
 begintalkscript;

 variables;

	///***Griffith***///

 begintalknode 1;
	state = 1;
	nextstate = 2;
	condition = 1;
	question = "Commander Griffith";
	text1 = "You meet the commander of Fort Laramie. He is rather short, yet strongly built. He eyes you quickly. For some reason he looks very nervous, as if something is bothering him.";
	text2 = "_Welcome to Fort Laramie. You are agents working for the Empire, yes? I am Commander Griffith. What brings you to our backwater little valley?_";
	text3 = "Griffith seems to have noticed the slithzerikai in your party, he can't stop staring them.";
	text5 = "The commander looks up from his desk as you enter.";
	text6 = "The ex-commander Griffith is still in his office. Clearing out his desk. You have nothing to say to him.";
	code = if (species_in_party(3) == 0)
			remove_string(3);
		if (get_flag(0,12) != 1)
			remove_string(6);
 break;
	action = INTRO;

 begintalknode 2;
	state = 2;
	nextstate = 3;
	condition = get_flag(0,1) == 0;
	question = "We were sent here to investigate the absence of your caravans.";
	text1 = "The commander pays close attention to you as you explain everything about the caravans and their absence in the past six months. When you mention the footprints, he interrupts you. _By Hawthorne's beard! Goblins!_";
	text2 = "_Not the damn goblins!_";

 begintalknode 3;
	state = 3;
	nextstate = 4;
	question = "Goblins?";
	text1 = "_We have had troubles with goblins for some time now. They come from the mountains east of here. I've tried sending patrols there to get rid of the little rodents, but it's difficult to find anything in there. The mountains are filled with caverns._";
	text2 = "_The goblins also seem to relocate their camp every week or so. We have found several caverns that have clearly been inhabited by goblins, but they have always been empty._ He suddenly looks very worried. _And that's not he worst of it_";
	code = set_flag(0,2,1);
 break;

 begintalknode 4;
	state = 4;
	nextstate = -1;
	condition = get_flag(0,1) == 0 && get_flag(0,2) == 1;
	question = "What else has happened?";
	text1 = "_The goblins used to just steal chickens or attack a lone house on the plains. But last week, the goblins annihilated an entire patrol of my men. We found goblin tracks scattered around the destroyed patrol._";
	text2 = "_I ordered the fort closed, we are waiting for the goblins to attack us._ That is an unusual order and even more unusual would be if goblins attacked an Empire fort.";
	code = set_flag(0,1,1); 
 break;

 begintalknode 5;
	state = 4;
	nextstate = -1;
	condition = get_flag(0,2) == 1 && get_flag(0,12) == 0;
	question = "Are you sure these goblins aren't hill goblins?";
	text1 = "_Absolutely! The tracks are smaller than your average hill goblin's tracks and there has been no sight of hill goblins in Faerengrove, ever. I am positive though that these are no regular goblins. How else could they have beaten a patrol?_";

 begintalknode 6;
	state = 2;
	nextstate = -1;
	condition = get_flag(0,1) == 1 && get_flag(0,3) == 0;
	question = "We could try to find the goblins' lair.";
	text1 = "Griffith's eyes brighten up for a second, but then return to their normal state. _No, I doubt that you could find the lair, but you are welcome to try, of course. Do not expect any help from me or my men._";
	text2 = "_I cannot spare a single soldier in case of an attack. Talk to Rick at the gate. Give him this._ Griffith writes something on a piece of parchment and hands it to you. _He'll let you pass._";
	code =  toggle_quest(0,1);
		set_flag(0,3,1);
		reward_give(445); 
 break;
 
 begintalknode 7;
	state = 2;
	nextstate = -1;
	condition = get_flag(0,3) == 1 && get_flag(0,12) == 0;
	question = "So there is nothing you can do to help us?";
	text1 = "_Well... Of course there are the warehouses, but I doubt there is anything of use for you in there. Feel free to go through warehouse B, though._";

 begintalknode 8;
	state = 2;
	condition = get_flag(0,12) == 0;
	nextstate = -1;
	question = "What can you tell me of this area?";
	text1 = "Faerengrove is a peaceful place. In all my years as commander of this fort, I've never seen anything dangerous. Apart from a few carnivorous animals._ He suddenly seems to remember something. _Oh, and a handful of goblins every now and then._";

 begintalknode 9;
	state = 2;
	nextstate = -1;
	condition = get_flag(0,12) == 0;
	question = "Where can we buy some supplies?";
	text1 = "_Well, the fort has an alchemist of its own. He can be found northwest of my office and if you want to buy some food then you might want to visit our kitchen; I'm not sure if we can spare any food, though._";

 begintalknode 11;
	state = 2;
	nextstate = -1;
	condition = species_in_party(3) > 0 && get_flag(0,12) == 0;
	question = "Is there something wrong with us?";
	text1 = "_No, well yes. I'm sorry I've just never seen a lizard that big walk on two feet before. Sorry, is it alright to call you a lizard? Why don't we just forget I said anything._";

 begintalknode 12;
	state = 2;
	nextstate = -1;
	condition = has_special_item(1) && get_flag(1,22) == 0;
	question = "Captain Yarling sends you a letter.";
	text1 = "Griffith seems surprised. _She does? That's odd._ He takes the letter and reads it. _So they're having troubles too. Tell her I cannot spare any men._ Griffith puts the letter down and returns to his work.";
	code = take_special_item(1);
	       set_flag(1,22,1);
 break;

 begintalknode 13;
	state = 2;
	nextstate = -1;
	condition = get_flag(3,10) == 1;
	question = "The goblins shouldn't be a problem anymore.";
	text1 = "Griffith is thrilled at first, but when you tell him about the black altar, he returns to his usual worried state. _I've never heard anything like that. What could cause this is beyond me. But perhaps Benedict knows something._";
	text2 = "_You should tell him everything you've seen in those caves._ You mention something about a reward. Griffith shifts uncomfortably. _Well, I didn't think you could do anything so..._ He suddenly brightens up. _Wait! I do have something._";
	text3 = "Griffith reaches for his desk, and from a drawer he pulls out a bag, which he hands over to you. _Take them. They're gemstones I was going to save up for my retirement, but you've earned them. Now, go see Benedict._";
	action = SET_SDF 3 10 2;
	code = toggle_quest(0,0);
		award_party_xp(120,30);
		reward_give(203);
		reward_give(203);
		reward_give(203);
		reward_give(203);
		reward_give(203);
		reward_give(204);
		reward_give(204);
		reward_give(205);
 break;

 begintalknode 14;
	state = 2;
	nextstate = -1;
	condition = get_flag(17,17) >= 2 && get_flag(17,9) == 1;
	question = "Our work here is done and we'll be reporting to our supervisors.";
	text1 = "_Yes wonderful! I imagine everything is in order. Erm... you wouldn't mind, putting in a good word for me in the... never mind. Let's be honest I messed everything up. Those caravans, the people, their dead because of my incompetence._";
	text2 = "_I'll resign myself, if the military will allow me. Good bye my friends._";
	action = END_TALK;

 begintalknode 15;
	state = 2;
	nextstate = 5;
	condition = has_special_item(5) && get_flag(0,12) == 0;
	question = "See these papers Griffith? This means we can relieve you of your duties here if we wish so.";
	text1 = "Griffith hastily reads the papers. _But why would you? I mean, I didn't handle the goblins right I know. But please, I'm a good commander!_";

 begintalknode 16;
	state = 5;
	nextstate = -1;
	question = "A good commander would have handled the situation differently. You're fired!";
	text1 = "Griffith slump into his chair. _I, I suppose I deserved that and Trisha is a fine captain. She'll, she'll make a good commander._ He buries his face in his palms. You leave.";
	action = END_TALK;
	code = set_flag(0,12,1);
 break;

 begintalknode 17;
	state = 5;
	nextstate = -1;
	question = "We know you're a good commander Griffith. We were only joking.";
	text1 = "Griffith slump into his chair. _Why would you make fun of thing like that? I almost had a heart attack._";
	action = END_TALK;

	///***Benedict***///

 begintalknode 20;
	state = 20;
	nextstate = 21;
	condition = 1;
	question = "Benedict";
	text1 = "A mage is quickly moving around this room. He has various lab equipment scattered across the tables. He is probably making potions, but it is difficult to tell. You tap on his shoulder to get his attention.";
	text2 = "_Ah yes! The adventures. I am Benedict the sage of Fort Laramie._";
	text5 = "Benedict is still busying himself with his potions. You tap him on the shoulder.";
	action = INTRO;

 begintalknode 21;
	state = 21;
	nextstate = -1;
	question = "What are you making?";
	text1 = "_Oh, nothing special: healing potions, strength potions and so forth. I am trying to find a way to make the potions more effective though._ He sighs. _No such luck so far._"; 

 begintalknode 22;
	state = 21;
	nextstate = 22;
	question = "Says on the sign next to your door that you're an alchemist.";
	text1 = "_Alchemist, herbalist, sage, healer, wizard, whatever that requires some sort of knowledge. I'm the man you want to visit in this fort._";

 begintalknode 23;
	state = 22;
	nextstate = -1;
	question = "Do you have some potions or herbs for sale then?";
	text1 = "You finish shopping.";
	code = begin_shop_mode("Potions by Benedict","The potions of Benedict seem quite ordinary. He doesn't even seem to care about making the more complex ones.",0,3,-1); 
 break;

 begintalknode 24;
	state = 21;
	nextstate = -1;
	question = "So you're a sage? Can you identify my equipment?";
	text1 = "_For a small price, yes. I will require a small fee, since you are interrupting my work.";
	action = ID 18;

 begintalknode 25;
	state = 22;
	nextstate = -1;
	question = "Do you have any spells you could teach us?";
	text1 = "_I'm not a teacher and besides I doubt I could teach you anything. Aren't you adventures always incredibly talented spellcasters? Always finding ancient tomes and so forth?_";

 begintalknode 26;
	state = 22;
	nextstate = -1;
	question = "You are a healer?";
	text1 = "_Well, no. Not exactly, but I do heal every wounded soldier that is brought to me. I don't heal for money, however, if that's what you mean._";

 begintalknode 27;
	state = 22;
	nextstate = 21;
	question = "That's a wide range of skills but we don't need any of them right now.";
	text1 = "_That's okay. I wasn't trying to make any money. Now is there anything else?_";

 begintalknode 28;
	state = 21;
	nextstate = -1;
	condition = get_flag(0,10) == 1;
	question = "Sorry about the cauldron.";
	text1 = "_Why is it, that you adventurers always have to poke your noses where they don't belong?_ Benedict picks up a piece of his broken cauldron and sighs. _And I just bought that cauldron last month!_";

 begintalknode 29;
	state = 21;
	nextstate = -1;
	condition = has_special_item(2) == 1;
	question = "We've seen something strange in the goblin caves.";
	text1 = "You tell Benedict everything about the goblin caves. When you've finished, he looks puzzled and for some reason, annoyed. _Now, why would I know anything about any of those things. Strong goblins and weird altars! I'm just an alchemist for gods' sake!_";
	text2 = "Benedict sighs. _Well, let me see that amulet._ Benedict inspects it briefly then returns it to you. _You might want to show that amulet to Bearworth. He's the wizard of Faerengrove. You can probably find him in Grimson._";

	///***Trisha***///

 begintalknode 30;
	state = -1;
	nextstate = 31;
	question = "Captain";
	text1 = "You meet the captain of Fort Laramie. She is in her thirties, quite strongly built and looks very frustrated. She is currently gazing at the horizon, keeping a watch for something.";
	text2 = "_What do you want?_ She says in a not-so-friendly way. Her voice is hard and bitter.";
	text5 = "_So you're back._";
	action = INTRO;

 begintalknode 37;
	state = 31;
	nextstate = 32;
	condition = get_flag(0,4) == 0;
	question = "Someone's in a bad mood.";
	text1 = "She immediately turns at you with squinted eyes and an angry expression all around. _Why, is it me? Could it be that I'm in a foul mood?! Oh my, have I offended the strangers, by being rude?_";
	text2 = "_Well you'd be angry too, if you were stuck in this fort, while there are GOBLINS roaming free!_";
	text3 = "_We've talked about that already. It's the goblins._";
	action = DEP_ON_SDF 0 11 0;
	
	
 begintalknode 32;
	state = 32;
	nextstate = 33;
	question = "There are goblins here?";
	text1 = "_Of all the creatures in the world. Yes, goblins. You've entered the only fort in the world that is being under siege by goblins. It's unbearable. They destroy one patrol and suddenly we need to stay inside and not hunt the vermin down!_";
	text2 = "Suddenly she seems to realize something. _Er, I mean, nothing! Forget it!_";

 begintalknode 33;
	state = 32;
	nextstate = -1;
	condition = get_flag(0,3) == 0;
	question = "Why not simply find the goblins' lair and kill them?";
	text1 = "_Yes, Why not? Go and ask our 'brave' commander that._";	

 begintalknode 34;
	state = 32;
	nextstate = 34;
	condition = get_flag(0,3) == 1;
	question = "If your men were killed by goblins, maybe it's best to stay here.";
	text1 = "_How do you know about that? I never mentioned the patrol._ You explain to her that you've talked to Commander Griffith. _But why did the commander tell you all this. Aren't you just regular wanderers?_";

 begintalknode 35;
	state = 31;
	nextstate = -1;
	question = "Anything interesting happening?";
	text1 = "She rolls her eyes and ignores you.";
	text3 = "_Apart from the goblins, nothing. This is, was a peaceful place before the goblins. A soldier could get pretty bored here._";
	action = DEP_ON_SDF 0 4 0;

 begintalknode 36;
	state = 31;
	nextstate = -1;
	question = "So, you're the captain?";
	text1 = "She takes a deep breath and, if possible, looks even more annoyed.";
	text3 = "_Yes, and as a captain I am deeply disappointed in the current leadership of this fort._ She sighs. _Old Griffith just isn't cut out for fighting. A shame really, he isn't a bad commander. He just isn't used to fighting._";
	text4 = "_He didn't even serve in the Avernum war. I'm really surprised that he has risen to the rank of commander._";
	action = DEP_ON_SDF 0 4 0;

 begintalknode 38;
	state = 33;
	nextstate = -1;
	condition = get_flag(0,3) == 0;
	question = "A patrol was wiped out by goblins?";
	text1 = "_No! Forget I said anything!_ She turns away from you. She was obviously not supposed to say anything about the patrol.";
	action = END_TALK;
	code = set_flag(0,11,2);
 break;

 begintalknode 39;
	state = 33;
	nextstate = 34;
	condition = get_flag(0,3) == 1;
	question = "Don't worry. we've talked to your commander and know about the patrol.";
	text1 = "She looks relieved at first but suddenly her face hardens up. _Why has the commander told you about the affair. I thought you were just common adventures._";

 begintalknode 40;
	state = 34;
	nextstate = -1;
	question = "We work for the Empire as a matter of fact.";
	text1 = "_The Empire? But why?_ You briefly explain the situation to her. She doesn't say anything for a while. _Damn! I've told Griffith several times that we should have sent soldiers with those caravans. To think that this has been going on for six months._";
	text2 = "_Forgive me my foul mood. I am Trisha, the captain of Fort Laramie. I hope you have volunteered to get rid of the goblins since we aren't allowed to._";
	code = set_flag(0,4,1);
 break;

  begintalknode 41;
	state = 31;
	nextstate = -1;
	condition = get_flag(0,4) == 1;
	question = "Someone's in a bad mood.";
	text1 = "_Well yes I am, but you have to admit things have been a bit tense around here._";

 begintalknode 42;
	state = 31;
	nextstate = -1;
	condition = get_flag(4,0) == 1;
	question = "What do you know about the goblins?";
	text1 = "Trisha thinks for a moment. _The goblins that live here are frail, they couldn't possibly have destroyed a patrol on their own. So my guess is they have help._";
	text2 = "_More specifically, gremlins. Gremlins fire those confusing rays that could turn a patrol on itself._ She shrugs. _Gremlins aren't very usual in Faerengrove though._";

	///***Carol***///

 begintalknode 50;
	state = -1;
	nextstate = 51;
	question = "Carol";
	text1 = "The owner of the inn is a spirited middle-aged woman. Although she doesn't have that many customers, she is busying herself quite nicely. When she sees you, she turns her attention on you.";
	text2 = "_So you finally got up strangers. Did you sleep tight? So, is there anything  I can get for you?_";
	text5 = "Carol is currently cleaning a desk and collecting mugs and plates.";
	action = INTRO;

 begintalknode 51;
	state = 51;
	nextstate = 52;
	question = "What services you provide?";
	text1 = "_Nothing special, beer, some food and of course a room to spend the night in. But as you already have my only free bed, I can't really offer that._";

 begintalknode 52;
	state = 52;
	nextstate = -1;
	question = "A round of beer, please. (8 gold)";
	text1 = "You taste the beer. It's not particularly good, but considering the beer you've tasted in your times, it could also be a lot worse.";
	text2 = "_Will that be all?_";
	action = PAY -1 -1 -1 8;

 begintalknode 53;
	state = 52;
	nextstate = -1;
	question = "What do you have to eat?";
	text1 = "_Will that be all?_";
	code = begin_shop_mode("Food at the Inn","The prices on these goods seem as ridiculous as the price on beer. Apparently Carol needs to keep the prices high so she can make a living, or she could be very greedy.",1,5,6);
 break;

 begintalknode 54;
	state = 52;
	nextstate = 53;
	condition = get_flag(0,5) == 0;
	question = "This inn only has one room?";
	text1 = "_That's right and the one room is hardly ever used. We don't get many visitors in Faerengrove. So, new faces are kind of rare._ Carol pauses for a while to wipe the counter. _Mostly soldiers travel here._";
	text2 = "_Don't worry about the bill on the room, by the way. For some reason Commander Griffith wanted to cover for your bill._ Carol raises an eyebrow. _Are you on a secret mission?_";

 begintalknode 55;
	state = 53;
	nextstate = -1;
	question = "Yes. Very secret.";
	text1 = "Carol gives you a thoughtful look. _Ah! I understand._ She taps her nose. _You can't divulge anything. Well, don't let me keep you then. I'm sure you're very busy._";
	action = END_TALK;
	code = set_flag(0,5,1);
 break;

 begintalknode 56;
	state = 53;
	nextstate = 51;
	question = "Well not that secret, but.";
	text1 = "_That means you can tell me something, right?_ You answer Carol's questions about your mission. She gets bored halfway. You never got the chance to tell her about the caravans. Maybe it's for the best.";
	action = END_TALK;
	code = set_flag(0,5,1);
 break;

 begintalknode 57;
	state = 53;
	nextstate = 51;
	question = "There's nothing secret about it. Apparently you people have had troubles sending iron to the Empire.";
	text1 = "Carol is surprised. _What do you mean? The caravans have left on time._ You tell her what you saw on your way here, the destroyed caravans, goblin tracks, all of it. Carol is clearly shocked about the news.";
	text2 = "_But, how? I mean, oh my god! Ilian was on one of those caravans. And 
Flora!_ The news hit her hard. You decide not to bother her with further questions for the time being.";
	action = END_TALK;
	code = set_flag(0,5,1);
 break;

 begintalknode 58;
	state = 51;
	nextstate = -1;
	question = "Any rumors, you could tell?";
	text1 = "Carol laughs out a bit. _Oh, nothing interesting has ever happened here, for as long as I can remember._ She obviously knows nothing of the caravans.";
	text2 = "Her face suddenly hardens. _Well there is this, for some reason we haven't been allowed to leave the fort. Not that I have any business outside, but Harold here (she motions at the man sitting at the table) is here against his will._";
	text3 = "Carol shakes her head. _No, you seem to know more about the issues of Faerengrove than I. Those poor unfortunate people.";
	action = DEP_ON_SDF 0 5 0;

 begintalknode 59;
	state = 51;
	nextstate = -1;
	question = "How's business?";
	text1 = "_Oh slow, very very slow. I don't get many visitors and the soldiers don't usually buy anything. They got their own canteen, you see._";

	///***Harold***///

 begintalknode 60;
	state = -1;
	nextstate = 61;
	question = "Harold";
	text1 = "An unclean man in his forties is sitting at the table in the inn. He constantly looks around him and occasionally takes a swig from his mug. Seeing you approach he spits to the ground and nods.";
	text2 = "_I'm Harold, what do yeh want?_";
	text5 = "Harold spits. _Well look'e here the adventures have returned._";
	action = INTRO;

 begintalknode 61;
	state = 61;
	nextstate = 62;
	question = "What do you do around here?";
	text1 = "Harold turns and spits. _Pah! I'm trying to get out of here, is what I'm doing. I should have been in Grimson last week. Those damnable soldiers won't let me out!";

 begintalknode 62;
	state = 62;
	nextstate = -1;
	question = "You should have left?";
	text1 = "_Well ye see, I'm sort of a traveler. Sort of because I only travel within Faerengrove. I have this schedule, spend a week in Fort Laramie, then a week in Grimson, then in Norton, then Sattle, then Fort Laramie again and so on._";
	text2 = "Harold hawks and spits. _Cursed soldiers! They won't even tell me why I can't leave. Bunch of Empire..._ Harold leaves the sentence at that, looks around quickly to see if anyone heard him, then he coughs loudly.";
	text3 = "_Erm, ye see, I do a bit odd jobs here and there to earn me living._";
	code = set_flag(0,6,1);
 break;

 begintalknode 63;
	state = 62;
	nextstate = -1;
	question = "Why won't the soldiers let you leave?";
	text1 = "Harold shrugs, and then spits. _I wouldn't know. But here's what I've been thinking._ Harold motions you to lean closer. He whispers, _I think they're off fighting something. There's fewer people here than usual._";
	text2 = "_Now don't go on asking me what they're fighting 'cause I don't know that. But It's probably something dangerous._ Harold spits and shifts back to his normal stance.";
 
 begintalknode 64;
	state = 62;
	nextstate = -1;
	condition = get_flag(0,6) == 1;
	question = "You don't like the Empire?";
	text1 = "_No, no! You misunderstood me. Why the Empire is the greatest thing that has ever happened to our fair valley, so let us not talk about that anymore._";

 begintalknode 65;
	state = 62;
	nextstate = 63;
	condition = get_flag(0,7) == 0;
	question = "Where is Grimson?";
	text1 = "_Ye happen to be in luck strangers. Ye see, I happen to have a map of this entire region and I'll be willing to sell it to ye for a fair price of 20 gold._";

 begintalknode 66;
	state = 63;
	nextstate = 62;
	condition = coins_amount() >= 20;
	question = "That doesn't sound like a fair price, I'll take it anyway (Pay 20 gold)";
	text1 = "Harold eagerly pockets your money and hands you a map. _Pleasure doing business with ya._";
	action = END_TALK;
	code = reward_give(459);
		change_coins(-20);
 break;

 begintalknode 67;
	state = 63;
	nextstate = 62;
	question = "Forget it, that's too expensive.";
	text1 = "_Suit yerself. But if ye want a map I'm yer man._";
	action = END_TALK;

	///***The Gate Guard***///
	
 begintalknode 70;
	state = -1;
	nextstate = 71;
	question = "Guard";
	text1 = "A sturdy soldier is pacing back and forth inside this building. There is a wheel which is used to open the gate. The soldier spots you. _Hi, I'm Rick I guard this wheel._ He points at the wheel in the corner. _It opens the gate you see._";
	text5 = "Rick is still here.";
	action = INTRO;

 begintalknode 71;
	state = 71;
	nextstate = -1;
	condition = has_item(445);
	question = "I've got a permission, let me pass! (show him the permission)";
	text1 = "Rick snatches the paper from your hands and begins to read it. After some time he says. _Um... okay. Everything's in order, I think._ Rick walks to the wheel and turns it. _Be seeing you, I suppose._";
	code =  set_terrain(24,4,68);
		play_sound(99);
		take_item(445);
 break;
	action = END_TALK;

 begintalknode 72;
	state = 71;
	nextstate = 72;
	question = "Could you open the gate for me?";
	text1 = "Rick shakes his head. _Oh! No no no no, I am not allowed to do that. Only people with permission can leave the fort._";

 begintalknode 73;
	state = 72;
	nextstate = -1;
	question = "Where can I get a permission then?";
	text1 = "_I don't know. No-one's ever got a permission. I suppose you should see the commander. Of course,(he chuckles) you could always jump off an archer platform. Oh, but we wouldn't let you back in then._";

	///***The Chef***///

 begintalknode 80;
	state = 80;
	nextstate = 81;
	question = "Cookie";
	text1 = "The cook of the fort is a sturdy man with thin moustache. He doesn't have much to work with in the kitchen, but he is still pacing back and forth. He is currently ignoring you.";
	text5 = "_By the gods! You've returned!_ He doesn't seem happy about the happy fact that you have.";
	action = INTRO;

 begintalknode 81;
	state = 81;
	nextstate = 82;
	question = "Could I speak to you for a second?";
	text1 = "_Please do not bother me. I am working hard in order to feed the masses._";

 begintalknode 82;
	state = 82;
	nextstate = -1;
	question = "So you are the cook of the fort?";
	text1 = "The cook stops for a moment, breaths heavily and turns to you. _I am no mere cook I assure you. If you've ever tasted my delicacies you certainly wouldn't say that. I am a chef, you remember that._ He sniffs the air loudly and continues his work.";
	code = set_name(25,"Chef");
 break;

 begintalknode 83;
	state = 81;
	nextstate = -1;
	question = "Can I get something to eat?";
	text1 = "_No, not right now. Normally I would be happy to make you a little something but currently we are low on foodstuffs._ He turns around and mumbles to himself. _When is that cursed shipment coming._";


	///***Others***///

 begintalknode 90;
	state = -1;
	nextstate = -1;
	question = "Soldier";
	text1 = "You meet a soldier of Fort Laramie. He is no different from any other soldier of the Empire you've met so far when it comes to his equipment. He looks concerned though. You chat with him for a while about Faerengrove and such.";
	text2 = "When it comes to speaking of the fort, the soldier suddenly seems hesitant to talk. You get a few short answers but learn nothing of the situation of the fort.";
	text3 = "Word has apparently gotten out that you're helping Griffith. This soldier eagerly speaks with you. Though he hasn't been able to fight the goblins for a while, he mentions one thing of interest.";
	text4 = "He say you should seek out Captain Trisha, who is guarding one of the platforms.";
	action = DEP_ON_SDF 0 3 0;

 begintalknode 10;
	state = 10;
	nextstate = -1;
	question = "Players";
	text1 = "These two soldiers are currently engaged in a very popular board game. It is difficult to say which one is winning, but the game seems to be very intense. Needless to say they are too busy with the game to talk to you."; 

	///***The doggy***///
 
 begintalknode 99;
	state = 99;
	nextstate = 98;
	question = "Cute puppy";
	text1 = "A sporty little pup is running around in a pen the soldiers have built for it. It is the mascot of the fort. When it notices it has company it runs to the fence and jumps around, barking excitedly.";
	text3 = "_BARK!_";

 begintalknode 98;
	state = 98;
	nextstate = -1;
	question = "Leave";
	text1 = "You watch the puppy play around some and then leave.";
	action = END_TALK;

 begintalknode 97;
	state = 98;
	nextstate = -1;
	condition = has_item(7);
	question = "Throw a steak to the puppy";
	text1 = "The stake flies to the ground near the puppy. It happily snatches the steak and starts to hungrily tear it apart.";
	code = take_item(7); break;
	action = END_TALK;

 begintalknode 96;
	state = 98;
	nextstate = -1;
	question = "Good boy!(Pet the dog)";
	text1 = "The dog barks happily, thrilled with all the attention it's getting.";

