("MoveCut","AR3023",1)
~ EXIT
  IF ~~ THEN REPLY #63535 /* ~Go through the east exit.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",3)
SetGlobal("MoveCut","AR3023",3)
~ EXIT
  IF ~~ THEN REPLY #63536 /* ~Search the room.~ */ GOTO 8
END

IF ~~ THEN BEGIN 8 // from: 7.2
  SAY #63537 /* ~You rifle the corpse of the goblin, and conduct a careful search of the entire room.  You find nothing of value.~ */
  IF ~~ THEN GOTO 7
END

IF ~Global("SpiritRoom","GLOBAL",3)
Global("RoomC","GLOBAL",0)
Global("FSSkelRaised","AR3023",0)
~ THEN BEGIN 9 // from: 10.0
  SAY #63538 /* ~In the center of this room you see a large treasure chest.  There are numerous bones scattered about the floor.~ */
  IF ~~ THEN REPLY #63539 /* ~Go through the west exit.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",2)
SetGlobal("MoveCut","AR3023",2)
~ EXIT
  IF ~~ THEN REPLY #63540 /* ~Go through the north exit.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",6)
SetGlobal("MoveCut","AR3023",6)
~ EXIT
  IF ~~ THEN REPLY #63541 /* ~Examine the treasure chest.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("FSSkelRaised","AR3023",1)
~ EXIT
  IF ~~ THEN REPLY #63542 /* ~Search the room.~ */ GOTO 10
END

IF ~~ THEN BEGIN 10 // from: 12.4 12.3 9.3
  SAY #63544 /* ~You find nothing of value.~ */
  IF ~Global("RoomC","GLOBAL",0)~ THEN GOTO 9
  IF ~Global("RoomC","GLOBAL",1)~ THEN GOTO 12
END

IF ~Global("SpiritRoom","GLOBAL",3)
Global("RoomC","GLOBAL",0)
Global("FSSkelRaised","AR3023",2)
~ THEN BEGIN 11 // from:
  SAY #63545 /* ~You cautiously approach the chest.   With a swirl of centuries-old dust, the bones on the floor spring to life and assemble themselves into a large skeleton.  The undead creature advances.~ */
  IF ~~ THEN REPLY #63546 /* ~Escape to the north.~ */ GOTO 17
  IF ~~ THEN REPLY #63547 /* ~Escape to the west.~ */ GOTO 51
  IF ~~ THEN REPLY #63548 /* ~Attack the skeleton.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("RoomC","GLOBAL",1)
StartCutScene("SCut04")~ EXIT
END

IF ~Global("SpiritRoom","GLOBAL",3)
Global("RoomC","GLOBAL",1)~ THEN BEGIN 12 // from: 10.1
  SAY #63550 /* ~Looking at the shattered bones of the defeated skeleton on the floor of this room, you are certain the guardian will not rise again.  You may approach the treasure chest without fear.~ */
  IF ~Global("Wand","GLOBAL",0)~ THEN REPLY #63551 /* ~Open the chest.~ */ GOTO 18
  IF ~~ THEN REPLY #63552 /* ~Exit to the north.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",6)
SetGlobal("MoveCut","AR3023",6)
~ EXIT
  IF ~~ THEN REPLY #63553 /* ~Exit to the west.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",2)
SetGlobal("MoveCut","AR3023",2)
~ EXIT
  IF ~~ THEN REPLY #63554 /* ~Search the room.~ */ GOTO 10
  IF ~GlobalGT("Wand","GLOBAL",0)~ THEN REPLY #63675 /* ~Open the chest.~ */ GOTO 10
END

IF ~Global("SpiritRoom","GLOBAL",4)
~ THEN BEGIN 13 // from: 14.0
  SAY #63555 /* ~Sparkling clear water cascades down from a sculpted fountain that dominates this room.~ */
  IF ~~ THEN REPLY #63557 /* ~Exit to the north.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",7)
SetGlobal("MoveCut","AR3023",7)
~ EXIT
  IF ~~ THEN REPLY #63558 /* ~Exit to the south.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",1)
SetGlobal("MoveCut","AR3023",1)
~ EXIT
  IF ~~ THEN REPLY #63559 /* ~Exit to the east.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",5)
SetGlobal("MoveCut","AR3023",5)
~ EXIT
  IF ~~ THEN REPLY #63560 /* ~Drink from the fountain.~ */ GOTO 15
  IF ~~ THEN REPLY #63561 /* ~Search the room.~ */ GOTO 14
END

IF ~~ THEN BEGIN 14 // from: 13.4
  SAY #63562 /* ~The water is crystal clear and it is easy to see there is nothing in the fountain itself.  The rest of the room is virtually bare.~ */
  IF ~~ THEN GOTO 13
END

IF ~~ THEN BEGIN 15 // from: 13.3
  SAY #63563 /* ~The water is cool and refreshing - for a moment.  Then it begins to boil and burn within your mouth, scalding your throat and tongue.  You spit the steaming liquid out onto the floor.~ */
  IF ~~ THEN DO ~SetCutSceneLite(TRUE)
ApplyDamage(Myself,5,SLASHING)
Wait(2)
StartDialogNoSet(Player1)
~ EXIT
END

IF ~Global("SpiritRoom","GLOBAL",5)
~ THEN BEGIN 16 // from:
  SAY #63564 /* ~Other than the manacles on the wall and the few gnawed bones in the corner, there does not appear to be anything remarkable about this room of the dungeon.~ */
  IF ~~ THEN REPLY #63565 /* ~Exit to the north.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",8)
SetGlobal("MoveCut","AR3023",8)
~ EXIT
  IF ~~ THEN REPLY #63566 /* ~Exit to the east.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",6)
SetGlobal("MoveCut","AR3023",6)
~ EXIT
  IF ~~ THEN REPLY #63567 /* ~Exit to the west.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",4)
SetGlobal("MoveCut","AR3023",4)
~ EXIT
  IF ~Global("Scroll","GLOBAL",0)~ THEN REPLY #63568 /* ~Search the room.~ */ GOTO 19
END

IF ~~ THEN BEGIN 17 // from: 11.0
  SAY #63569 /* ~As you flee, the skeleton gets a free swing at your unprotected back with its rusty scimitar.~ */
  IF ~~ THEN DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("FSSkelRaised","AR3023",0)
ActionOverride("FSSkel",ApplyDamage("FSSPIR1",5,SLASHING))
ActionOverride("FSSkel",PlayDeadInterruptable(1000000))
SetGlobal("SpiritRoom","GLOBAL",6)
SetGlobal("MoveCut","AR3023",6)
~ EXIT
END

IF ~~ THEN BEGIN 18 // from: 12.0
  SAY #63570 /* ~Inside the chest is a wand of missiles.  You pick it up and stick it inside the belt of your spirit warrior form.~ */
  IF ~~ THEN DO ~SetCutSceneLite(TRUE)
SetGlobal("Wand","GLOBAL",2)
AddXP2DA("PLOT7G")
StartDialogNoSet(Player1)
~ EXIT
END

IF ~~ THEN BEGIN 19 // from: 16.3
  SAY #63571 /* ~Stuffed inside a hollow bone in the corner is a scroll inscribed with an unfamiliar incantation and a picture of a gibberling.   You decide to save the scroll for later, and place it inside your pack.~ */
  IF ~~ THEN DO ~SetCutSceneLite(TRUE)
SetGlobal("Scroll","GLOBAL",1)
AddXP2DA("PLOT7G")
StartDialogNoSet(Player1)
~ EXIT
END

IF ~Global("SpiritRoom","GLOBAL",6)
Global("RoomF","GLOBAL",0)~ THEN BEGIN 20 // from:
  SAY #63572 /* ~As you step inside this room a growling war dog leaps out from the shadows.~ */
  IF ~~ THEN REPLY #63576 /* ~Escape to the west.~ */ GOTO 23
  IF ~~ THEN REPLY #63577 /* ~Escape to the south.~ */ GOTO 24
  IF ~~ THEN REPLY #63578 /* ~Attack the war dog.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("RoomF","GLOBAL",1)
StartCutScene("SCut05")~ EXIT
  IF ~GlobalGT("Wand","GLOBAL",0)~ THEN REPLY #63579 /* ~Use the wand of missiles.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("RoomF","GLOBAL",1)
IncrementGlobal("Wand","GLOBAL",-1)
StartCutScene("SCut06")~ EXIT
END

IF ~Global("SpiritRoom","GLOBAL",6)
Global("RoomF","GLOBAL",1)~ THEN BEGIN 21 // from:
  SAY #63573 /* ~You step over the blood-soaked corpse of the canine who attacked you earlier.  The room smells of wet dog.~ */
  IF ~~ THEN REPLY #63581 /* ~Exit to the south.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",3)
SetGlobal("MoveCut","AR3023",3)
~ EXIT
  IF ~~ THEN REPLY #63582 /* ~Exit to the west.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",5)
SetGlobal("MoveCut","AR3023",5)
~ EXIT
  IF ~Global("IronKey","GLOBAL",0)~ THEN REPLY #63583 /* ~Search the room.~ */ GOTO 22
END

IF ~~ THEN BEGIN 22 // from: 21.2
  SAY #63574 /* ~You find an iron key, and a blue potion which the spirit warrior immediately quaffs.  Fortunately the potion heals your wounds somewhat, and you tuck the iron key into your belt.~ */
  IF ~~ THEN DO ~SetCutSceneLite(TRUE)
SetGlobal("Ironkey","GLOBAL",1)
AddXP2DA("PLOT7G")
ReallyForceSpell(Myself,CLERIC_CURE_MEDIUM_WOUNDS)
Wait(3)
StartDialogNoSet(Player1)
~ EXIT
END

IF ~~ THEN BEGIN 23 // from: 20.0
  SAY #63575 /* ~The war dog gets a free shot at you as you turn tail and run.~ */
  IF ~~ THEN DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",5)
ActionOverride("FSDog",ApplyDamage("FSSPIR1",5,SLASHING))
ActionOverride("FSDog",MoveToPoint([1525.702]))
ActionOverride("FSDog",DestroySelf())
SetGlobal("MoveCut","AR3023",5)
~ EXIT
END

IF ~~ THEN BEGIN 24 // from: 20.1
  SAY #63585 /* ~The war dog gets a free shot at you as you turn tail and run.~ */
  IF ~~ THEN DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",3)
ActionOverride("FSDog",ApplyDamage("FSSPIR1",5,SLASHING))
ActionOverride("FSDog",MoveToPoint([1525.702]))
ActionOverride("FSDog",DestroySelf())
SetGlobal("MoveCut","AR3023",3)
~ EXIT
END

IF ~Global("SpiritRoom","GLOBAL",7)
Global("RoomG","GLOBAL",0)~ THEN BEGIN 25 // from:
  SAY #63586 /* ~As you enter this well-furnished room, a spectral figure in rotting rags materializes near the far wall.  It points an emaciated, crooked finger in your direction and glides towards you.~ */
  IF ~~ THEN REPLY #63587 /* ~Escape to the east.~ */ GOTO 26
  IF ~~ THEN REPLY #63588 /* ~Escape to the south.~ */ GOTO 52
  IF ~~ THEN REPLY #63589 /* ~Attack the ghost.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("RoomG","GLOBAL",1)
StartCutScene("SCut07")~ EXIT
  IF ~GlobalGT("Wand","GLOBAL",0)~ THEN REPLY #63590 /* ~Use the wand of missiles.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("RoomG","GLOBAL",1)
IncrementGlobal("Wand","GLOBAL",-1)
StartCutScene("SCut08")~ EXIT
END

IF ~~ THEN BEGIN 26 // from: 25.0
  SAY #63591 /* ~You turn and flee in terror, but not before the ghost brushes you with its bony finger, numbing your body with the chill touch of the grave.~ */
  IF ~~ THEN DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",8)
ActionOverride("FSGhos",ApplyDamage("FSSPIR1",7,SLASHING))
ActionOverride("FSGhos",MoveToPoint([462.1086]))
ActionOverride("FSGhos",DestroySelf())
SetGlobal("MoveCut","AR3023",8)
~ EXIT
END

IF ~Global("SpiritRoom","GLOBAL",7)
Global("RoomG","GLOBAL",1)~ THEN BEGIN 27 // from: 28.0
  SAY #63592 /* ~With the ghost vanquished, you notice the many furnishings of this chamber.  A table, desk, bookcases and several chairs fill the room.  There is a small chest in the corner.~ */
  IF ~~ THEN REPLY #63594 /* ~Exit to the south.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",4)
SetGlobal("MoveCut","AR3023",4)
~ EXIT
  IF ~~ THEN REPLY #63595 /* ~Exit to the east.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",8)
SetGlobal("MoveCut","AR3023",8)
~ EXIT
  IF ~~ THEN REPLY #63596 /* ~Search the room.~ */ GOTO 28
  IF ~Global("Helm","GLOBAL",0)~ THEN REPLY #63597 /* ~Open the chest.~ */ GOTO 29
END

IF ~~ THEN BEGIN 28 // from: 27.2
  SAY #63593 /* ~You examine each piece of furniture in detail, paying particular attention to the books on the shelf.  Your search proves fruitless.~ */
  IF ~~ THEN GOTO 27
END

IF ~~ THEN BEGIN 29 // from: 27.3
  SAY #63598 /* ~Inside the chest is a magical helm.  You place it on the head of your spirit warrior body, knowing the extra protection will come in handy.~ */
  IF ~~ THEN DO ~SetCutSceneLite(TRUE)
SetGlobal("Helm","GLOBAL",1)
AddXP2DA("PLOT7G")
ReallyForceSpell(Myself,GAIN_ONE_AC)
Wait(1)
StartDialogNoSet(Player1)
~ EXIT
END

IF ~Global("SpiritRoom","GLOBAL",8)
~ THEN BEGIN 30 // from: 31.0
  SAY #63599 /* ~There is little to distinguish this room from any of the others.  There are exits on the east, west and south walls.~ */
  IF ~~ THEN REPLY #63600 /* ~Exit to the south.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",5)
SetGlobal("MoveCut","AR3023",5)
~ EXIT
  IF ~~ THEN REPLY #63601 /* ~Exit to the west.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",7)
SetGlobal("MoveCut","AR3023",7)
~ EXIT
  IF ~~ THEN REPLY #63603 /* ~Exit to the east.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",9)
SetGlobal("MoveCut","AR3023",9)
~ EXIT
  IF ~~ THEN REPLY #63605 /* ~Search the room.~ */ GOTO 31
END

IF ~~ THEN BEGIN 31 // from: 30.3
  SAY #63607 /* ~There is nothing worth keeping in this room.~ */
  IF ~~ THEN GOTO 30
END

IF ~Global("SpiritRoom","GLOBAL",9)
Global("Poisoned","AR3023",0)
~ THEN BEGIN 32 // from: 33.0
  SAY #63608 /* ~This room is empty, save for a small desk of fine oak in the corner.  There is nothing on top of the desk, but there is a single small drawer which draws your attention.~ */
  IF ~~ THEN REPLY #63609 /* ~Exit to the north.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",10)
SetGlobal("MoveCut","AR3023",10)
~ EXIT
  IF ~~ THEN REPLY #63610 /* ~Exit to the west.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",8)
SetGlobal("MoveCut","AR3023",8)
~ EXIT
  IF ~Global("Bracers","GLOBAL",0)~ THEN REPLY #63611 /* ~Open the desk drawer.~ */ GOTO 53
  IF ~~ THEN REPLY #63612 /* ~Search the room.~ */ GOTO 33
END

IF ~~ THEN BEGIN 33 // from: 32.3
  SAY #63613 /* ~Apart from the desk itself, there is nothing of interest in the room.~ */
  IF ~~ THEN GOTO 32
END

IF ~~ THEN BEGIN 34 // from: 53.0
  SAY #63614 /* ~The desk is coated with a powerful contact poison.  The spirit warrior takes a great deal of damage due to the effects of the deadly toxin.~ */
  IF ~~ THEN DO ~SetCutSceneLite(TRUE)
ApplyDamage(Myself,25,ACID))
SetGlobal("Poisoned","AR3023",1)
Wait(1)
StartDialogNoSet(Player1)
~ EXIT
END

IF ~~ THEN BEGIN 35 // from: 53.1
  SAY #63618 /* ~The desk is coated with a powerful contact poison.  Fortunately, the hardy constitution of the spirit warrior's body allows you to shrug off the effects of the deadly toxin.~ */
  IF ~~ THEN GOTO 36
END

IF ~Global("SpiritRoom","GLOBAL",9)
Global("Poisoned","AR3023",1)
Global("Bracers","GLOBAL",0)
~ THEN BEGIN 36 // from: 35.0
  SAY #63619 /* ~Inside the desk are a pair of bracers.  You strap them on and feel an instant increase in the combat skills of your spirit warrior body.~ */
  IF ~~ THEN DO ~SetCutSceneLite(TRUE)
SetGlobal("Bracers","GLOBAL",1)
SetGlobal("Poisoned","AR3023",0)
AddXP2DA("PLOT7G")
ReallyForceSpell(Myself,GAIN_ONE_THACO)
Wait(1)
StartDialogNoSet(Player1)
~ EXIT
END

IF ~Global("SpiritRoom","GLOBAL",10)
Global("RoomJ","GLOBAL",0)~ THEN BEGIN 37 // from:
  SAY #63622 /* ~A rabid gibberling rushes from the shadows to attack you, its small body a mere blur of fur and teeth.  It moves with such furious speed that retreat is not an option.~ */
  IF ~~ THEN REPLY #63624 /* ~Attack the gibberling.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("RoomJ","GLOBAL",1)
StartCutScene("SCut09")~ EXIT
  IF ~GlobalGT("Wand","GLOBAL",0)~ THEN REPLY #63625 /* ~Use the wand of missiles.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("RoomJ","GLOBAL",1)
StartCutScene("SCut10")~ EXIT
  IF ~Global("Scroll","GLOBAL",1)
~ THEN REPLY #63626 /* ~Use the scroll with the gibberling picture on it.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("Scroll","GLOBAL",2)
AddXP2DA("PLOT7F")
SetGlobal("RoomJ","GLOBAL",1)
StartCutScene("SCut11")~ EXIT
END

IF ~Global("SpiritRoom","GLOBAL",10)
Global("RoomJ","GLOBAL",1)~ THEN BEGIN 38 // from: 39.0
  SAY #63627 /* ~With the gibberling disposed of, there is little else of note in the room.~ */
  IF ~~ THEN REPLY #63628 /* ~Exit to the south.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",9)
SetGlobal("MoveCut","AR3023",9)
~ EXIT
  IF ~~ THEN REPLY #63629 /* ~Exit to the west.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",11)
SetGlobal("MoveCut","AR3023",11)
~ EXIT
  IF ~~ THEN REPLY #63630 /* ~Search the room.~ */ GOTO 39
END

IF ~~ THEN BEGIN 39 // from: 38.2
  SAY #63631 /* ~A search reveals nothing interesting.~ */
  IF ~~ THEN GOTO 38
END

IF ~Global("SpiritRoom","GLOBAL",11)
~ THEN BEGIN 40 // from: 44.1 43.0 41.0
  SAY #63632 /* ~You sense an ominous presence beyond the archway to the west, and an iron chest stands against the north wall.~ */
  IF ~~ THEN REPLY #63634 /* ~Exit to the east.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",10)
SetGlobal("MoveCut","AR3023",10)
~ EXIT
  IF ~Global("Ironkey","GLOBAL",0)
Global("Chest","GLOBAL",0)~ THEN REPLY #63635 /* ~Examine the chest.~ */ GOTO 41
  IF ~~ THEN REPLY #63636 /* ~Go through the ominous archway.~ */ GOTO 44
  IF ~~ THEN REPLY #63637 /* ~Search the room.~ */ GOTO 43
  IF ~Global("Ironkey","GLOBAL",1)
Global("Chest","GLOBAL",0)~ THEN REPLY #63638 /* ~Examine the chest.~ */ GOTO 42
END

IF ~~ THEN BEGIN 41 // from: 40.1
  SAY #63633 /* ~The chest is too heavy for the spirit warrior to lift.  The iron construction makes it impossible to break into, and the lid is locked.  Without a key, there is no hope of opening this chest.~ */
  IF ~~ THEN GOTO 40
END

IF ~~ THEN BEGIN 42 // from: 40.4
  SAY #63639 /* ~Using the iron key you found earlier, you unlock the lid of the chest.  Inside is a blue potion.  Instinctively, the body of the spirit warrior seizes the potion and drinks it down, causing your wounds to heal greatly.~ */
  IF ~~ THEN DO ~SetCutSceneLite(TRUE)
SetGlobal("Chest","GLOBAL",1)
AddXP2DA("PLOT7F")
ReallyForceSpell(Myself,CLERIC_CURE_SERIOUS_WOUNDS)
Wait(3)
StartDialogNoSet(Player1)
~ EXIT
END

IF ~~ THEN BEGIN 43 // from: 40.3
  SAY #63640 /* ~You carefully sift through the thick layer of dust on the floor, but apart from the chest and the ornate door, there is nothing else in the room.~ */
  IF ~~ THEN GOTO 40
END

IF ~~ THEN BEGIN 44 // from: 40.2
  SAY #63641 /* ~As you approach the door a disembodied voice fills the chamber:
" THE CRYPT BEYOND AWAITS!  ONCE THE THRESHOLD IS CROSSED THERE IS NO RETURN!"~ */
  IF ~~ THEN REPLY #63642 /* ~Pass through the arch and enter the crypt.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",12)
SetGlobal("MoveCut","AR3023",12)
~ EXIT
  IF ~~ THEN REPLY #63643 /* ~Leave the crypt entrance alone for now.~ */ GOTO 40
END

IF ~Global("SpiritRoom","GLOBAL",12)
Global("RoomL","GLOBAL",0)~ THEN BEGIN 45 // from:
  SAY #63644 /* ~The smell of ancient death permeates this room.  Standing upright against the far wall is a stone crypt with an archway leading into darkness.  Carved over the archway is a hand with a single, unblinking eye gazing out from the palm - the symbol of Helm.~ */
  IF ~~ THEN GOTO 46
END

IF ~~ THEN BEGIN 46 // from: 45.0
  SAY #63645 /* ~From within the darkness of the crypt comes the sound of slowly shuffling feet.~ */
  IF ~~ THEN GOTO 47
END

IF ~~ THEN BEGIN 47 // from: 46.0
  SAY #63646 /* ~The sight of a desiccated corpse wrapped tightly in bandages emerging from the crypt comes as no great surprise.  You sense this is the final confrontation for the spirit warrior, and realize retreat is not an option.~ */
  IF ~~ THEN REPLY #63647 /* ~Attack.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("RoomL","GLOBAL",1)
StartCutScene("SCut12")~ EXIT
  IF ~Global("Wand","GLOBAL",1)~ THEN REPLY #63648 /* ~Use the wand of missiles.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("RoomL","GLOBAL",1)
StartCutScene("SCut13")~ EXIT
  IF ~Global("Wand","GLOBAL",2)~ THEN REPLY #68098 /* ~Use the wand of missiles.~ */ DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("RoomL","GLOBAL",1)
StartCutScene("SCut15")~ EXIT
END

IF ~Global("SpiritRoom","GLOBAL",12)
Global("RoomL","GLOBAL",1)~ THEN BEGIN 48 // from:
  SAY #63649 /* ~As the mummy falls, the symbol of Helm erupts with a blinding light.  You feel the body of the spirit warrior dissolve, and your life force rushes back to your true body.~ */
  IF ~~ THEN GOTO 49
END

IF ~~ THEN BEGIN 49 // from: 48.0
  SAY #63650 /* ~As your life force is made whole, the strange force immobilizing your own body releases you. You notice a large key in your possession that was not there before.~ */
  IF ~~ THEN DO ~StartCutSceneMode()
AddXP2DA("PLOT7H")
SetGlobal("SpiritRoom","GLOBAL",99)
StartCutScene("SCut14")~ UNSOLVED_JOURNAL #63836 /* ~Unlocking the Final Seal

I have completed the challenge of the Eternal Warrior, and have proved the worth of my spirit.  However, I suspect I must possess all three keys - heart, mind and spirit - before the Final Seal can be unlocked.~ */ EXIT
END

IF ~Global("RoomL","GLOBAL",1)
Global("SpiritRoom","GLOBAL",99)~ THEN BEGIN 50 // from:
  SAY #63652 /* ~With the challenge complete, the spirit panel appears to be inactive.~ */
  IF ~~ THEN EXIT
END

IF ~~ THEN BEGIN 51 // from: 11.1
  SAY #63671 /* ~As you flee, the skeleton gets a free shot with its rusty scimitar at your unprotected back.~ */
  IF ~~ THEN DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("FSSkelRaised","AR3023",0)
ActionOverride("FSSkel",ApplyDamage("FSSPIR1",5,SLASHING))
ActionOverride("FSSkel",PlayDeadInterruptable(1000000))
SetGlobal("SpiritRoom","GLOBAL",2)
SetGlobal("MoveCut","AR3023",2)
~ EXIT
END

IF ~~ THEN BEGIN 52 // from: 25.1
  SAY #63700 /* ~You turn and flee in terror, but not before the ghost brushes you with its bony finger, numbing your body with the chill touch of the grave.~ */
  IF ~~ THEN DO ~SetCutSceneLite(TRUE)
MoveViewObject("FSSpir1",0)
SetGlobal("SpiritRoom","GLOBAL",4)
ActionOverride("FSGhos",ApplyDamage("FSSPIR1",7,SLASHING))
ActionOverride("FSGhos",MoveToPoint([462.1086]))
ActionOverride("FSGhos",DestroySelf())
SetGlobal("MoveCut","AR3023",4)
~ EXIT
END

IF ~~ THEN BEGIN 53 // from: 32.2
  SAY #63716 /* ~Through mental commands, you instruct the spirit warrior to approach the desk and open the drawer.~ */
  IF ~RandomNum(3,1)~ THEN GOTO 34
  IF ~RandomNumGT(3,1)~ THEN GOTO 35
END

IF ~Global("SpiritRoom","GLOBAL",0)
Global("RoomL","GLOBAL",0)~ THEN BEGIN 54 // from:
  SAY #63834 /* ~Atop this altar is a strange panel with directional arrows and a picture of a skull.  There is also an inscription:~ */
  IF ~~ THEN GOTO 55
END

IF ~~ THEN BEGIN 55 // from: 54.0
  SAY #63835 /* ~"The final seal may be unlocked only by one worthy in spirit, mind and heart.    
The Eternal Warrior gave his light, that another might prove the worth of their spirit."~ */
  IF ~~ THEN UNSOLVED_JOURNAL #63827 /* ~Unlocking the Final Seal

I will have to prove myself worthy in mind, heart and spirit before I can unlock the Final Seal which guards the stairs to the next level of the dungeon.~ */ EXIT
END
