// TOWN DIALOGUE SCRIPT
//    Town 1: Fort Orchid

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

begintalkscript;

variables;

//Luke
begintalknode 1;
	state = -1;
	nextstate = 1;
	personality = 2;
	question = "Luke";
	text1 = "This lean-faced, middle-aged man is hunched over a thin, smooth piece of ash. He's in the process of attaching a bow string to it. Wood shavings litter the floor around his chair, and are built up like flurries of snow around his feet.";
	text2 = "As you approach, he lifts his head slightly, and without lifting his gaze from the wood in his hand, says, _Greetings. I'm Luke. Fletcher. What can I do for you?_";
	text5 = "Luke is busy preparing another bow when you return. The skill and speed with which his fingers move is breath-taking. Without looking up, he acknowledges your return.";
	text6 = "_Hullo. Need more arrows?_";
	action = INTRO;
	
begintalknode 2;
	state  = 1;
	nextstate = -1;
	condition = party_size() > 1;
	question = "We'd like to trade, please.";
	text1 = "You conclude your business, and continue your conversation.";
	code = begin_shop_mode("Luke's Archery Supplies.","Luke is a fine fletcher and has produced some formidable weaponry. Fortunately, since you are working for the Empire, you can purchase some.",0,4,4);
	break;
	
begintalknode 3;
	state = 1;
	nextstate = -1;
	condition = party_size() == 1;
	question = "I'd like to trade, please.";
	text1 = "You conclude your business, and continue your conversation.";
	code = begin_shop_mode("Luke's Archery Supplies.","Luke is a fine fletcher and has produced some formidable weaponry. Fortunately, since you are working for the Empire, you can purchase some.",0,4,4);
	break;
	
begintalknode 4;
	state = 1;
	nextstate = 2;
	question = "What's your job?";
	text1 = "Luke tilts his head slightly, and looks at you blankly. Then he lifts the bow he is holding, and waves around the room using his other hand. After a moment, he decides he should make it completely clear.";
	text2 = "_I produce and repair archery equipment for the soldiers stationed here, and for the soldiers who are yet to arrive._";
	
begintalknode 5;
	state = 2;
	nextstate = 17;
	question = "Is there much call for arrows and such?";
	text1 = "Luke shrugs. _I don't know. I get told to make them, so I do. It's not my job to question the orders of others. Heaven knows what that could do to my career._ He chuckles dryly. _And my life._";
	
begintalknode 6;
	state = 2;
	nextstate = -1;
	question = "There are more soldiers to arrive?";
	text1 = "_Oh yes. We aren't nearly at full capacity yet. Fort Orchid is only a new fort, staffed with the bare minimum to keep the place running. Soon the Empire will dispatch great numbers of men here, when it deigns it's time to do so._";
	
begintalknode 7;
	state = 1;
	nextstate = -1;
	condition = get_flag(2,5) == 0;
	question = "Know anything about the murder in Fort Bluebird?";
	text1 = "Luke shakes his head. _No. I'm always up here. The mages there tend to keep to themselves, and if there's ever a problem we draft in people like you. I feel for the guy's family, of course. It's a bad business. Hope you sort it out._";

begintalknode 8;
	state = 1;
	nextstate = 17;
	question = "Don't talk too much, do you?";
	text1 = "_No. Absolutely no point in letting the mouth babble on and on, and risk it outrunning the mind. Might say something I could be hanged for._ He looks at you squarely.";
	text2 = "_Or end up lying in a pool of my own blood after meeting the murderer._";
	text3 = "_Now, you want something?_";
	
//Bill
begintalknode 9;
	state = -1;
	nextstate = 3;
	personality = 3;
	question = "Bill";
	text1 = "The heat and noise in this forge are almost unbearable. You think that you are actually boiling inside your armour. Your head spins with the heat. This person, though, seems to be having an easy time of it in these awful conditions.";
	text2 = "He or she is also so covered in soot you can't make out what species he/she is. You approach, and introduce yourself. Slowly, it turns and speaks to you.";
	text3 = "_Ah. Hey there. What can I do for you? I'm Bill, by the way._";
	text5 = "Bill is still completely at ease in this furnace. And he is still completely filthy. You wonder if he's married or not...";
	text6 = "_Welcome back. Need more finely-crafted pieces of high-quality forged iron?_";
	action = INTRO;
	
begintalknode 10;
	state = 3;
	nextstate = -1;
	question = "How can you survive in here?";
	text1 = "_Oh, quite simple really. I got used to it. Had to, if I wanted to be a smith. Which I did. Only thing I was ever good at. You'll get used to it after a couple of hours in here, I'm sure._";
	text2 = "As much as more time in this sweltering heat appeals to you, you think you'd prefer to muck out a dragon, or have dinner with a gremlin. Bill chuckles when you tell him as much.";
		
begintalknode 11;
	state = 3;
	nextstate = 4;
	question = "It is quite a place you have here.";
	text1 = "He grins, looks around with pride, and then ruins the moment by wiping his forehead with a huge arm. _Sure is. Me and Bill there do a bang-up job running the forge. Only place on Bluebird Isle to get metal works._";
	
begintalknode 12;
	state = 4;
	nextstate = -1;
	condition = get_flag(1,16) == 0;
	question = "Bill? Aren't you called Bill?";
	text1 = "He chuckles slightly. _We're both named Bill. I'm Bill, and he is Bill as well. Gets damn confusing sometimes!_";
	action = SET_SDF 1 16 1;
	
begintalknode 13;
	state = 3;
	nextstate = 4;
	question = "So what do you do here?";
	text1 = "_Well, I make weapons, mostly, for the troops here. Do other things too. Repairs, that kind of thing. You can buy some if you like. Weapons, I mean. Oh, and Bill over there sells armour, if you need some of that. We gots all your needs covered!_";
	code = set_flag(1,4,1);
	break;
	
begintalknode 14;
	state = 3;
	nextstate = -1;
	condition = get_flag(1,4) == 1;
	question = "Let's trade.";
	text1 = "You conclude your business with this Bill.";
	code = begin_shop_mode("Bill's Weaponry","This Bill creates works of metal for Bluebird Isle. He also sells various weapons, and since you are working for the Empire, he is offering them to you for low prices.",1,3,3);
	break;

//Bill 2
begintalknode 15;
	state = -1;
	nextstate = 5;
	personality = 4;	
	question = "Bill";
	text1 = "The heat and noise in this forge are almost unbearable. Your head spins with the heat, and you swear that your weapons are melting. This person, though, seems to be having an easy time of it in these awful conditions. In fact, he/she's whistling!";
	text2 = "He or she is also covered in so much soot you can't make out what species he/she is. You approach, and introduce yourself. The person turns to you enthusiastically, and offers his hand. You politely decline to take it.";
	text3 = "_Hello there! I'm Bill, pleased to meetcha!_";
	text5 = "Bill is still completely at ease, and whistling. He is still completely filthy too. You wonder if he ever washes or not...";
	text6 = "_You're back! Decide you needed to spend some hard-earned cash on a nice iron helm? Want some rock-solid armour for a dungeon crawl? Need a pot for making stew? I got them all!_";
	action = INTRO;
	
begintalknode 16;
	state = 5;
	nextstate = -1;
	question = "Do you not find it too hot in here?";
	text1 = "_Oh no! It's perfect._ He places extra emphasis on the word _perfect_. _Nice and toasty. In fact, I'd say this kind of heat is my favourite of all temperatures. I never quite feel right unless I'm covered in soot and sweat!_";
	
begintalknode 17;
	state = 5;
	nextstate = 6;
	question = "It's quite a place you have here.";
	text1 = "He grins, and wipes nods enthusiastically. _It sure is, huh? Me and Bill have a great forge there. She's beautiful! If I didn't have to use the bathroom, or sleep, I don't think I'd ever leave this place!_";
	
begintalknode 18;
	state = 6;
	nextstate = -1;
	condition = get_flag(1,16) == 0;
	question = "Bill? Aren't you called Bill?";
	text1 = "He chuckles slightly. _We're both named Bill. I'm Bill, and he is Bill as well. Gets damn confusing sometimes!_";
	action = SET_SDF 1 16 1;
	
begintalknode 19;
	state = 5;
	nextstate = 6;
	question = "So what do you do here?";
	text1 = "_I make armour, mostly. I repair things too, and shoe the few horses that are around. Do other things too. You can buy some armour if you like. Oh, and Bill over there sells weapons, if you need some of those. We got all your needs covered!_";
	code = set_flag(1,5,1);
	break;
		
begintalknode 20;
	state = 5;
	nextstate = -1;
	condition = get_flag(1,5) == 1;
	question = "Let's trade.";
	text1 = "You conclude your business with this Bill.";
	code = begin_shop_mode("Bill's Armour","This Bill creates works of metal for Bluebird Isle. He also sells various pieces of armour, which he is offering to you for low prices.",2,3,3);
	break;
	
begintalknode 21;
	state = 3;
	nextstate = -1;
	condition = get_flag(2,5) == 0;
	question = "Know anything about the murder?";
	text1 = "Bill shakes his head and shrugs his shoulders. _No. Well, yes. I know that I didn't do it!_ He guffaws. _Sorry, I don't leave this forge for anything other than sleeping and eating. I have no idea who it might be._";

begintalknode 22;
	state = 5;
	nextstate = -1;
	condition = get_flag(2,5) == 0;
	question = "Know anything about the murder?";
	text1 = "Bill shakes his head, and scratches his chin thoughtfully, making it even more filthy. _No. Sorry, I don't hear much from the outside world. and if I did, I wouldn't remember it. I have no idea who it might be. Bill might though. You should ask him._";	
	
//Kitty
begintalknode 23;
	state = -1;
	nextstate = -1;
	question = "Cat";
	text1 = "This little cat is bounding around playfully, chasing butterflies and leaping through the grass. You try to engage it in a conversation about the weather, about good books you've read, and about the current political climate.";
	text2 = "However, it is a cat, and so can't talk. It pays no attention to you, so you leave it to its play.";

//Sandra
begintalknode 24;
	state = -1;
	nextstate = 7;
	personality = 5; 
	question = "Sandra";
	text1 = "This young lady is sat reading beneath a towering birch. As you approach, your shadow falls over her, and she looks up with a frown, and lays the book down on the grass beside her.";
	text2 = "_Yes? Can I help you?_ she asks sniffily, her eyebrows arching.";
	text5 = "Sandra is a little further along in her book when you return. Again, she sets her book down, this time with a theatrical sigh, and asks you what you want.";
	action = INTRO;
	
begintalknode 25;
	state = 7;
	nextstate = -1;
	question = "So what's your name?";
	text1 = "_Sandra. I have ranks and numbers and other such military nonsense, but since I'm off-duty, I won't spew them out. Now, can I actually help you?_";
	
begintalknode 26;
	state = 7;
	nextstate = -1;
	question = "What're you reading?";
	text1 = "_You mean what am I trying to read, but keep getting interrupted and disturbed and bothered by idiots ruining my precious few hours off? It's a book. A good one. Take a hint, and leave me alone, huh?_";
	text2 = "For a moment you could swear that Sandra half-smiles, but then it's gone, only to be replaced by a scornful frown.";
	
begintalknode 27;
	state = 7;
	nextstate = -1;
	condition = get_flag(2,5) == 0;
	question = "Know anything about the murder at Fort Bluebird?";
	text1 = "Sandra sighs. _Yes. Everyone knows about how Shaun was killed. Stabbed. In the back. As for who, or why, well I have no idea. Nobody does. You think you were bought here for a holiday?_";

begintalknode 28;
	state = 7;
	nextstate = -1;
	question = "Sorry to disturb you (leave her alone).";
	text1 = "Sandra perks up a little. _Thank the Gods! Now I can get back to my book. And don't bother me again. I don't know anything, alright?_";
	action = END_TALK;

//Rosaline
begintalknode 29;
	state = -1;
	nextstate = 8;
	personality = 6;
	question = "Rosaline";
	text1 = "This bent and wizened old lady is pottering about this small wooden building wearily, collecting samples of herbs, and checking references in books from the shelves. When you enter, she turns and peers at you, and then carries on with her work.";
	text2 = "Finally, after placing several sprigs of something and a dash of something else into the cauldron in the centre of the room, she speaks to you.";
	text3 = "_Welcome. I'm Rosaline, Fort Orchid's sage. And potion-maker for Bluebird Island. And that's it, I think. What can I do for you then?_";
	text5 = "Rosaline is still hobbling about her apothecary creating potions for the troops here. When you return, she stops what she is doing, and gives you her full attention.";
	action = INTRO;
	
begintalknode 30;
	state = 8;
	nextstate = -1;
	condition = (get_flag(0,6) == 0);
	question = "So what exactly is it that you do?";
	text1 = "_Well, I know a lot about strange items, more than that dolt Grant next door. I can identify any items you have for 8 gold pieces. I also know a few potion recipes that I can share with you. What would you like?_";
	code = set_flag(1,6,1);
	break;
	
begintalknode 31;
	state = 8;
	nextstate = -1;
	condition = get_flag(1,6) == 1;
	question = "Could you identify these items please?";
	text1 = "Rosaline looks over your equipment with a skilled eye. She quickly recognises each piece, and tells you about them.";
	action = ID 8;
	
begintalknode 32;
	state = 8;
	nextstate = -1;
	condition = ((get_flag(1,6) == 1) && (party_size() == 1));
	question = "I'd like to learn some recipes please.";
	text1 = "You conclude your business.";
	code = begin_shop_mode("Rosaline's Alchemy","Rosaline's knowledge of alchemy is unrivaled here on Bluebird Island. Fortunately for you, she has decided to teach you some of her simpler recipes. For a price.",3,4,-1);
	break;
	
begintalknode 33;
	state = 8;
	nextstate = -1;
	condition = ((get_flag(1,6) == 1) && (party_size() > 1));
	question = "We'd like to learn some recipes please.";
	text1 = "You conclude your business.";
	code = begin_shop_mode("Rosaline's Alchemy","Rosaline's knowledge of alchemy is unrivaled here on Bluebird Island. Fortunately for you, she has decided to teach you some of her simpler recipes. For a price.",3,4,-1);
	break;
	
begintalknode 34;
	state = 8;
	nextstate = -1;
	condition = get_flag(1,6) == 1;
	question = "Are any of your potions for sale?";
	text1 = "Rosaline shakes her head. _No, I'm sorry, but all of my potions are for the troops stationed here. I can't give any of them to you, even in exchange for money. Sorry._";

begintalknode 35;
	state = 8;
	nextstate = -1;
	condition = get_flag(2,5) == 0;
	question = "Know who the murderer at Fort Bluebird might be?";
	text1 = "Rosaline shakes her head. _I don't know, no. It might be anybody, acting for personal or political reasons. I don't really know. Sorry._";
	

//Cole
begintalknode 36;
	state = -1;
	nextstate = 9;
	personality = 7;
	question = "Cole";
	text1 = "This young man is sat in quiet contemplation, head bowed and eyes closed. Faint lines of concentration are visible on his forehead. Despite your trying to speak to him, he shows no sign of even realising you're there.";
	text2 = "What do you want to do?";
	
begintalknode 37;
	state = 9;
	nextstate = -1;
	question = "Leave him alone";
	text1 = "You back off, and respectfully leave the man to his meditation.";
	action = END_TALK;
	
begintalknode 38;
	state = 9;
	nextstate = 10;
	question = "Try and get his attention.";
	text1 = "You try everything to gain the soldier's attention, short of screaming at him, and jabbing him in the face with your finger, all to no avail.";
	
begintalknode 39;
	state = 10;
	nextstate = -1;
	question = "Give up, and leave him alone.";
	text1 = "You decide to back off, and leave the man to his meditation. As if you had a choice...";
	action = END_TALK;
	
begintalknode 40;
	state = 10;
	nextstate = -1;
	question = "(Shout) HEY YOU!! PAY ATTENTION!";
	text1 = "Even after your short outburst, the man doesn't stir. The priest though, raises his eyebrows at you, and lifts his finger to his lips. You realise that this man isn't going to pay you any attention any time soon.";
	action = SET_SDF 1 15 1;
	
//Grant
begintalknode 41;
	state = -1;
	nextstate = 11;
	personality = 8;
	question = "Grant";
	text1 = "This man is bent over the table, scribbling busily on sheets of parchment. Then, once he finishes, he puts his pen down with an air of authority, folds his hands neatly, and looks you over.";
	text2 = "_Ah. The detectives._ He says _detectives_ as if it were synonymous with _pig muck_... _I'm Grant. I oversee and organise the supplies here at the Fort. I'm a busy man, I'm sure you understand, so whatever you want, can we make it quick, please?_";
	text5 = "Grant is busy making notes on a sheet of parchment when you return. He looks up at you, and resumes his note-making for another few minutes, before placing his pen down, and turning to you again.";
	text6 = "_And what do you require now?_";
	action = INTRO;

begintalknode 42;
	state = 11;
	nextstate = -1;
	condition = get_flag(1,7) == 0;
	question = "What is it that you do here?";
	text1 = "_Well,_ Grant begins, _I am the quartermaster here at Fort Orchid. I am solely responsible for making sure that the soldiers stationed here are properly equipped for whatever their duties may throw at them._";
	text2 = "He grins at you smugly. _And I do a very good job of it too. I also provide mundane items for the upkeep of the fort, and may have something to interest you. Ask if you need something, I'm sure I can provide anything you desire._";
	code = set_flag(1,7,1);
	break;
	
begintalknode 43;
	state = 11;
	nextstate = -1;
	condition = get_flag(1,7) == 1;
	question = "Let's trade.";
	text1 = "You conclude your business.";
	code = begin_shop_mode("Grant's Supplies.","Grant may not be a very nice person, but he does have some good equipment for sale. He'll also buy any of your items for a very good price.",5,4,6);
	break;
	
begintalknode 44;
	state = 11;
	nextstate = -1;
	question = "How do you like your job?";
	text1 = "_Well, it's something I excel at. It's easy, there's no danger of getting hurt, and I get along with most people here. All in all, working on Bluebird Island is a very easy life. Before the murder of course, but we won't dwell on that._";
	
begintalknode 45;
	state = 11;
	nextstate = -1;
	condition = get_flag(2,5) == 0;
	question = "Do you know anything about the murder at Fort Bluebird?";
	text1 = "_Naturally. I knew Shaun moderately well, and even if I hadn't, a murder is big news. I can't say I'm not upset, but, well, one has other things to do than mourn ceaselessly. Now, to business..._";
	
//begintalknode 46;
	
//Father Maher
begintalknode 47;
	state = -1;
	nextstate = 12;
	personality = 9;
	question = "Father Maher";
	text1 = "This middle-aged man walks around with an air of grace and collectiveness that is rare by anybody's standards. He is wearing the traditional garb of a priest, and a large ankh hangs from around his neck.";
	text2 = "When he spots you approaching, he quickly bows, and offers his hand to you. _Welcome. I am Father Maher, protector of the shrine here in Fort Orchid. Come, speak with me._";
	text5 = "Father Maher is slowly walking about the temple, head bent downwards. When he senses you've returned, however, he quickly looks up, and walks across to you. _Welcome back. Would you like to talk further?_";
	action = INTRO;
	
begintalknode 48;
	state = 12;
	nextstate = -1;
	condition = get_flag(1,8) == 0;
	question = "What do you do around here?";
	text1 = "_Well, I am in charge of this humble temple. I also offer spiritual guidance to the soldiers here, and offer the occasional healing to any wounded soldiers here. I am also allowed to teach some of the simplier spells to students._";
	text2 = "_Is there anything in particular you would like?_";
	code = set_flag(1,8,1);
	break;

begintalknode 49;
	state = 12;
	nextstate = 13;
	condition = get_flag(1,8) == 1;
	question = "How much would it cost to for healing?";
	text1 = "_A mere 100 gold pieces would totally heal somebody, uncurse their items and, if they are dead, return them to life. Would you like me to heal somebody?_";
	
begintalknode 50;
	state = 13;
	nextstate = 12;
	question = "No thanks.";
	text1 = "Father Maher smiles. _I'm glad that none of you are in any pain. Now, how else can I help you?_";
	
begintalknode 51;
	state = 13;
	nextstate = 12;
	question = "Could you heal one of us, please? (pay 100 gold)";
	text1 = "Father Maher looks sad. _I would love to help you, but I must ask you for a donation in order to maintain the shrine. Alas, you don't have enough money._";
	text2 = "_I am glad to hear that none of you needs help after all._";
	text3 = "Father Maher kneels and prays fervently. His power is intense, and the effect is immediate. You are restored.";
	code =	clear_strings();
		if (coins_amount() < 100) {
			add_string(1);
		}
		if (run_select_a_pc(1) == 0) {
			add_string(2);
		} else {
			add_string(3);
			restore_pc(get_selected_pc());
			play_sound(24);
			change_coins(-100);
		}
	break;
	
begintalknode 52;
	state = 12;
	nextstate = -1;
	condition = get_flag(1,8) == 1;
	question = "Could you teach us some spells, please?";
	text1 = "You conclude your business.";
	code = begin_shop_mode("Father Maher's Rituals.","Maher is an incredibly powerful priest. While he can only teach you the simplier spells, he does so with ease and grace. You have them down in next to no time.",4,3,-1);
	break;
	
begintalknode 53;
	state = 12;
	nextstate = -1;
	condition = get_flag(2,5) == 0;
	question = "Do you know anything of the murder at Fort Bluebird?";
	text1 = "Maher looks troubled for a moment, and looks away, at the altar. Then, after a few seconds, he turns to you again.";
	text2 = "_I know little of the facts, save that a young mage called Shaun was murdered. I do have a feeling though, that not all is as it seems. This island is strange - there is a high magic concentration here, and I fear that it is clouding my judgement..._";
	text3 = "_I cannot tell you who the murderer is, or why he, or she, committed such an act. I am sorry._";

//Alexandra
begintalknode 54;
	state = -1;
	nextstate = 14;
	personality = 10;
	question = "Alexandra";
	text1 = "This woman is drinking a bowl of soup when you approach her. Her armour is in pristine condition, and her forehead creased with care. She looks like she has been serving for a long time.";
	text2 = "As she finishes her meal, she turns to you, salutes, and introduces herself. Her voice is cold, and lacks any real emotion. She also talks very quickly.";
	text3 = "_Alexandra Fielding, Third Islander Saber Corps, zero-five-four. I'm scheduled to return to my watch in a short while, so let's make this fast, shall we?_";
	text5 = "Alexandra is stil sitting here, waiting to return to her duties. She glances at her watch as you return, and says, _I suppose I can spare five more minutes. Speak._";
	action = INTRO;
	
begintalknode 55;
	state = 14;
	nextstate = -1;
	question = "What is your job here?";
	text1 = "_I am a soldier. I do the same thing as the other soldiers here. I go on watch duty, I sometimes get selected to patrol the island. I eat, I sleep, I drink and occasionally use the toilet._";
	text2 = "_Surely you don't wish to know more than that._";
	
begintalknode 56;
	state = 14;
	nextstate = -1;
	condition = get_flag(2,5) == 0;
	question = "Do you know anything about the murder?";
	text1 = "Alexandra's answer is short, and to the point. _No. I don't deal in rumours. Anything else?_";

begintalknode 57;
	state = 14;
	nextstate = -1;
	question = "Well, thanks for your time.";
	text1 = "_No problem. Good bye._";
	text2 = "She turns away and begins clearing away her table.";
	action = END_TALK;

//Sleeping Archer
begintalknode 58;
	state = -1;
	nextstate = -1;
	question = "Archer";
	text1 = "This soldier is in a state of slumber. He is still partially dressed, and his bow is lying on the floor next to him. He must have come off duty and just fallen onto his bed.";
	text2 = "Rather than wake him up and ask question him, you leave him be.";
	action = END_TALK;

//Commander Hollie
begintalknode 59;
	state = -1;
	nextstate = 15;
	question = "Commander Hollie";
	text1 = "Commander Hollie is sat behind her desk making different sets of notes on several different pieces of paper. All at once. She looks up at you briefly, and then returns to her notes.";
	text2 = "_You have your mission. And I have my job to do. If you need me to repeat anything, please ask me. Otherwise, kindly leave me alone._";
	code = if(get_flag(2,5) == 1) {
		remove_string(2);
	}
	break;

begintalknode 60;
	state = 15;
	nextstate = -1;
	condition = get_flag(2,5) == 0;
	question = "That's okay, we remember.";
	text1 = "Hollie mutters something, and resumes her note-making. You leave her be.";
	action = END_TALK;
	
begintalknode 61;
	state = 15;
	nextstate = -1;
	condition = get_flag(2,5) == 0;
	question = "Could you repeat our mission please?";
	text1 = "Hollie finishes telling you your mission, and resumes her note-making. You leave her be.";
	code = run_town_script(30);
	end();
	break;

begintalknode 62;
	state = 15;
	nextstate = -1;
	question = "How can we leave the island?";
	text1 = "_Ummm. Go to the docks where you arrived. The eastern-most one usually has a boat there, in case of emergencies. I will allow you to use that to leave._";
	
//Entrance Guards
begintalknode 63;
	state = -1;
	nextstate = -1;
	question = "Soldier";
	text1 = "This soldier salutes sharply at you as you pass. You briefly make conversation, but learn nothing interesting.";
	action = END_TALK;
	
//Rosaline Again
begintalknode 64;
	state = 8;
	nextstate = -1;
	condition = get_flag(1,6) == 1;
	question = "You don't like Grant?";
	text1 = "Rosaline turns her nose up. _No, he acts all haughty and superior. Without any of the skill or experience to back up his claims. I don't like him at all._"; 

//Cross	
begintalknode 65;
	state = -1;
	nextstate = 16;	
	personality = 19;
	question = "Cross";
	text1 = "This man is wandering around the fort aimlessly. He is far older than most of the other people stationed here - you wonder why the Empire keep him around.";
	text2 = "When you get close to him, he begins speaking to you. _Ah, more young 'uns. I'm Cross, pleased to meetcha. How can I help?_";
	
begintalknode 66;
	state = 16;
	nextstate = -1;
	question = "What do you do around here?";
	text1 = "Cross looks around before answering. _I'm looking for my cat._ He chuckles dryly. _Actually, I help Hollie out from time to time. I used to be a fine tactician, and if this fort is ever gonna get bigger, we'll need someone like me to be around._";
	
begintalknode 67;
	state = 16;
	nextstate = -1;
	question = "Know anything about the murder?";
	text1 = "_Not my business to know. I know that Hollie wants you to go down to Fort Bluebird and look around. If you haven't seen her yet, you should go to the barracks and talk to her._";
	
//Dog
begintalknode 68;
	state = -1;
	nextstate = -1;
	question = "Dog";
	text1 = "This small dog comes leaping over to you, and proceeds to jump up at you, sniffing your armour and weapons. You eventually manage to fend him off, and he playfully skips away.";
	
//Luke again
begintalknode 69;
	state = 17;
	nextstate = -1;
	question = "What makes you think you'll be killed?";
	text1 = "Luke looks up at you, as if deciding whether or not he can trust you. Eventually, he begins speaking.";
	text2 = "_The murder... I think that it might have been someone acting on behalf of the Empire... Shaun was always saying something about the tyranny of the Empire - he had a relative thrown into Avernum once._";
	text3 = "_Look, I'm all for the Empire. I wouldn't be in the army if I wasn't. But sometimes, accidents can happen. Now, you want something?_";
	
//Maher again
begintalknode 70;
	state = 12;
	nextstate = -1;
	condition = get_flag(1,15) == 1;
	question = "What's with that guy? (Point at the meditating soldier)";
	text1 = "Maher smiles sadly. _That is Cole. He... he lost his family a number of years ago, and joined the army in the hope of finding a place to belong. I have tried to take him under my wing somewhat._";
	text2 = "_Leave him be, please._";
	