 begintalkscript;

 variables;
 	int i,j,k,r1,choice;

		///***Bastaricus***///

 begintalknode 1;
	state = -1;
	nextstate = 2;
	question = "Bastaricus";
	text1 = "A man, dressed in the clothes of an apprentice mage, is standing in this room. He is quite young and looks fatigued, as if he has recently gone through a hard physical exercise. _Hello there!_";

 begintalknode 2;
	state = 2;
	nextstate = 4;
	condition = get_flag(1,3) == 1;
	question = "Bearworth told me to speak to you.";
	text1 = "_Oh, he did? Well, I suppose I could spare some time. What do you want to know?_";
	code = set_flag(1,1,1);
 break;

 begintalknode 3;
	state = 2;
	nextstate = 3;
	question = "Who are you?";
	text1 = "_My name's Bastaricus. I'm a traveler like you. I arrived here a month ago and have been staying here for the time being._";

 begintalknode 4;
	state = 3;
	nextstate = -1;
	question = "What made you stay?";
	text1 = "Bastaricus smiles slightly. _Look, to tell you the truth, I'm really busy, and don't have time to answer your questions. Could we do this some other time?_ Before you can answer he turns around.";
	action = END_TALK;

 begintalknode 5;
	state = 4;
	nextstate = 5;
	question = "Bearworth said you know something about demons.";
	text1 = "_Well, yes. I was going to major on demonology, when I was studying magic. I guess I might know something. Exactly what do you want to know about demons?_";
	code = relocate_character(0,45,56);
	relocate_character(1,46,55);
		relocate_character(2,45,55);
		relocate_character(3,47,55);
 break;

 begintalknode 6;
	state = 5;
	nextstate = -1;
	question = "Is it possible for demons to alter a goblin so that it would be more powerful?";
	text1 = "Bastaricus looks dumbfounded. _Well, uh... Sure! I mean, you've seen priests enhance soldiers, right? Most demons are powerful spellcasters. So I guess they could easily make a goblin dangerous._";
	text2 = "_Not forever, mind you, but I've read that powerful magicians can give a normal man the strength of ten men. For a few hours or so._";

 begintalknode 7;
	state = 5;
	nextstate = -1;
	question = "What can you tell me about Kaejil Nyh'yltak?";
	text1 = "_The demon lord? I believe he was one of Grah'hoth's close allies. Hell is a hierarchic society and although not much is known about it, some believe that constant warfare is waged there._";
	text2 = "Bastaricus shrugs. _Whether that's true or not, Kaejil Nyh'yltak is one of the stronger haakais._";

 begintalknode 8;
	state = 5;
	nextstate = -1;
	question = "Why do you still wear the robes of an apprentice?";
	text1 = "Bastaricus give you an embarrassed smile. _Well-uh, I never finished my studies, so I am technically an apprentice. Why didn't I complete my studies, you might ask. Well the wizards found me most adept at wizarding._";
	text2 = "_Might I even say, a little too adept. I can't control magic. It just sort of, flows through me. That means that whenever I flinched, it was likely that I accidently casted a fire bolt._";
	text3 = "Bastaricus clears his throat. _Let's just say I accidently burned down quite a lot of the library, where I studied. After that I chose to leave. I don't want to learn how to cast the more powerful spells!_";
	text4 = "_At any rate, Bearworth told  me he could help me control the magic, we'll see._";

 begintalknode 9;
	state = -1;
	nextstate = 23;
	question = "Bastaricus";
	text1 = "Bastaricus is sitting under a tree. His face is buried in his hands. He looks up, as he hears you approach. He looks completely flabbergasted.";
	text2 = "_I... I..._";

 begintalknode 198;
	state = 23;
	nextstate = 24;
	question = "It could have happened to anyone, well not anyone, but.";
	text1 = "Bastaricus raises his hand. _That's okay, I mean. I just accidently killed a man, but somehow I feel he's not hurt. It's like he didn't die after all. Isn't that strange?_";

 begintalknode 199;
	state = 24;
	nextstate = -1;
	question = "No it's not, I think so too.";
	text1 = "Bastaricus manages a weak smile. _Yeah, guess he's gone to a better place._ He gets up to his feet. _Well, I'm going to a better place, that's for sure. I'm not going to stay here._";
	text2 = "Bastaricus slowly walks away, then after a while he starts to run.";
	action = END_TALK;
	code = erase_char(14);
break;


		///***Bearworth***///

 begintalknode 10;
	state = -1;
	nextstate = 11;
	question = "Bearworth";
	text1 = "An old man dressed in wizard's robe is standing in front of you. He has a long grey beard and is leaning to his staff. _Greetings! I am Bearworth._";
	text5 = "_You again, what else can I do for you?_";
	action = INTRO;

 begintalknode 11;
	state = 11;
	nextstate = 12;
	question = "What is your job?";
	text1 = "_I am a counselor, I advice the mayor and his colleagues in Faerengrove. Recently I've spent a lot of time here in Grimson. Times have been... harsh._";

 begintalknode 12;
	state = 12;
	nextstate = 13;
	question = "The mayor has needed a lot of help?";
	text1 = "The wizard clears his throat. _Well, not help, some advice. The mayor has been preoccupied lately. His wife recently passed away, so I have been helping him on lesser issues of the town._";

 begintalknode 13;
	state = 13;
	nextstate = -1;
	question = "What did she die of?";
	text1 = "_Mm... I'm not sure if I could speak about this. It might have been too much to mention she was dead. Let us not speak of this anymore.";

 begintalknode 14;
	state = 12;
	nextstate = 11;
	question = "Do you need a lot of magic in your work?";
	text1 = "Bearworth starts to laugh but ends up coughing. _No, I don't._ He clears his throat. _Come to think of it, I can't recall I've ever needed magic here. Hmm... But it was a long time ago when I first came here, and my memory is not what it used to be._";
	text2 = "He suddenly seems to be lost in his thoughts. You're not going to get any more information about the subject.";

 begintalknode 15;
	state = 11;
	nextstate = 14;
	question = "Can you teach me any spells?";
	text1 = "_Now, you know how strict the Empire is about the use of magic._ Bearworth grins. _Besides, I only learned the basic spells when I studied magic. But I could give you a few pointers in magery in general._";
	text2 = "_Assuming of course, you got what it takes to learn._";

 begintalknode 16;
	state = 14;
	nextstate = -1;
	question = "I do. Can you teach?";
	text1 = "Bearworth trains you in magery, you actually learn something useful.";
	text2 = "Bearworth shakes his head. _Sorry. You don't have what it takes to learn magery._";
	text3 = "_I already taught you all I know._";
	action = END_TALK;
	code =
		if (get_flag(40,0) == 0) {
			choice = run_select_a_pc(0);
			j = get_selected_pc();
		if ((get_stat_levels_bought(j,11) > 0 || get_stat_levels_bought(j,12) > 0) && (get_stat_levels_bought(j,2) > 9)) {
				alter_stat(j,25,1);
				remove_string(2);
				remove_string(3);
				set_flag(40,0,1);
				end();
}
			if (get_stat_levels_bought(j,11) == 0 && get_stat_levels_bought(j,2) <= 9) {
				remove_string(1);
				remove_string(3);
				end();
}
}
		if (get_flag(40,0) == 1) {
			remove_string(1);
			remove_string(2);
}
 break;

 begintalknode 17;
	state = 14;
	nextstate = 11;
	question = "No thanks.";
	text1 = "_Very well then. Is there some other way I could be of assistance._";

 begintalknode 18;
	state = 11;
	nextstate = -1;
	condition = ((has_special_item(2) == 1) && (get_flag(0,29) == 0));
	question = "What can you tell me about this amulet?";
	text1 = "Bearworth takes the amulet and studies it closely. _Where did you find this?_ There is a hint of concern in his voice. You explain to him about the goblins. He's more than concerned now, he's worried. _Well, I can't be sure._";
	text2 = "_My memory could be playing tricks on me, so maybe it's best we go check this. Follow me!_ Bearworth trots towards the door.";
	action = END_TALK; 
	code = set_flag(1,2,1);
		set_terrain(51,33,17);
		relocate_character(9,48,33);
		relocate_character(0,52,33);
		relocate_character(1,53,33);
		relocate_character(2,54,33);
		relocate_character(3,55,33);
		relocate_character(4,56,33);
		relocate_character(5,57,33);
 break;

 begintalknode 19;
	state = 13;
	nextstate = -1;
	question = "What else can you tell me about the mayor?";
	text1 = "_A nice enough young man, and I do mean young. His father is apparently an important man in the Empire._ Bearworth shrugs. _I've never heard of him, but at least he had the power to make his son Chief Empire Liaison for Faerengrove._";
	text2 = "_I admit, Faerengrove is a backwater, but as such it is easy to administer, and the mayor has a knack for administrating._";

 begintalknode 20;
	state = -1;
	nextstate = 11;
	question = "Bearworth";
	text1 = "Bearworth greets you quickly. _Whatever it is you whish to discuss with me, it should wait. Talk to the mayor._";
	text5 = "So you return. What else can I do for you?_";
	action = INTRO;

 begintalknode 21;
	state = 11;
	nextstate = 15;
	condition = has_special_item(9);
	question = "We found this ancient tome in the vampire's tower.";
	text1 = "Bearworth takes the tome and flips through it. _Most, interesting. I need some time to read through this. Luckily it's in a language I understand. Please wait here!_ Bearworth trots away. You remain where you are.";
	text2 = "It takes several hours for Bearworth to return. He smiles. _Most fortunate. You still have the amulet, you found on the goblin chief, right?_";
	text3 = "It takes several hours for Bearworth to return. _Very interesting indeed. The book contained many holy rituals used to strike down demons. One ritual was particularly fascinating._";
	text4 = "_Though I'd need a possession of a demon to try it out, and a demon._ Bearworth smiles. _How the vampire got the book has escaped me. I guess it doesn't matter._";
	code = change_spec_item(9,-1);
		set_ticks_forward(200);
		if ((has_special_item(2) == 0) && (get_flag(1,3) != 1))
			remove_string(2);
		else {
			remove_string(3);
			remove_string(4);
}

 break;

 begintalknode 22;
	state = 15;
	nextstate = 16;
	condition = has_special_item(2);
	question = "I have it right here. (Give the amulet to Bearworth.)";
	text1 = "_I found a powerful holy ritual within the tome. Wait here!_ Bearworth once again disappears somewhere, but eventually comes back. He has the amulet with him, though it seems different.";
	text2 = "_I'm not sure I did the ritual correctly, but it should harm the demon lord in some way if you bring it close to him._";
	code = change_spec_item(10,1);
		change_spec_item(2,-1);
		set_ticks_forward(100);
 break;

 begintalknode 23;
	state = 16;
	nextstate = -1;
	condition = get_flag(1,3) == 1;
	question = "Bearworth, we don't even know where the demon lord is!";
	text1 = "_We are in luck my friends. When you went out to slay the vampire. I was scrying Faerengrove, trying to see if I could locate the haakai. I did. The haakai has made himself a stronghold in the valley north of Norton._";
	text2 = "_But unfortunately, the demon lord has the main route there heavily guarded. I did manage to scry out an alternative route. You should go find a small hut in north-eastern Faerengrove. There you should find a passage to the valley._";
	action = SET_SDF 10 0 1;

 begintalknode 24;
	state = 16;
	nextstate = -1;
	condition = get_flag(1,3) == 1;
	question = "Thanks Bearworth! But what happened to the tome?";
	text1 = "_Oh! I went to the library to study it, but Skyle saw the book and wanted it for his library. Do not worry. The book is in good hands._";

 begintalknode 195;
	state = 11;
	nextstate = -1;
	condition = get_flag(17,17) >= 2 && get_flag(17,9) == 1;
	question = "We defeated the haakai!";
	text1 = "Bearworth smiles blissfully. _That is a great weight off my heart, my friends! You have done more than anyone could have imagined. You are truly heroes!_ Bearworth laughs of relief. When he's done he speaks to you.";
	text2 = "_Now you should return home. I'm sure the Empire will reward you greatly._";

 begintalknode 196;
	state = 15;
	nextstate = -1;
	condition = get_flag(1,3) == 0;
	question = "So if we had a possession of a demon the rituals would be useful?";
	text1 = "_Well, if we had a demon the rituals might be useful, but Mmmm... still all very fascinating, don't you think?_";
	action = SET_SDF 120 9 1;

 begintalknode 197;
	state = 11;
	nextstate = 15;
	condition = get_flag(120,9) == 1 && has_special_item(2) && get_flag(1,3) == 1;
	question = "Bearworth! The goblin amulet! Do you think it might be possession of the haakai?";
	text1 = "Bearworth shakes his finger at you mouth open. _Yes, it could be! You still have it right! You haven't lost it?_";
	

		///***Kenny***///

 begintalknode 25;
	state = -1;
	nextstate = 26;
	question = "Kenny";
	text1 = "A small soldier in ludicrously excessive armor is guarding the door to the mayor. It's a miracle he can move with so much armor on him, let alone breathe. The slit on his helmet is very small.";
	text2 = "Suddenly he speaks, or tries to at least. The helmet muffles his voice so that you can't make out a single word. _Mnmm. Mmm mmmnm mmmm?_ His helmet leans a bit closer as if waiting for a response.";
	text5 = "_Mmm mmm._";
	action = INTRO;

 begintalknode 26;
	state = 26;
	nextstate = 27;
	question = "I'm sorry, what did you say?";
	text1 = "_Mmm mmmnm mmmm?_ The words are incomprehensible, but you think that what the soldier said might have been a question. Of course you can't be certain.";

 begintalknode 27;
	state = 26;
	nextstate = -1;
	question = "Who are you?";
	text1 = "_Mm mnmm! Mmmm mmmnm mmmm._ Nothing. You understood nothing.";

 begintalknode 28;
	state = 27;
	nextstate = 26;
	question = "Yes?";
	text1 = "_Mmmn. Mmmm mmmmm mmmm._ He extends his arm and lifts his heavily armored palm right next to your nose. When you don't produce anything to his palm he pulls it back. _Mmm, mmmm._";
	code = set_flag(1,4,1);
 break;

 begintalknode 29;
	state = 27;
	nextstate = 26;
	question = "Er... No.";
	text1 = "_Mmn. Mmmm mmmnm._ Whatever the question was the soldier seems to be happy with the response.";
	code = set_flag(1,4,1);
 break;

 begintalknode 30;
	state = 26;
	nextstate = -1;
	condition = get_flag(1,4) > 0;
	question = "Say, do I know you from somewhere?";
	text1 = "His shoulders shift a little, you think it might have been a shrug. _Mmm mm, mmm. Mmm mmmm, mmmm mmm mmm mhmhmhmhm!_ His helmet bounces up and down as he chuckles. You can't shake the feeling that you've met this soldier before.";

 begintalknode 31;
	state = 26;
	nextstate = -1;
	condition = get_flag(1,5) == 1;
	question = "Your name wouldn't happened to be Kenny, would it?";
	text1 = "_Mmmm mmnm!_ His helmet tilts a bit, indicating a nod.";
	code = set_name(7,"Kenny");
 break;

 begintalknode 68;
	state = 26;
	nextstate = -1;
	condition = get_flag(202,1) == 3 && get_flag(7,3) > 0;
	question = "We've got important information regarding the vampire. You must let us see the mayor!";
	text1 = "_Mmm mm?_ The guard opens the door and mumbles something to the mayor. He then turns back to you and gestures you to enter the mayor's office.";
	action = SET_SDF 202 1 4;

		///***Stanley***///

 begintalknode 32;
	state = -1;
	nextstate = 32;
	question = "Stanley";
	text1 = "A small child is playing in the streets. He is skipping around and as he sees you he immediately runs to you. _Hi! I'm Stanley. What's your name? Oo! Oo! Can I hold that sword? Wanna see a trick?_ The word hyperactive comes to your mind.";
	text5 = "_Hi._";
	action = INTRO;

 begintalknode 33;
	state = 32;
	nextstate = -1;
	question = "Where are your parents?";
	text1 = "_Umm, I think daddy's working and mom's home. My daddy's a salesman, he'll get you everything you needs_";

 begintalknode 34;
	state = 32;
	nextstate = -1;
	question = "Do you have a lot of friends here?";
	text1 = "_Yeah! Sometimes I play with Cerbos or sometimes with Stewart's dog. Mommy says I can't get a dog of my own. Kenny's also my friend, he's really funny! He works in the town hall. Sometimes I play with Sally, but she's weird._";
	text3 = "_Yeah! Sometimes I play with Cerbos or sometimes with Jacob's dog. Mommy says I can't get a dog of my own. Sometimes I play with Sally, but she's weird. I wish Kenny wasn't dead he used to say the funniest things._";
	action = DEP_ON_SDF 1 1 1;
	code = set_flag(1,5,1);
 break;

 begintalknode 35;
	state = 32;
	nextstate = -1;
	question = "What's your trick?";
	text1 = "Stanley puts his palms together, presses his lips against his thumbs, takes a deep breath and produces a sound similar to a small whistle by blowing inside his hands. _Neat, huh?_";

 begintalknode 36;
	state = 32;
	nextstate = -1;
	condition = get_flag(1,1) == 2;
	question = "I'm sorry about Kenny.";
	text1 = "Stanley smiles vaguely. _Yeah, he was great, wasn't he. But WOW! Did you see the way he exploded? BOOM!_ He doesn't seem that shocked about Kenny's death.";
	

		///***Skyle***///

 begintalknode 37;
	state = -1;
	nextstate = 38;
	question = "Skyle";
	text1 = "The librarian is a sixty-year-old man, dressed in white robes. He is walking from shelf to shelf apparently inspecting the various books and scrolls with squinted eyes. It would appear that he has not noticed you.";
	text5 = "_Mmm. Must examine the books._";
	action = INTRO;

 begintalknode 38;
	state = 38;
	nextstate = -1;
	question = "(Leave the man to his books.)";
	text1 = "You continue your journey, bothering the librarian no more.";
	action = END_TALK;

 begintalknode 39;
	state = 38;
	nextstate = 39;
	question = "This is an impressive library.";
	text1 = "The old man seems flattered by your remark. _Oh, please! This is but a small oasis of knowledge compared to the bastions of literature I've seen._ He sighs contentedly. _Precious books._";

 begintalknode 40;
	state = 39;
	nextstate = -1;
	question = "Where did you get all these books?";
	text1 = "_The acquiring of each book is its own story. I could spend the whole day reminiscing about each book seperately._ The old man produces another sigh. _Precious memories of precious, precious books._";
	text2 = "_Mostly, I get the books from caravans that come here. The caravan drivers know of my fondness for books. I also pay five gold for every book that is brought to me. One man in particular has brought me several books. Harold is his name I believe._";

 begintalknode 41;
	state = 39;
	nextstate = -1;
	question = "What libraries have you seen?";
	text1 = "_Many, many fine libraries. I've visited every library on Valorim. In my travels, an idea suddenly struck me, a dream. A dream to own the world's largest library. No book would be banned in my library, no scroll would be too petty._";
	text2 = "_And every book would be looked after as if they were my children. Precious, precious books. But some people, they don't want me to gather every book, oh no! They say I can't have magic books in my library, because I am not a wizard._";
	text3 = "_Oh, it makes me sad, just thinking about those books I can't have. Oh, it's so terribly sad._";

 begintalknode 42;
	state = 38;
	nextstate = -1;
	question = "Are you the librarian?";
	text1 = "_Why yes I am. Skyle's my name and I am very busy. Feel free to browse through the books, just don't mistreat them!";

 begintalknode 43;
	state = 38;
	nextstate = -1;
	question = "Can I borrow some books?";
	text1 = "A horrified look appears on his face. _No, of course not! How would I know you'd return them, and you could rip the pages. Some of these books are very delicate. I have a reading room out back, if you want to take some time examining the books._";

 begintalknode 44;
	state = 38;
	nextstate = -1;
	condition = get_flag(1,1) == 2;
	question = "Shame about Kenny. What was he even doing here?";
	text1 = "_Curse that mumbling man! Exploding near my books. He could have damaged something. What? Oh, he was looking for you as a matter of fact. The mayor wants to see you._";

		///***Kate***///

 begintalknode 45;
	state = -1;
	nextstate = 46;
	question = "Kate";
	text1 = "You have stumbled on a sculptress at work. She is currently working on a statue of a wolf. She looks bored, but in a way content. _Come in, please! The door's open. My name is Kate, how are you doing?_";
	text5 = "Kate is still sculpting, you wonder if she ever sleeps.";
	text6 = "Kate is busy sculpting a statue of Ossso. You try to have a word with her, but you doubt she even heard you come in. You leave.";
	action = INTRO;
	code = if (get_flag(1,16) == 5)
			remove_string(5);
		else
			remove_string(6);
 break;

 begintalknode 46;
	state = 46;
	nextstate = -1;
	condition = get_flag(1,10) == 0;
	question = "But the door was locked!";
	text1 = "She stops hammering for a while and looks sharply at you. _Sarcasm's an unfamiliar term to you? The door was locked for a reason. I don't need people bothering me!_";
	code = set_flag(1,10,1);
 break;

 begintalknode 47;
	state = 46;
	nextstate = -1;
	condition = get_flag(1,16) != 5;
	question = "That's a nice looking wolf there.";
	text1 = "_It is a WORG!_ She quickly calms down and inspects her work. _Well, it's not finished yet. I guess it might look like a wolf. I should work on the muzzle!_";

 begintalknode 48;
	state = 46;
	nextstate = 47;
	condition = get_flag(1,16) != 5;
	question = "Does a sculptress make a lot of money in Faerengrove?";
	text1 = "_I'm not trying to get rich, sculpting's my calling. My goal is to create marvelous statues of extraordinary beasts, and of people of great prestige, or possibly statues of infamous criminals._";
	text2 = "_Alas, I cannot create those magnificent statues here in Faerengrove. By the gods, this is such a backwater! We don't have extraordinary beasts, and certainly not people of prestige._";
	text3 = "_If I could only carve something special, something wild and primitive, something... not Faerengrove._ She sighs and returns to her sculpting.";
	code = toggle_quest(1,1);
 break;

 begintalknode 49;
	state = 47;
	nextstate = -1;
	question = "Why don't you just leave Faerengrove?";
	text1 = "_I can't. I don't have any money._ Realization suddenly dawns to her. _What are you people still doing in my home? Get out!_";
	action = END_TALK;

 begintalknode 50;
	state = 47;
	nextstate = -1;
	condition = species_in_party(2) > 0;
	question = "Is a nephilim exotic enough?";
	text1 = "_Don't be ridiculous! I've seen several nephilim, and no-one would want to see a statue of those miserable, ragged cats. No offense meant, of course._";

 begintalknode 51;
	state = 47;
	nextstate = 48;
	condition = species_in_party(3) > 0;
	question = "Would a fierce slithzerikai be exotic enough?";
	text1 = "She seems to take a good look at your party for the first time. She examines the slith in your party closely. _Yes, that could work. If we lose that armor you're wearing, get a primitive spear. Yes! Excellent!_";
	text2 = "_What I need from now, is to take a menacing pose and stand right over there, for the next month, or so._";

 begintalknode 52;
	state = 48;
	nextstate = -1;
	question = "We don't have time for that!";
	text1 = "_Then why get my hopes up like that?_ Suddenly she looks to be in the brink of tears. _Get out of my home!_";
	action = END_TALK;

 begintalknode 53;
	state = 47;
	nextstate = -1;
	condition = get_flag(1,16) == 1;
	question = "Why not sculpt Cerbos, the gremlin?";
	text1 = "_Gremlins aren't exactly picturesque._ She sighs. _Besides, I've tried getting that stupid creature here to model for me, but I can't keep him still. Doesn't matter though. No-one wants a gremlin statue._";

 begintalknode 54;
	state = 46;
	nextstate = -1;
	condition = character_in_party(999) > 0;
	question = "Say, perhaps you'd like to sculpt a statue of Ossso.";
	text1 = "Kate turns around and as she sees Ossso, she drops her mallet and her mouth drops open. She points a finger at Ossso. _Would he? I, I mean, does he want to model?_";
	text2 = "_I mean, everyone would like a statue of a fierce lizard, no offense meant. It would bring me fame! And I suppose some money too._ Ossso seems interested about the money though.";
	text3 = "_Perhapsss thiss money would help me buy a ssafe ride closser to my home. I would like to remain here and, model._ Kate is excited, Ossso seems happy, so why not. You say goodbye to Ossso and move on.";
	action = END_TALK;
	code = toggle_quest(1,0);
		remove_char_from_party(999);
		award_party_xp(100,30);
		set_terrain(22,17,0);
		set_terrain(22,19,126);
		set_terrain(22,20,246);
		activate_hidden_group(2);
		set_character_pose(40,2);
		set_flag(1,16,5);
 break;
		///***Lincoln***///

 begintalknode 55;
	state = -1;
	nextstate = 56;
	question = "Lincoln";
	text1 = "The innkeeper is a burly man with thick facial hair. He is slowly walking around his inn, occasionally shouting something at the gremlin. He gives you a quick nod. _Newcomers, eh? Welcome to the Prancing Gremlin. I'm Lincoln, the owner._";
	text2 = "_Over there's the prancing gremlin. Hey Cerboy! Do a little dance!_ He watches the gremlin dance around a bit and then turns back to you. _That's enough Cerboy. It gets paid every time it does that. What can I get you?_";
	text5 = "Lincoln shouts at Cerbos. _Cerboy would it kill you if you smiled to the customers once in a while, on second thoughts don't smile._";
	action = INTRO;

 begintalknode 56;
	state = 56;
	nextstate = 57;
	question = "What services do you offer?";
	text1 = "_For five gold, you get ale. Twenty gold, you get a good night's sleep and thirty gold, you get to taste some of Cerboy's special wine, and that my friend is classy stuff._";

 begintalknode 57;
	state = 57;
	nextstate = -1;
	question = "Some ale, please. (5 gold)";
	text1 = "The ale lacks taste, in fact it tastes a lot like water, and as far as your concerned, it is water. Lincoln notices your expression. _Now don't think too hardly of me. If you drink enough of my ale, you'll get drunk just the same. Who needs taste right?";
	text3 = "_Ho-ho! That's rich! You don't have five gold?_";
	action = PAY -1 -1 -1 5;

 begintalknode 58;
	state = 57;
	nextstate = -1;
	question = "Some of that wine then. (30 gold)";
	text1 = "Not surprisingly, 'Cerboy's' wine is gremlin wine. It immediately kicks in, even after a few sips. You feel very woozy. Lincoln laughs. _Good stuff, eh?_";
	action = PAY -1 -1 -1 30;
	code = set_party_status(28,20,FALSE);
	       set_party_status(2,20,FALSE);
	       set_party_status(5,20,FALSE);
 break;

 begintalknode 59;
	state = 57;
	nextstate = -1;
	question = "A room would be nice. (20 gold)";
	text1 = "_A room it is then._ Lincoln takes your money and leads you to a room. You fall down to your beds and doze off. After a few hours you are revived and ready to continue your journey.";
	text3 = "_Sorry friend. That's twenty gold, I can't be giving rooms to people for free. I'm trying to run an inn here. Come back when you have the money._";
	action = INN 20 16 20;

 begintalknode 60;
	state = 57;
	nextstate = -1;
	question = "I don't need anything, thank you.";
	text1 = "_Well then, I guess this conversation is over._";
	action = END_TALK;

 begintalknode 61;
	state = 56;
	nextstate = 58;
	question = "How did that gremlin come to work here?";
	text1 = "_Old Cerboy? He just showed up one day. Guess he must have snuck past some patrols to get to the town safely. There I was, just stepped out of the inn, on my way home when suddenly I heard someone say: 'You own this inn? Could Cerbos get a job?'_";
	text2 = "_I looked down and saw a gremlin's head sticking out of a bush. I nearly had stroke right there and was about to kick the damn critter right in the face, but then I saw its little eyes, all open and begging, so I said: 'What the hell, sure!'_";
	text3 = "_'I think we can work something out.' From that day on, that little devil's been cleaning my tables and serving my drinks and let's not forget that wine it's been making. Good profit there._";

 begintalknode 62;
	state = 58;
	nextstate = -1;
	question = "But where did he come from? Are there a lot of gremlins in this area?";
	text1 = "_Now I've heard, that there's been gremlins here from time to time, but they've never given me any trouble. And as for old Cerboy, I don't really care where it came from or why. It works for me now, that's all I'm interested in._";

 begintalknode 63;
	state = 58;
	nextstate = -1;
	question = "You let him make wine?";
	text1 = "_Of course I do! That's good stuff! People all the way from Sattle come here to drink my wine. Once the word gets out, I'm sure we'll be getting people outside Faerengrove to come here._";
	text2 = "_It does have downside to it though. Once a week Cerboy goes out on its little hunting trip, to gather all the ingredients needed for the wine. That damn gremlin won't tell anyone what the ingredients are._";
	text3 = "_I could hire someone to gather them for it, but no!_";

 begintalknode 64;
	state = 56;
	nextstate = 59;
	condition = get_flag(1,6) == 0;
	question = "Do you have any rumors?";
	text1 = "Lincoln grins. _As a matter of fact I do, but considering that the information in my possession could be hazardous to my health, if a certain member of the city guard would find out I'm divulging such information._";
	text2 = "_I'm going to have to require a certain payment, say ten gold, for that little rumor._";

 begintalknode 65;
	state = 59;
	nextstate = 60;
	condition = get_flag(1,6) == 0;
	question = "Sure. (pay 10 gold)";
	text1 = "He eagerly takes your money. _All right. You know about the undead around Grimson right, well there hard to miss if you head further north. Anyway what's creating the undead is a vampire. He lives in a tower north-west from here._";
	text2 = "_Now the reason I know there's a vampire up there, is because it's been there for some time now. Nothing's been done about the matter however, why? Because up until now it has been peaceful. But suddenly it started sending zombies and skeletons at us._";
	text3 = "_I don't know why, but give me another 10 gold and I'll tell you a rumor concerning Mayor Lyrth and the undead._";
	text5 = "You don't have enough money.";
	code = pay_coins(10);
 break;
	code = if (pay_coins(10) == 0) {
			remove_string(1);
			remove_string(2);
			remove_string(3);
 }
		else remove_string(5);

		set_flag(1,6,1);
 break;

 begintalknode 66;
	state = 59;
	nextstate = 56;
	condition = get_flag(1,6) == 1;
	question = "Tell me. (10 gold)";
	text1 = "_Well the mayor himself has nothing to do with the vampire, but when the attacks first began, Lady Lyrth was enjoying the wilderness all by herself and..._ Lincoln slams his palm at the counter.";
	text2 = "_The mayor's been horribly depressed ever since. The city militia tried to destroy the vampire, naturally, but were forced to retreat. That's all I know about the matter._";
	text3 = "_Sorry friend, you don't have enough money for the rest of rumor._";
	action = PAY 1 6 2 10;

 begintalknode 67;
	state = 59;
	nextstate = -1;
	question = "Forget it!";
	text1 = "_Then please, stop wasting my time._";
	action = END_TALK;

		///***Cerbos***///

 begintalknode 69;
	state = -1;
	nextstate = 70;
	question = "Cerbos";
	text1 = "Surprisingly, there is a gremlin inside the Prancing Gremlin. What's even more odd, the gremlin doesn't seem hostile at all, in fact it's picking up glasses and cleaning desks.";
	text2 = "It glances up to you, aware of your staring. _Welcome sirs or ladies to Prancing Gremlin. Cerebos is your humble waiter. Tell Cerbos if you want something and Cerbos will get it for you._";
	text5 = "_Anything Cerbos can get for you?_";
	action = INTRO;
	code = if (get_flag(1,16) != 5)
			 set_flag(1,16,1);
 break;

 begintalknode 70;
	state = 70;
	nextstate = 71;
	question = "What is a gremlin doing here with humans?";
	text1 = "The gremlin blinks. _Cerbos works here._";

 begintalknode 71;
	state = 71;
	nextstate = 72;
	question = "What I meant was, WHY are you here. Why aren't you with other gremlins?";
	text1 = "_Cerbos doesn't like other gremlins. They are too violent and malicious for Cerbos' taste. Also they think Cerbos is retarded. Which Cerbos is not._ He adds proudly.";
	text2 = "_Cerbos doesn't like eating humans. Humans have done Cerbos no harm. Other than tried to kill Cerbos whenever they see Cerbos. Here Cerbos can have some peace and quiet._";

 begintalknode 72;
	state = 72;
	nextstate = -1;
	question = "The others think you're retarded? Why?";
	text1 = "_Mainly because Cerbos think differently than them. Also a bear once bit Cerbos in the head. Others thought it affected Cerbos' brain._ Cerbos shrugs. _Cerbos doesn't think so._";

 begintalknode 73;
	state = 72;
	nextstate = -1;
	question = "Are the others still in Faerengrove?";
	text1 = "The gremlin thinks. _Cerbos doesn't know what Faerengrove is, but Cerbos came from south-west of here. Other gremlins were hiding in a small forest._";

 begintalknode 74;
	state = 71;
	nextstate = -1;
	question = "Exactly what is your job, then?";
	text1 = "_Cerbos cleans tables and serves drinks. Also Cerbos makes wine for Lincoln. Lincoln lets Cerbos stay at the inn if there are no customers. He also gives Cerbos money for Cerbos' hard work.";

 begintalknode 75;
	state = 71;
	nextstate = 70;
	question = "Excellent! I'm glad that's cleared out.";
	text1 = "_Also Cerbos is glad._";

 begintalknode 76;
	state = 70;
	nextstate = 73;
	question = "How's life with the humans?";
	text1 = "_Oh, Cerbos likes it very much. Humans can be so nice when they are not killing Cerbos. Some humans still try to kill Cerbos. Most are friendly, though. Especially Bearworth, Stanley and Gerry. Cerbos thinks that Kate is a strange human._";
	text2 = "_She always wants Cerbos to stand still so she can hit a stone with a mallet._";


 begintalknode 77;
	state = 73;
	nextstate = -1;
	question = "Who is Bearworth?";
	text1 = "_Bearworth is a wizard. He is always very friendly towards Cerbos. He says he would like to study Cerbos' body when Cerbos is passed on._ Cerbos' voice is filled with pride as he says that last sentence.";
	code = inc_flag(1,7,1);
 break;

 begintalknode 78;
	state = 73;
	nextstate = -1;
	question = "Who is Stanley?";
	text1 = "_Stanley is a small human. He always wants to chase Cerbos around and hit Cerbos with a stick. Also Cerbos needs to bare Cerbos' teeth at him when he does this._ Cerbos demonstrates the baring of teeth.";
	text2 = "He has several dozen incredibly sharp yellow teeth.";
	code = inc_flag(1,7,1);
 break;

 begintalknode 79;
	state = 73;
	nextstate = -1;
	question = "Who is Gerry?";
	text1 = "_Gerry is the boatbuilder. He always comes to the inn and wants to drink Cerbos under the table. He also wants Cerbos to buy a boat. He is very insistent about that. Also Cerbos is told Gerry is proud of his daughter._";
	text2 = "_Cerbos has no idea who the daughter is._";
	code = inc_flag(1,7,1);
 break;

 begintalknode 80;
	state = 73;
	nextstate = -1;
	condition = get_flag(1,7) == 3;
	question = "What about the innkeeper?";
	text1 = "_Lincoln gives Cerbos money and a place to stay. He doesn't like Cerbos though. He is always shouting at Cerbos. Cerbos thinks he only lets Cerbos stay here because Cerbos' wine is good for business._";
	text2 = "_Cerbos works very hard, but Lincoln gives Cerbos no praise. Cerbos thinks it's unfair._";

 begintalknode 81;
	state = 70;
	nextstate = -1;
	question = "Is this inn named the Prancing Gremlin after you?";
	text1 = "_Lincoln changed it when Cerbos came to work here. It was called the Prancing Pony before. Cerbos cannot understand why. There were no ponies here when Cerbos came._";


		///***Gerry***///

 begintalknode 83;
	state = -1;
	nextstate = 84;
	question = "Gerry";
	text1 = "The man working in the boathouse is a big man. His arms are thick like tree trunks. He seems to be working on several boats at the same time. _Hello there! I'm Gerry._ His voice is low and raspy. _May I interest you in buying a boat? Only 125 gold._";
	text5 = "_How about buying a boat on this fine day?_";
	action = INTRO;

 begintalknode 84;
	state = 84;
	nextstate = 85;
	condition = get_flag(1,8) == 0;
	question = "I'll buy a boat. (125 gold)";
	text1 = "Gerry happily pockets your money. _Your boat is waiting by the water and may I interest you in another boat?_";
	text3 = "_A shame sir, you don't have enough money._";
	action = PAY -1 -1 -1 125;
	code = set_boat_property(1,1);
		set_flag(1,8,1);
 break;

 begintalknode 85;
	state = 85;
	nextstate = -1;
	question = "Why not? (125 gold)";
	text1 = "_Thank you kindly. Now if you're interested in buying a third boat you're going to have to wait until I've finished this boat here. Have a nice day._ Gerry turns away from you and starts working on his boats.";
	action = END_TALK;
	code = set_boat_property(4,1);
		set_flag(1,8,2);
		change_coins(-125);
 break;

 begintalknode 86;
	state = 84;
	nextstate = -1;
	condition = get_flag(1,8) == 1;
	question = "I'll buy another boat. (125 gold)";
	text1 = "_Thank you kindly. Now if you're interested in buying a third boat you're going to have to wait until I've finished this boat here. Have a nice day._ Gerry turns away from you and starts working on his boats.";
	text3 = "_You can't afford another._";
	action = END_TALK;
	code = if (coins_amount () > 125) {
		set_boat_property(4,1);
		set_flag(1,8,2);
		remove_string(3);
}
	       else	remove_string(1);
 break;

 begintalknode 87;
	state = 85;
	nextstate = -1;
	question = "No.";
	text1 = "_Well then I bid you farewell. Take the boat out for a spin; she's a beauty even if I say so myself._";
	action = END_TALK;

 begintalknode 88;
	state = 84;
	nextstate = -1;
	question = "What's happening in this town?";
	text1 = "He gives you a blank stare. _Mister, I just build boats. Unless you got questions about boats, I'm not answering. Speaking of which, care to buy a boat?_";
	text3 = "He gives you a blank stare. _Mister, I just build boats. Unless you got questions about boats, I'm not answering and since you bought all my boats, there isn't much to talk about._";
	action = DEP_ON_SDF 1 8 1;

		///***Hendrickson***///

 begintalknode 90;
	state = -1;
	nextstate = 91;
	question = "Hendrickson";
	text1 = "You meet a man in a well-polished suit of armor. He also has trimmed moustache and a surprisingly clean skin. There is a key hanging from his neck and a shiny ring in his finger. He has the look of nobility around him.";
	text2 = "_I see you've found your way in my house. Please, feel free to observe my hunting trophies. I'll have you know, I single-handedly defeated all of the beasts displayed on my wall._";
	text5 = "_Hendrickson nods at you, in a contemptuous way._";
	text6 = "_I have nothing to say to you! Remove yourselves from my home immediately!_";
	action = INTRO;
	code = if (get_flag(9,1) == 2)
			remove_string(5);
		else
			remove_string(6);
 break;

 begintalknode 91;
	state = 91;
	nextstate = 92;
	condition = get_flag(1,26) == 0;
	question = "Who are you?";
	text1 = "_Who am I?! Surely you jest. I am Master Hendrickson, the most renowned hunter in all of Faerengrove ,and dare I say, the whole Empire. Surely you've heard of me._ ";

 begintalknode 92;
	state = 92;
	nextstate = 93;
	question = "No I haven't.";
	text1 = "Hendrickson's eyes flare up, his nostrils widen up. _What hellhole of a village did you crawl out from._ He sighs resentfully. _What is this world coming to? The rabble don't know important people?";

 begintalknode 93;
	state = 92;
	nextstate = 93;
	question = "That does ring a bell. What exploits done recently?";
	text1 = "_Oh! Many, many brave deeds. Last winter I fought five Ursagi, the head of the largest specimen is on my wall in the hall. I also cut the spine of a spine beast some years back. Glorious days those were._";

 begintalknode 94;
	state = 93;
	nextstate = 98;
	question = "Are you hunting anything dangerous right now?";
	text1 = "_Funny you should mention it, I've heard from a reliable source that a remarkably large canine has been spotted in the north-western forests. The beast has escaped my tracking thus far and since nobody has actually seen the critter,";
	text2 = "I would need someone to find its lair._ Hendrickson inspects you for a while. _You could go to the north-western forests and track down the critter for me, couldn't you? Marvellous! Just don't kill it, I want to have that pleasure myself._";
	action = SET_SDF 1 26 1;
	code = toggle_quest(2,1);
 break;

 begintalknode 95;
	state = 91;
	nextstate = -1;
	condition = get_flag(9,1) != 2;
	question = "Are you a nobleman?";
	text1 = "He laughs. _No, no ,no. Of course I understand, how you reached that conclusion. There is no blood of the nobility running through my veins. My father was a simple, honest farmer. My mother, well, she was a farmer too._";
	text2 = "_My brothers have left Faerengrove, but I stayed here, because a man must have respect for his roots._";

 begintalknode 96;
	state = 91;
	nextstate = -1;
	condition = get_flag(9,1) != 2;
	question = "What's happening in Grimson?";
	text1 = "He sniffs loudly. _I don't know. I don't have to bother with such matters. Now is there anything you want, because I'm a busy man and you're wasting my valuable time._";

 begintalknode 97;
	state = 91;
	nextstate = -1;
	condition = get_flag(1,26) == 1 && get_flag(9,0) == 1 && get_flag(9,1) == 0;
	question = "I believe I found the beast, but you would be wise not to hunt it.";
	text1 = "Your explanation about the lethal nature of the pack leader falls to dead ears. Hendrickson is like a gleeful child. _Excellent! A worthy challenge! And you are sure you did not harm or scare it in any way. Spectacular!_";
	text2 = "Hendrickson walks through a hidden wall to the west and returns with a sack of coins. _Here, you've earned this handsome reward._ With that Hendrickson trots out of his room to hunt the pack leader.";
	text3 = "The _handsome reward_ consists of one hundred gold.";
	action = END_TALK;
	code = toggle_quest(2,0);
		set_flag(1,26,3);
		change_coins(100);
		erase_char(22);
		award_party_xp(100,30);
break;

 begintalknode 98;
	state = 98;
	nextstate = -1;
	condition = get_flag(9,1) == 1;
	question = "Yeahh... I, think I killed that beast.";
	text1 = "Hendrickson's jaw drops with a plop. He eyes open wide and his moustache begins to shake furiously. _Y-y-y-you WHAT! YOU killed the beast? I cannot believe this. I demand that you leave my house immediately!_";
	action = END_TALK;
	code = set_flag(9,1,2);
 break;

 begintalknode 89;
	state = 91;
	nextstate = -1;
	condition = get_flag(1,26) == 1 && get_flag(9,1) == 1;
	question = "About that beast of yours, I-uh killed it.";
	text1 = "Hendrickson's jaw drops with a plop. He eyes open wide and his moustache begins to shake furiously. _Y-y-y-you WHAT! YOU killed the beast? I cannot believe this. I demand that you leave my house immediately!_";
	action = END_TALK;
	code = set_flag(9,1,2);
 break;

		///***Father Indo***///

 begintalknode 99;
	state = -1;
	nextstate = 100;
	question = "Indo";
	text1 = "The head of this small temple is a small and skinny man. His face is completely shaven of any hair. He speaks to you in a calm and welcoming voice. _Peace be with you my children. Welcome to the first temple of Stalking Death._";
	text2 = "_I am Father Indo, the head of the church. What can I do for you?_";
	text5 = "Father Indo gives you a wide smile.";
	action = INTRO;

 begintalknode 100;
	state = 100;
	nextstate = 101;
	question = "Tell me about this temple.";
	text1 = "_Ah, I am the founder of this religion, the high bishop of Stalking Death. We believe in justness and peace and in the smiting of infidels. These three basic keys of life are to be cherished and enforced._";
	text2 = "_Every follower of our faith, must prove his worthiness and dedication to our cause._";

 begintalknode 101;
	state = 101;
	nextstate = -1;
	question = "Smiting infidels?";
	text1 = "_Yes, for it has dawned to me that Death stalks everyone of us. Therefore we must strike down those who do not believe in what we believe in. By doing this we distract Death and ensure more time for us on this world._";
	text2 = "_Oh, how I wish we had more members in our church, so that we could smite down the infidels of Faerengrove._";

 begintalknode 102;
	state = 101;
	nextstate = -1;
	question = "How many members are there in this church?";
	text1 = "_Alas. there is but me. But I am confident that some day we will number in thousands._";

 begintalknode 103;
	state = 101;
	nextstate = -1;
	question = "How do the followers prove their worthiness?";
	text1 = "_They must bring me the heads of ten unbelievers, also they must give their money to the church. If they succeed in doing so, they will be qualified for the initiation ceremony._";
	text2 = "_The ceremony will include festivities, singing and bathing in the blood of a thousand virgins, I mean in the river Kalo, which will clean the person of all evil._ Father Indo has not lost his calm voice once during this conversation.";

 begintalknode 104;
	state = 100;
	nextstate = -1;
	question = "How's the attendance been lately?";
	text1 = "_Slow, but I'm sure it will increase over time. The people here are not big on religion, but we'll win their hearts and save their souls._";

 begintalknode 105;
	state = 100;
	nextstate = 102;
	question = "Do you provide healing?";
	text1 = "_Indeed I do. You must only give me 300 gold and I will restore your health and cure what ails you._";

 begintalknode 106;
	state = 102;
	nextstate = 100;
	question = "I am willing to pay.";
	text1 = "_Go forth now and know you are saved from Death once again._";
	text3 = "_Death has got no hold of you my child, there is nothing I can do for you._";
	text5 = "_Know that even I do not work for free. Come back when you have 300 gold._";
	code = 
	clear_strings();
	if (coins_amount() < 300)
		add_string(5);
	else	if (run_select_a_pc(1) == 0)
			add_string(3);
		else	{
			play_sound(24);
			add_string(1);
			restore_pc(get_selected_pc());
			change_coins(-300);	}
break;

 begintalknode 107;
	state = 102;
	nextstate = -1;
	question = "That's too expensive, farewell.";
	text1 = "_Until we meet again._";
	action = END_TALK;

		///***Sigmund***///

 begintalknode 109;
	state = -1;
	nextstate = 110;
	question = "Sigmund";
	text1 = "A sickly old man is sitting on a chair in this dirty house. He looks weak and breathes heavily. His hands are shaking and his voice hushed. _Mm, didn't remember I left the door open. Well, if ye're coming in could you close the door behind ye._";
	text2 = "He coughs loudly several times and tries to clear his throat. _If ye're going to rob me ye're not in luck. I've got nothing of value._";
	text5 = "Sigmund stares at you.";
	action = INTRO;

 begintalknode 110;
	state = 110;
	nextstate = -1;
	condition = get_flag(1,9) == 0;
	question = "We're not here to rob you.";
	text1 = "The man stares at you for a while. _Barging in to someone's home, are we? Not going to rob the man? Ye must be adventures. We don't get many of yer kind here._ Another intensive cough catches up with him. _The name's Sigmund, by the way._";
	code = set_flag(1,9,1);
 break;

 begintalknode 111;
	state = 110;
	nextstate = -1;
	condition = get_flag(1,9) == 0;
	question = "Well be the judge of your monetary situation.";
	text1 = "The man seems to take offense of your words. _I'd throw ye out if I had the strength. If I told ye, ye ain't bleeding gonna find anything, that means ye bleeding ain't. And old Sigmund never lies. Damn thieves get dumber over the years._";
	action = END_TALK;
	code = set_flag(1,9,2);
 break;

 begintalknode 112;
	state = 110;
	nextstate = 111;
	condition = get_flag(4,11) == 0;
	question = "Are you okay? You seem sick.";
	text1 = "_Well aren't ye a freaking deductive mastermind!_ A series of coughs rise from his throat. _Yes I'm bleeding sick and it's a damn bad sickness too. So ye might want to leave. My condition could be contagious, ye know._";
	text3 = "_What the hell do ye care?!_ He cough again. _Yes I'm sick and if I was ye I'd leave me bleeding house before ye catch me illness!_ A series of coughs interrupts his wailing. _No good thieves!_";
	action = DEP_ON_SDF 1 9 1;
	code = set_flag(1,9,1);
		set_flag(4,11,1);
 break;

 begintalknode 113;
	state = 111;
	nextstate = -1;
	question = "Why haven't you done anything about your illness?";
	text1 = "Sigmund blinks. _Because I don't have any money. I can't afford any potions and certainly not those ridiculous prices that idiot priest is charging._ His expression turns more serious. _Besides, he said there's nothing he can do for me._";
	text2 = "He coughs. _Nobody cares about old Sigmund so nobody will pay for me medicines._";
	text3 = "_Are ye daft? Do ye think I'd be living in this tiny shack if had any money? I can't afford any treatment!_ Violent coughing erupts from his mouth. _Are ye gonna leave or not?_";
	action = DEP_ON_SDF 1 9 1;

 begintalknode 114;
	state = 111;
	nextstate = -1;
	question = "Is there anything I can do to help?";
	text1 = "_No, I don't want to be a bother... well, if ye could bring me a cup of Ursa's herbal tea, then I'd at least feel a bit stronger. She sells her tea in the market._";
	text3 = "Sigmund eyes you suspiciously, then coughs. _Why would ye want to help me? What do I care. Look, if ye're really interested in helping me then maybe ye could get some herbal tea for me. Ursa sells some in her shop._";
	action = DEP_ON_SDF 1 9 1;
	code = toggle_quest(3,1);
		set_flag(1,29,1);
 break;

  begintalknode 115;
	state = 110;
	nextstate = 112;
	condition = has_item(447) > 0 && get_flag(1,29) == 1;
	question = "I brought you some herbal tea.";
	text1 = "_Thank you kindly! Please, could I have the tea?_ You hand Sigmund the tea. He drinks it down. _I feel better already._ His statement would have been more convincing, if it had not been followed by another violent coughing. He laughs.";
	text2 = "_I feel better, but it's certain I ain't._";
	text3 = "Sigmund quickly snatches the tea from your hand and drinks it down. _Good stuff._ Two more coughs. _I guess I should thank ye, ye helped a sick old man live another day._";
	action = DEP_ON_SDF 1 9 1;
	code = take_item(447);
 break;

 begintalknode 116;
	state = 112;
	nextstate = -1;
	question = "Is there anything else we can do for you?";
	text1 = "He seems truly surprised. _Stranger, no-one in this town cares for old Sigmund. The folk from the building across would rather see me dead, and here ye are helping a sick old man. Thank ye._";
	text2 = "_Well, I guess it's obvious I ain't gonna beat this sickness with some herbal tea. I guess I ought to visit an alchemist for some curing elixir. The closest alchemist I know is in Norton. Ye could go there._";
	text3 = "_Is this a trick? Are ye trying to fatten me up and then eat me?_ He shrugs. _I guess it doesn't matter. Maybe some curing elixir would take care of this sickness of mine. There's an alchemist in Norton, ye might wanna go there._";
	action = END_TALK;
	code = if (get_flag(1,9) == 2) {
			remove_string(1);
			remove_string(2);
			set_flag(1,29,2);
}
		else
 remove_string(3);
		set_flag(1,29,2);
break;

 begintalknode 117;
	state = 112;
	nextstate = -1;
	question = "Are we going to get anything out of our troubles?";
	text1 = "_But I told ye, I don't have any money I_ He suddenly seems to get very upset. _Oh, I see! Ye were only helping me to get something in return, I don't HAVE anything! That's bleeding selfish of ye, only helping a sick old man in hopes of personal gain._";
	text2 = "Sigmund coughs again, several times. _And to think I thought ye were decent folk. Get out of me home!_";
	text3 = "_I knew ye wouldn't be helping me for free. But I told ye I don't have anything. Ye're as thick as Avernites aren't ye. Ye damn thugs! It's exactly ye're type we used to throw in Avernum! Get yer no-good carcasses out of me home!_";
	action = END_TALK;
	code = if (get_flag(1,9) == 2) {
			remove_string(1);
			remove_string(2);
}
		else remove_string(3);
break;

 begintalknode 118;
	state = 110;
	nextstate = -1;
	condition = has_item(229) > 0 && get_flag(1,29) > 1;
	question = "Here, I brought you a curing elixir!";
	text1 = "Sigmund drinks the elixir. _Well, it don't taste like herbal tea but I think..._ Coughing interrupts Sigmund, only this time the coughing is worse than before and it lasts longer.";
	text2 = "When the coughing stops Sigmund looks at you with watered eyes. _I am at a loss here strangers, I feel sicker than ever. Guess it's finally time for old Sigmund to leave this world behind._"; 
	text3 = "_Thank ye nonetheless for trying to help me. I really wish I could repay you._ Sigmund lays his head on the table and closes his eyes, then he snores. He is still very ill.";
	text4 = "Maybe there is still something you can do for him.";
	action = SET_SDF 1 29 3;
	code = take_item(229);
 break;

 begintalknode 119;
	state = 110;
	nextstate = -1;
	condition = has_item(240) && get_flag(1,29) == 3;
	question = "Here! Drink this Graymold Salve it should cure what ails you.";
	text1 = "Sigmund seems perplexed. _Ye, ye want me to drink mold?_ After an explanation about the nature of the Graymold Salve Sigmund takes the flask. _Bleaargh! That tastes horrible, but I..._ Sigmund smiles. _I actually feel better._";
	text2 = "Sigmund coughs, isn't nearly a bad as before. _Thank ye strangers! I really, really wished I could repay ye._";
	code = toggle_quest(3,0);
		award_party_xp(100,30);
		set_flag(1,29,4);
		take_all_of_item(240);
break;

 begintalknode 120;
	state = 110;
	nextstate = -1;
	condition = get_flag(1,29) == 4;
	question = "How are you feeling today?";
	text1 = "Sigmund lets out a raspy laughter. _Excellent! Just excellent. I managed to scare the living hell out of that pesky Stanley brat and I managed to scrap up the gold for a round of beer, then I urinated on one of the flower arrangements!_";
	text2 = "_And it's all thanks to ye!_";

		///***Captain Yarling***///
 
 begintalknode 121;
	state = -1;
	nextstate = 122;
	question = "Captain Yarling";
	text1 = "The commander of the troops in Grimson is a woman in a dented chain mail. She seems invigorated and in a way, happy. _I see you've found your way to our little barracks._";
	text2 = "_I am Captain Yarling the commander of the troops in Grimson. Forgive me but we are extremely busy at the time, so I would be glad if you could direct your questions elsewhere._";
	text5 = "Yarling gives you a quick nod.";
	action = INTRO;

 begintalknode 122;
	state = 122;
	nextstate = -1;
	question = "Why are these barracks so small?";
	text1 = "Yarling sighs. _Look, most of my men are stationed in the guard posts outside Grimson. Now, if you could please be on your way._ She gestures you to leave.";

 begintalknode 123;
	state = 122;
	nextstate = -1;
	question = "Anything interesting happening?";
	text1 = "She looks annoyed. _Just walk few miles north and you'll see just how interesting things are here, no wait!_ She inspects you up and down. _You're quite competent aren't you? But don't go to the forests anyway._";
	text2 = "_I'll give you one word, undead._";

 begintalknode 124;
	state = 122;
	nextstate = -1;
	condition = get_flag(150,0) == 0;
	question = "Are there any jobs for us?";
	text1 = "_No there is... Wait! Yes there is a job for you. You're adventures, right? I need you to travel to Sattle, Norton and Fort Laramie and give the commanders there one of these letters._";
	text2 = "She pulls out three letters from her table and hands them to you. _It doesn't matter which letter you give to which commander. Just don't break the seal and open them!_";
	code = toggle_quest(4,1);
	       change_spec_item(1,3);
		set_flag(150,0,1);
 break;

 begintalknode 125;
	state = 122;
	nextstate = -1;
	condition = get_flag(1,22) == 1;
	question = "Griffith said he cannot spare any men.";
	text1 = "_No of course he can't._ Yarling sighs deeply with a disappointed look on her face. _Can't say that I'm surprised, though. Well, here's something for your trouble._ She hands you a small bag of coins.";
	code =  award_party_xp(50,30);
		  change_coins(50);
		set_flag(1,22,2);
 break;

 begintalknode 126;
	state = 122;
	nextstate = -1;
	condition = get_flag(1,23) == 1;
	question = "Remington is unable to help.";
	text1 = "Yarling listens to your explanation. _That's... strange. Nothing like this has ever happened in Faerengrove. Take this nonetheless._ She hand you a small bag of coins.";
	code =  award_party_xp(50,30);
		  change_coins(50);
		set_flag(1,23,3);
 break;

 begintalknode 127;
	state = 122;
	nextstate = -1;
	condition = get_flag(6,10) == 1;
	question = "Don't expect any help from Norton.";
	text1 = "Captain Yarling is shocked. _The entire city?! There was only one survivor? This is getting serious._ Yarling slumps to her chair and digs out a small bag of coins. _Here, and please try to find out who the bastards who did this._";
	text2 = "_I cannot pay you enough, but the Empire can and surely they will._ Yarling takes one of the letters from you.";
	code = award_party_xp(50,30);
		  change_coins(50);
		set_flag(6,10,2);
		take_special_item(1);
 break;

 begintalknode 128;
	state = 122;
	nextstate = -1;
	condition = get_flag(6,10) == 2 && get_flag(1,23) == 3 && get_flag(1,22) == 2;
	question = "That's all of the letters.";
	text1 = "_Yes thank you, and let me just say what an utter waste of everyone's time that was. So sorry I had you running around like that._";
	text2 = "_Why do you bring that up again? Do you want more money. It was a simple errand, go bug someone else, please?";
	code = if (get_flag(6,10) == 2) {
		toggle_quest(4,0);
		award_party_xp(75,30);
		remove_string(2);
		set_flag(6,10,3);
}
		 else
			remove_string(1);
		
break;

 begintalknode 129;
	state = 122;
	nextstate = 123;
	condition = has_special_item(5);
	question = "We've been deputized by the Chief Empire Liaison for Faerengrove and we demand the following.";
	text1 = "Captain Yarling reads through your deputation papers. Then nods. _Nice piece of paper. Well what do you want?_";

 begintalknode 130;
	state = 123;
	nextstate = -1;
	question = "Tell me everything you know about the attacks on Grimson.";
	text1 = "_That's easy, because we don't know much. Mainly that the undead are particularly strong and that they are coming from the forests to the north. That's it._"; 

 begintalknode 139;
	state = 123;
	nextstate = -1;
	condition = (get_flag(1,15) > 1 && get_flag(101,0) == 0);
	question = "We demand that you arrest that old man Jacob.";
	text1 = "You tell Yarling how Jacob told you to contact people that, you suspect, are plotting against Empire rule. _Fine I'll send men to arrest Jacob. I don't think he'll go peacefully though and we don't even have a prison._";
	action = SET_SDF 101 0 1;
	


		///***Ursa***///

 begintalknode 131;
	state = -1;
	nextstate = 132;
	question = "Ursa";
	text1 = "You walk up to the counter of this shop. It would appear that this is a food shop. The owner looks bored and periodically looks at the curtain to her left.";
	text2 = "_Hello there! My name is Ursa. May I interest you in some foodstuffs?_";
	text5 = "_Is there anything I can get you?_";
	action = INTRO;

 begintalknode 132;
	state = 132;
	nextstate = -1;
	question = "I'll buy some food.";
	text1 = "You finish shopping.";
	code = begin_shop_mode("Ursa's Foodstuffs","Ursa sells some basic food and her homemade herbal tea.",5,3,-1);
 break;

 begintalknode 133;
	state = 132;
	nextstate = -1;
	question = "Nice potted plant.";
	text1 = "_Why thank you. It's actually a herb plant. I get the herbs for my herbal tea out of these plants._";

 begintalknode 134;
	state = 132;
	nextstate = -1;
	question = "Why is that curtain there?";
	text1 = "She sighs. _That's Theodore's idea. He thinks it's best he doesn't see my ugly face when he's working, those were his exact words. It doesn't bother me._";
	text2 = "_What bothers me, are the angry looks and shouts he spews at me._";

		///***Theodore***///

 begintalknode 135;
	state = -1;
	nextstate = 136;
	question = "Theodore";
	text1 = "The man selling archery gear is a rather small man. He definitely got up on the wrong foot today, because he looks incredibly angry. For some reason there is a curtain separating his section from the others.";
	text2 = "_Greetings! I'm Theodore and I sell arrows, crossbow bolts and the likes._ His voice indicates that he is currently fed up with everything.";
	text5 = "Theodore stares at you.";
	action = INTRO;

 begintalknode 136;
	state = 136;
	nextstate = -1;
	question = "I'd like to make a purchase.";
	text1 = "_Thank you, do come again!_";
	code = begin_shop_mode("Archery Gear","The condition of the merchandise is average. Theodore is not particularly skilled, but at least he's not terrible.",3,4,4);
 break;

 begintalknode 137;
	state = 136;
	nextstate = -1;
	question = "Do you make these missiles yourself?";
	text1 = "_Everything I sell is made by me. The only thing I don't gather myself is the metal. I get that from Sattle._";

 begintalknode 138;
	state = 136;
	nextstate = -1;
	question = "Why is that curtain there?";
	text1 = "_It's there, so I don't have to look at her ugly face!_ He points at the direction of the curtain. On the other side of the curtain a middle-aged woman runs her own shop.";
	text2 = "_Any other questions? No? Well that's good._";

		///***Leonid***///

 begintalknode 140;
	state = -1;
	nextstate = 141;
	question = "Leonid";
	text1 = "There is a greatsword placed on the counter here. Your deductive skills tell you that this must be a weapons store. Behind the counter stands a sharp looking man. He is smiling smoothly.";
	text2 = "_How do you do sirs? My name's Leonid, my friends call me Leo though. Would you care to buy some weaponry. I've got it all: swords, spears and halberds and all at a low low price._";
	text5 = "_What more can get you?_";
	action = INTRO;

 begintalknode 141;
	state = 141;
	nextstate = -1;
	question = "Yes, I'll buy some weapons.";
	text1 = "Shopping terminated.";
	code = begin_shop_mode("Leo's Weaponry","Some basic weaponry provided by Leo. In fact weapons don't get more average than this.",4,2,4);
 break;

 begintalknode 142;
	state = 141;
	nextstate = -1;
	question = "Where do these weapons come from?";
	text1 = "Leonid throws you a wide grin. _I'm glad you asked. The iron is mined from the mines of Sattle by the most hardworking miners you've ever seen. Then the iron ore is transported to Norton._";
	text2 = "_In Norton, the ore is smelted in the great forge of Norton. The most skilled blacksmiths in all of Empire work there, you know, and the most skilled of them, he works for me._";
	text3 = "_Each weapon he makes for me is flawless and, in fact, unique. You will not find weapons of better quality anywhere my friend._";

 begintalknode 143;
	state = 141;
	nextstate = -1;
	question = "What's the story behind that curtain?";
	text1 = "Leonid shrugs. _It just appeared there one day. Theo there put it there._ He points towards the man across him. _I guess he and Ursa are fighting. I can't understand why. They used to get along just fine._"; 

		///***Sarah***///

 begintalknode 144;
	state = -1;
	nextstate = 145;
	question = "Sarah.";
	text1 = "You are greeted by a smiling woman behind this counter. _Hello! I'm Sarah and I sell armors and shields. Would you like to buy some? Also if you want to sell something, then I'll have you know:_";
	text2 = "_I pay the most of every item you want to part with._";
	text5 = "Sarah smiles at you and nods.";
	action = INTRO;

 begintalknode 145;
	state = 145;
	nextstate = -1;
	question = "We'll buy some armor.";
	text1 = "Sarah smiles. _Is there any other way I can help you?_";
	code = begin_shop_mode("Sarah's Protective Gear","Like most things in Faerengrove, Sarah's armors are made entirely out of iron.",6,3,3);
 break;

 begintalknode 146;
	state = 145;
	nextstate = -1;
	question = "Where do these goods come from?";
	text1 = "_They are forged in Norton and sold here. That's the way it works, Sattle mines the ore, Norton processes it and we sell it, well, the bit that isn't sent to The Empire or used by the troops, anyway._";

 begintalknode 147;
	state = 145;
	nextstate = -1;
	question = "Why is that curtain there?";
	text1 = "Sarah leans a bit closer. _Here's my theory._ She speaks in whisper. _Theodore and Ursa used to go out, not in public but I think I can tell a couple in love when I see one._";
	text2 = "_But then suddenly one day Theodore came in here early in the morning and put up that huge curtain. Ever since he's been very hostile towards Ursa. I guess she left him, or something._";

		///***Woman***///

 begintalknode 149;
	state = -1;
	nextstate = 150;
	question = "Woman";
	text1 = "Somehow you get the feeling you're not supposed to be in this house. For one thing the resident is screaming. _Thieves?! Thieves in my home?! Get out! Get out or I'll get Leo!_";
	text5 = "_Now what do you want?_";
	action = INTRO;

 begintalknode 150;
	state = 150;
	nextstate = -1;
	condition = get_flag(1,14) == 0;
	question = "Calm down madam, we're adventures not thieves.";
	text1 = "_I don't care what you are! You're not supposed to be in here. Out! Outoutoutoutout, OUT!_ Maybe it's time for a tactical retreat.";
	action = END_TALK;
	code = set_flag(1,14,1);
 break;

 begintalknode 151;
	state = 150;
	nextstate = -1;
	condition = get_flag(1,14) == 0;
	question = "Silence woman! Or we'll slice you!";
	text1 = "The woman is not intimidated, if fact she jumps at you screaming so hard you think the whole town heard.";
	action = END_TALK;
	code = make_town_hostile();
		set_flag(1,14,1);
 break;

		///***Sally***///

 begintalknode 153;
	state = -1;
	nextstate = 154;
	question = "Sally";
	text1 = "A small girl is wandering here. She saw you approach from a far and is staring at you eyes wide open. _Hi, I'm Sally._ Unlike most children you've met, Sally is quiet.";
	text5 = "Sally is still playing here.";
	action = INTRO;

 begintalknode 154;
	state = 154;
	nextstate = 155;
	condition = get_flag(1,11) == 0;
	question = "Hello there! What are you doing?";
	text1 = "_I'm playing._ Suddenly she smiles. _I'm thinking a number between one and ten._";
	text3 = "_Umm... I'm still playing. I like the trees, they're nice._";
	action = DEP_ON_SDF 1 12 0;

 begintalknode 155;
	state = 155;
	nextstate = -1;
	condition = get_flag(1,12) == 0;
	question = "Can I guess it?";
	text1 = "Sally smiles. _That's the number I was thinking! Hooray!_.";
	text2 = "Sally laughs. _No! That's not it!_";
	action = END_TALK;
	code = get_text_response("Guess a number.");
check_text_response_match("3");
 
	if (got_text_match()) {
		remove_string(2);
	award_party_xp(10,30);
	print_str_color("You guessed Sally's number, way to go.",2);
	set_flag(1,12,2);
}
else { remove_string(1);
	 set_flag(1,12,1);
}
break;
	
 begintalknode 156;
	state = 155;
	nextstate = -1;
	question = "Hey that's great! (Leave.)";
	text1 = "Sally looks disappointed, but eventually returns to whatever she's playing.";
	action = END_TALK;

 begintalknode 157;
	state = 154;
	nextstate = -1;
	question = "Why are you all by yourself?";
	text1 = "_I like to be alone. I like to be here where it's quiet._";

 begintalknode 158;
	state = 154;
	nextstate = -1;
	condition = get_flag(1,12) == 1;
	question = "Can I guess your number again?";
	text1 = "Sally smiles. _That's the number I was thinking! Hooray!_.";
	text2 = "_You guessed wrong again!_ Sally runs away laughing hysterically.";
	action = END_TALK;
	code = get_text_response("Guess a number.");
check_text_response_match("3");
 
	if (got_text_match()) {
		remove_string(2);
	award_party_xp(10,30);
	print_str_color("You guessed Sally's number, way to go.",2);
	set_flag(1,12,2);
}
else { remove_string(1);
	 set_flag(1,12,1);
}
break;

 begintalknode 159;
	state = 154;
	nextstate = -1;
	condition = get_flag(1,12) > 0;
	question = "Is that number-game the only game you play?";
	text1 = "_Umm... yes. Sometimes I play with Stanley, but his games are too quick for me. I can't keep up._";
	

		///***The rest***///

 begintalknode 160;
	state = -1;
	nextstate = -1;
	question = "Guard";
	text1 = "You meet one of the guards in Grimson. Like most soldiers in Faerengrove, he too is clad in reasonably good iron armor. Chatting with the guard reveals that there have been some troubles in Grimson.";
	text2 = "The guard won't say anything more specific, but he tells you to try and see the mayor or Captain Yarling. One of them might reveal something.";

 begintalknode 161;
	state = -1;
	nextstate = -1;
	condition = get_flag(1,13) == 0;
	question = "Villager";
	text1 = "This bar-patron is looking furiously at the gremlin. There are guite a few flagon in front of him. He motions you to come closer. _Ye know whadithink? I think they shouldn let gremlins here._";
	text2 = "And with that revelation his head bangs to the table and he passes out.";
	action = SET_SDF 1 13 1;

 begintalknode 162;
	state = -1;
	nextstate = -1;
	question = "DoG";
	text1 = "A very small but fierce dog is guarding this slightly remote house. The little fellow is not happy to see you on its territory. It's barking at you and, even though it's not attacking, you think it might bite you if you tried to pet it.";
	text2 = "Maybe it's best to leave the dog alone.";

 begintalknode 163;
	state = -1;
	nextstate = -1;
	question = "Sleepyhead";
	text1 = "For some reason this brave soldier decided to hit the books. Unfortunately, the task was too much for him. He has dozed off into a very, very deep slumber. You try to wake him up, but give up soon.";
	text2 = "He must have been reading something dreadfully boring.";

 begintalknode 180;
	state = -1;
	nextstate = -1;
	question = "Ossso";
	text1 = "Ossso has taken an aggressive pose as he is modeling for Kate. _Pleasse friendss, do not bother me. I need to look my fierssesth._";

 begintalknode 181;
	state = -1;
	nextstate = -1;
	question = "Jacob's dead.";
	text1 = "There is a guard standing in Jacob's house. He salutes you as you enter. _It's all taken care of sirs. Unfortunately the rebel Jacob turned violent so we had no choice but to kill him._ With that the soldier walks outside.";
	text2 = "A soldier is cleaning up Jacobs house. He nods at you. _Ye're looking for that old man, aren't ye? He had a heart attack and died few hours ago. I was ordered to clean this place up, since he had no family._";
	text3 = "_But there wasn't much do to here. Farewell._ The soldier walks out of the house.";
	action = SET_SDF 175 5 1;
	code = erase_char(42);
		if ((get_flag(17,17) >= 2) && (get_flag(17,9) == 1)) 
			remove_string(1);
		else {
			remove_string(2);
			remove_string(3);
}
 break;

		///***Jacob***///

 begintalknode 164;
	state = -1;
	nextstate = 165;
	question = "Jacob";
	text1 = "You encounter an old man sitting in a chair. His back is crooked and he is leaning to a walking stick. He examines you with squinted eyes. _Mm... Looks like Empire lap dogs to me. Mm... What do ye think, Victory?_";
	text2 = "A sharp yap emits from the dog, it approaches you snarling menacingly. The old man is laughing. _That's right boy, we don't take kindly to Empire lap dogs, no we don't. So I think it's best ye just walk away._";
	text3 = "It's really surprising to find someone so openly against the Empire. Before he would have been thrown to Avernum for thinking like that.";
	text5 = "The old man hasn't moved from his chair.";
	action = INTRO;

 begintalknode 165;
	state = 165;
	nextstate = -1;
	question = "You seem awfully hostile towards the Empire.";
	text1 = "_What good have those bastards ever done to this land? Mmm... All they do is take our iron and bring soldiers here. We never needed any soldiers and we don't need any now._";

 begintalknode 166;
	state = 165;
	nextstate = -1;
	question = "Who are you? Why have you secluded yourself from the rest of the town?";
	text1 = "_My name's Jacob and I built that fence there a long time ago to keep the Empire out of my land.Mmm... Back when I built it, I couldn't put it like that. They would've had me executed for thinkin' like that, the Empire dogs!_";
	text2 = "_Mmm... But know the Empire's ruler is weak. I don't recognize the Empire's rule and I damn sure won't bow to the soldiers or to some Empire lap dogs like yerselves._";

 begintalknode 167;
	state = 165;
	nextstate = 166;
	condition = get_flag(1,15) == 0;
	question = "Why do you call us lap dogs?";
	text1 = "_'Cause that's what ye are, aren't ye? No stranger ever comes here voluntarily, so ye must be working for the Empire. Lap dogs! Mmm... But tell me: What do yeh really think about the Empire._";

 begintalknode 168;
	state = 166;
	nextstate = 165;
	question = "I hate the Empire. They're a menace to this world.";
	text1 = "The old man seems thrilled. _Mmm... So me old eyes were wrong. Ye're not lap dogs, but wolves clothed as sheep. Mmm... Listen closely. There is a certain organization I want ye to contact. Ye could prove ...mmm... useful to us._";
	text2 = "_Go to Sattle. Find the Vagabond's Rest and knock on one of the rooms there. The password is 'regicide'._";
	action = SET_SDF 1 15 2;

 begintalknode 169;
	state = 166;
	nextstate = -1;
	question = "I don't really have strong feelings about the Empire.";
	text1 = "_Bah! Then ye are a coward for not wanting to choose. We've got nothing to discuss, unless ye can make up yer mind. Mmm... Then, talk to me._";
	action = END_TALK;

 begintalknode 170;
	state = 166;
	nextstate = -1;
	question = "The Empire brings stability and ensures peace. I am loyal to them.";
	text1 = "The old man looks at you contemptuously. _Then a lag dog ye are. Leave me home right now, ye aren't welcome._";
	action = END_TALK;
	code = set_flag(1,15,1);
 break;
 
 begintalknode 171;
	state = 165;
	nextstate = -1;
	condition = get_flag(1,15) == 2;
	question = "What did you want me to do?";
	text1 = "_Go to Sattle. Find the inn there. Contact the men in one of the rooms. The password is 'regicide'._";

		///***Mayor Lyrth***///

 begintalknode 173;
	state = -1;
	nextstate = 174;
	question = "Mayor Lyrth";
	text1 = "You take a good look at the mayor. It's hard to believe he is a mayor. His face is dirty and he looks like he hasn't slept for days. Naturally his clothes are of the finer sort, and he has the sash of a mayor.";
	text2 = "_Ask anything you need to know and then be off._";
	text5 = "The mayor waits for you to speak.";
	action = INTRO;

 begintalknode 174;
	state = 174;
	nextstate = 175;
	question = "Tell me more about the undead. Where are they coming from?";
	text1 = "_North of hear. It is very likely that a vampire living there is creating them. Please, do not say anything about the vampire or ask why it's there. Up until now the vampire had shown no signs of aggression._";
	text2 = "_In fact, the vampire has resided in Faerengrove longer than I have._ The mayor let's out a regretful sigh. _If only I'd done something about the vampire, none of this would have happened. I should have known, vampires can't be trusted._";

 begintalknode 175;
	state = 175;
	nextstate = -1;
	question = "Your predecessor let the vampire unharmed, why?";
	text1 = "_I do not know, there are no entries of the vampire in the town records. It hardly matters why, I should have sent troops to slay the fiend. I certainly shouldn't have listened to my advisor._";
	text2 = "_We all make mistakes mayor._ Bearworth says mournfully.";

 begintalknode 176;
	state = 174;
	nextstate = -1;
	condition = get_flag(1,27) == 1;
	question = "Is the woman on that painting your wife?";
	text1 = "_Yes._ The mayor says nothing more, but his face and the tone of his voice speak of a clear message: Don't ask more questions.";

 begintalknode 177;
	state = 174;
	nextstate = -1;
	condition = get_flag(7,3) == 1 && get_flag(202,1) >= 3;
	question = "The undead plaguing Grimson are no more and the vampire isn't responsible for the attacks.";
	text1 = "The mayor isn't happy with what you told him. _But, the vampire attacked us! He created the undead, he killed..._ The mayor lowers his head and covers his face with his hands. You think he might be crying.";
	text2 = "_I... if you believe the vampire didn't do anything and we are safe, then I must trust you. You have done what I asked. It may not be the solution I was hoping for, but perhaps it is for the best._";
	text3 = "The mayor bids you farewell. He didn't give you any reward, but it might not be wise to point that out. So you leave.";
	action = END_TALK;
	code = toggle_quest(8,0);
		award_party_xp(130,30);
		set_flag(7,3,2);
break;

 begintalknode 178;
	state = 174;
	nextstate = -1;
	condition = get_flag(8,1) >= 5;
	question = "We defeated the vampire.";
	text1 = "The mayor seems thrilled by your news, even though you tell him the vampire got away. _Splendid! You've saved us all and although Faerengrove isn't a wealthy region, I wish to reward you._ The mayor hands you a bag of gold coins, consisting of 500 gold.";
	code = set_flag(8,1,4);
		toggle_quest(8,0);
		award_party_xp(100,30);
		change_coins(500);
break;