// TOWN DIALOGUE SCRIPT
//    Town 0: Crystal Cavern

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

begintalkscript;

variables;

//Stephens
begintalknode 1;
	state = -1;
	nextstate = 1;
	personality = 1;
	question = "Stephens";
	text1 = "This youngish-looking man is staring intently into the fire when you approach him. He seems to be muttering something under his breath, possibly a mantra of some kind. However, as you draw nearer, he looks up at you and smiles.";
	text2 = "_Greetings. It isn't often I get any visitors down here. And especially non-soldiers such as yourself. I'm Stephens, by the way. Third Islander Pyro Corps, seven-double-eight. How can I help you?_";
	text5 = "Stephens is sat staring at his fire again when you return. Occasionally he casts a sidelong glance at the door to the the north, but otherwise, he stays perfectly still.";
	text6 = "He does notice your presence again though. _Welcome back. Can I help you further?_";
	action = INTRO;
	
begintalknode 2;
	state = 1;
	nextstate = -1;
	question = "What are you doing here?";
	text1 = "Stephens smiles. _I sit out in this cave and try to work out how to open that blasted door to the north. I've been here for about a fortnight now, and still have no idea about it._";
	text2 = "_Still, it beats working down at Fort Bluebird. I hear the magi there have been going a little neurotic because of all the pressure they're under. Poor buggers._";
	
begintalknode 3;
	state = 1;
	nextstate = 2;
	question = "So do you know much about the caves here?";
	text1 = "Stephens looks at the door thoughtfully before speaking to you. _What do you mean? The caves here are rich in highly charged magical crystals, a valuable resource which we've plundered well._";

begintalknode 4;
	state = 2;
	nextstate = -1;
	question = "And what about the door up there?";
	text1 = "_Hmmmm._ Stephens pauses and looks at the door again. _We have no idea. I mean, we know that the island was inhabited. When these caves were discovered we uncovered some artifacts. Minor things. Plates, scrolls, that sort of thing._";
	text2 = "_However, it appears that the people here either died out, or moved on. The strange thing is, there's no sign of any docks, meaning they didn't leave. And there aren't any remains, that we've found, any way._";
	text3 = "_No, it's a mystery all right. And one I'm determined to solve._";
	
begintalknode 5;
	state = 1;
	nextstate = -1;
	question = "Know anything about the murder at Fort Bluebird?";
	text1 = "_Yes. But just that one happened. No more. I've been stuck here in this damp cave for weeks. Awful, isn't it? The murder too._ He chuckles a little. _Seriously, whoever committed the foul act needs putting to the sword, and soon._";
	 
begintalknode 6;
	state = 2;
	nextstate = 3;
	condition = get_flag(0,6) == 1;
	question = "Erm, this might sound silly...";
	text1 = "Stephens looks at you seriously for a moment. _Yes, go on..._";
	
begintalknode 7;
	state = 3;
	nextstate = -1;
	question = "We saw a ghost down one of the side tunnels...";
	text1 = "Stephens nods his head. _I know. I often see him. And he always cries the same thing... _help me._ I figured it must be something to do with the crystals here - perhaps they are preventing it from leaving?_";
	text2 = "_Either way, I don't think it's important for your mission._";