 begintalkscript;

 variables;

		///***Kharl***///

 begintalknode 1;
	state = -1;
	nextstate = 2;
	question = "Kharl.";
	text1 = "Either things aren't going that well in Sattle either, or this happens often. A dirty old man, leaning to a stick, is standing at the corner of a building shouting prophecies about the doom of mankind.";
	text2 = "He turns at you and you notice that his eyes are unfocused and his face has suffered severe burns in the past. He's blind. _Oh! It will doom us all! Mark my words brethren it is only a matter of time now!_";
	text5 = "_The end is coming! Repent your sins!_";
	action = INTRO;

 begintalknode 2;
	state = 2;
	nextstate = -1;
	question = "What happened to your eyes?";
	text1 = "_My eyes!_ He reaches his hand and strokes it across his temple. _Yes, they were the first to be taken. Yes my friends! Gaze upon the wounded face of mankind!_ He reaches out his arm and shouts to the town in general.";
	text2 = "_What fools we were?! There is still time to renounce our wretched ways!_";

 begintalknode 3;
	state = 2;
	nextstate = 3;
	question = "What are you shouting about?";
	text1 = "The man quickly grabs you by your vest. _My friends! Have you not seen the destruction? Have you not witnessed its destructive touch? Are you completely unaware of the plague that runs in mankind's veins?_";

 begintalknode 4;
	state = 3;
	nextstate = 4;
	question = "I ask you again. What ARE you going on about?";
	text1 = "The old man shivers and pulls back. _My friends, I am talking about the scourge of this world, magic. It is magic that caused me to lose my eyesight. It is magic that corrupts the mind and makes brothers turn on one another._";
	text2 = "_And as true as my name is Kharl, the plague of lizardmen is caused by magic._ He extends his arm and shouts out. _Foul sorcerers have summoned these hellspawn to destroy us. The end is near!_";

 begintalknode 5;
	state = 3;
	nextstate = -1;
	question = "Forget it! I don't have time for your ramblings. (Leave.)";
	text1 = "Your departure doesn't stop the old man from shouting.";
	action = END_TALK;

 begintalknode 6;
	state = 4;
	nextstate = -1;
	question = "What lizardmen?";
	text1 = "Kharl shivers and moans piteously. _Certainly, these lizards that walk on two feet are kin to the dragon that burned my eyes. They have come to get me!_ He pulls himself upright. _But our cause was just! Magic must be destroyed!_";

 begintalknode 7;
	state = 4;
	nextstate = -1;
	condition = species_in_party(3) > 0;
	question = "What would you say if I told you I was a lizardman?";
	text1 = "_Do not mock my intelligence! The lizardmen are feral, wild beasts that cannot communicate._";

 begintalknode 8;
	state = 4;
	nextstate = -1;
	question = "You wouldn't happened to have heard of a cult called the Anama?";
	text1 = "_I have not heard of this enema you speak of, but if they are against magic then yes! I am an enema!_";

 begintalknode 9;
	state = 4;
	nextstate = -1;
	question = "That does it, you're insane, I'm leaving.";
	text1 = "_No, it has not taken my intelligence, just yet! Praise Emperor Hawthorne and his ways of dealing with magic. Let the purging begin again! Spare no magician!_ The outburst continues like that for a while.";
	action = END_TALK;

		///***Tybonson***///

 begintalknode 11;
	state = -1;
	nextstate = 12;
	question = "Tybonson";
	text1 = "The man in front of you is definitely the wealthiest man you've met so far in Faerengrove. His tunic and cloak are made from very high quality silk and they are much more colorful than ordinary people's clothes. His face is clean and his beard trimmed.";
	text2 = "He is about fifty. He throws you an unnatural grin. _Greetings to you strangers! Welcome to my humble home! I am Jayson Tybonson, but please, just call me Tybonson like everyone else._ He grabs your hand and shakes it sturdily.";
	text3 = "_Is there anything I can do for you, or are you here to rob me?_ He throws his head back and laughs heartily.";
	text5 = "Tybonson nods at you smiling widely.";
	text6 = "Tybonson glares at you eyes filled with hatred. His usual wide smile is gone. _You had to do it, didn't you? You had to go and make them arrest Mrh? Did you know that nephilim can't stand the idea of being imprisoned?_";
	text7 = "_He tried to fight back! Of course the soldiers killed him! That's so much easier than keeping him in captivity! Do not, ever, come to my home again!_ Tybonson slams his door shut in front of your face.";
	action = INTRO;
	code = if (get_flag(2,13) == 2) {
			remove_string(5);
			erase_char(7);
			set_flag(2,13,5);
}
		else {
			remove_string(6);
			remove_string(7);
}
 break;

 begintalknode 12;
	state = 12;
	nextstate = 13;
	condition = (get_flag(2,5) == 0 && get_flag(2,13) != 5);
	question = "Nice house. Are you a nobleman?";
	text1 = "For a moment you think Tybonson's not going to stop laughing. _O-ho! No!_ He wipes his eyes. _What would a nobleman be doing in a backwood like this? No, trade is my game. I was born right here in Sattle and left when I was fifteen._";
	text2 = "_I wandered for a while, have you heard of Sharimik? It is a port-city in Valorim. Anyway, that's where I found myself. I got a job as a helping boy in a smithy. Soon the owner died and I inherited the smithy._";
	text3 = "_I made some money. Not too much, mind you, but it was a living. Then one day, two noblemen needed some more money to buy a gold mine way south. I had just the right amount and was fortunate enough to be a part in their investment._";
	text4 = "_They made me partner and soon I got my money back and then some. But I got bored with the life in the big city. I sold the smithy, no doubt it's still there, and sold my share of the mine to my partners. I returned home a wealthy man._";
	text5 = "_For the last eleven years I've lived here in serenity._ Tybonson's smile doesn't die, but it fades a little. _That peace has been broken recently, though._";


 begintalknode 13;
	state = 13;
	nextstate = 14;
	question = "You seem like a productive man. How has your peace been disturbed?";
	text1 = "_You haven't been out to west much, have you? Talk to the mayor or Captain Remington._";

 begintalknode 14;
	state = 13;
	nextstate = -1;
	question = "(Snore.)";
	text1 = "Tybonson laughs playfully and the slaps you on the back. _I guess the story is only interesting to me. Haha! Well my friends, I won't trouble you with that anymore._";
	action = END_TALK;
	code = set_flag(2,5,1);
 break;

 begintalknode 15;
	state = 14;
	nextstate = -1;
	question = "Where can I find them?";
	text1 = "Tybonson shrugs. _Try the Town hall or the barracks._";

 begintalknode 16;
	state = 12;
	nextstate = -1;
	condition = get_flag(2,13) != 5;
	question = "Do you any jobs for us?";
	text1 = "The smile on Tybonson's face seems to grow ridiculously large. _I should have guessed you were adventurers._ He shakes his finger at your face. _I should have known._";
	text2 = "_You haven't talked to the mayor? I'm sure she'd give you a job that I would want to be taken care of too._";

 begintalknode 17;
	state = 12;
	nextstate = 15;
	condition = get_flag(2,13) != 5;
	question = "What can you tell me about your nephil servant?";
	text1 = "_You mean Mrh? Now, he's not actually a servant. I give him food and shelter. He helps me out, that's it. He thinks he has a debt to repay me from when we met, you can ask him about that._";

 begintalknode 23;
	state = 15;
	nextstate = -1;
	condition = get_flag(2,1) == 1;
	question = "I talked to him. He killed those men, didn't he?";
	text1 = "For the first time, Tybonson's smile fades. _Now listen! You don't want to be saying that! It's bad enough for him already. The townsfolk barely tolerate him, now what would happen if someone proved he killed them?_";
	text2 = "_Captain Remington closed the investigation on the death of his predecessor as 'accident'. So for all you're concerned, it was an accident!_ The wide smile appears on the old man's face again.";

 begintalknode 62;
	state = 12;
	nextstate = -1;
	condition = (get_flag(2,5) == 1 && get_flag(2,13) != 5);
	question = "Tell me about your background, again.";
	text1 = "Tybonson raises his finger and opens his mouth, the he shuts it and throws you a wide grin. _Suffering from insomnia, are we? Jolly good!_ He slaps you on the back and laughs merrily.";

		///***Mahrmmrrh***///

 begintalknode 18;
	state = -1;
	nextstate = 19;
	question = "Mahrmmrrh";
	text1 = "Now here's something that's getting rarer and rarer in Empire lands, a nephilim. The cat-like creatures were almost entirely wiped out from the surface world and the one's that weren't killed, were thrown to Avernum.";
	text2 = "Yet here stands a nephilim and he's not in bad shape either. His fur is clean and not at all shaggy. His eyes are almost lifeless though. _Welcome to Master Tybonson's home visitors._ He sounds tired. _I am Mahrmmrrh._";
	text3 = "He notices your expression. _You can call me Mhr, though._";
	text5 = "Mahrmmrrh waits for your move.";
	action = INTRO;

 begintalknode 19;
	state = 19;
	nextstate = -1;
	question = "Greetings Mahrmmrrh. What are you doing here?";
	text1 = "_No no. Put more stress on the 'mmrr' and to answer your question I work for Master Tybonson. I am his servant or butler, whichever he needs more._";
	text2 = "_I see that the nephil in your group has taught you the proper stress on nephilim names. But to answer your question, I work for Master Tybonson. I am his servant or butler whichever he needs more._";
	code = if (species_in_party(2) == 0)
			remove_string(2);
		if (species_in_party(2) > 0)
			remove_string(1);
 break;

 begintalknode 20;
	state = 19;
	nextstate = 20;
	question = "Do you stay here voluntarily?";
	text1 = "Mahrmmrrh narrows his eyes. _You mean if I am a slave? No, I am not. I owe much to Master Tybonson, he..._ Mahrmmrrh turns his eyes down and takes a deep breath. _I do not think I have to tell you that my kind are not treated respectfully._";
	text2 = "_I, had a mate here in Faerengrove. We were just passing through this village when drunken men attacked us from the inn. Before I could do anything, my mate was killed._ He lifts his eyes, which are now filled with hatred.";
	text3 = "_They would have killed me too if Master Tybonson had not been there. He saved me and took me in his home. He has always treated me fairly._";

 begintalknode 21;
	state = 20;
	nextstate = -1;
	question = "What happened to those men?";
	text1 = "Mahrmmrrh starts to growl. _Nothing! The guard captain at the time made no effort to bring me justice. Even Master Tybonson was powerless._ The nephil smiles wickedly. _But in the end justice was done._";
	text2 = "_The men, and the captain of the guard, all met unfortunate, accidents._";
	action = SET_SDF 2 1 1;

 begintalknode 22;
	state = 20;
	nextstate = -1;
	question = "I am sorry for your loss.";
	text1 = "_That changes nothing. I am sorry, but I do not need your pity._";

		///***Uppo***///

 begintalknode 24;
	state = -1;
	nextstate = 25;
	question = "Uppo";
	text1 = "The Town Hall is currently unused. But a single middle-aged man is sweeping the floor. His back is slightly crooked. _Greetings to ye. I'm Uppo the sweeper._";
	text5 = "Uppo sweeps patiently.";
	action = INTRO;

 begintalknode 25;
	state = 25;
	nextstate = -1;
	question = "Is the mayor here?";
	text1 = "The man shakes his head. _Try the barracks. That's where she went two days ago._";

 begintalknode 26;
	state = 25;
	nextstate = -1;
	question = "Looks like you missed a spot.";
	text1 = "Uppo leisurely turns his head and glances at the spot you pointed out. _So I did strangers. So I did._";

		///***Mayor Worrington***///

 begintalknode 28;
	state = -1;
	nextstate = 29;
	question = "Mayor";
	text1 = "There are two people sitting round a large desk in this small room. The first is the captain of the troops in Sattle, the second is the mayor. She is in her forties and is currently looking exhausted.";
	text2 = "_Mm... looks like we got visitors Bobby. Greetings and welcome to our village, although currently not as peaceful as it used to be._ She gestures at the maps and parchments on the desk.";
	text3 = "They are maps of the surrounding areas. _I am mayor Worrington and this is captain Remington. What can we do for you?_";
	text4 = "_Mm... looks like we got... By the gods! Bobby look!_ She points at a slith in your group. _What are you doing here? How did you get in here._ The captain speaks. _Calm down Evelyn. I'm sure this is not our enemy._";
	text5 = "The mayor is still sitting around her desk.";
	action = INTRO;
	code = if (species_in_party(3) == 0)
			remove_string(4);
		if (species_in_party(3) > 0) {
			remove_string(2);
			remove_string(3);
}
 break;

 begintalknode 29;
	state = 29;
	nextstate = -1;
	condition = species_in_party(3) != 0 && get_flag(2,2) == 0;
	question = "The captain is correct madam. We are working for the Empire.";
	text1 = "You explain your mission to the mayor and the captain. They both seem very interested. Finally the mayor speaks. _Astonishing! I've never seen, a slithzerikai you say, before, unlike Bobby here._";
	action = SET_SDF 2 2 2;

 begintalknode 30;
	state = 29;
	nextstate = 30;
	condition = get_flag(2,3) == 0;
	question = "Exactly what is going on here?";
	text1 = "The mayor stretches her hands. _Bobby knows more of the military status, but I can tell you that we are currently being attacked by lizardmen._ She purses her lips. _You're adventurers, aren't you. Maybe you could help._";

 begintalknode 31;
	state = 30;
	nextstate = 29;
	condition = get_flag(2,3) == 0;
	question = "What can we do to help?";
	text1 = "The captain speaks. _We are outnumbered in this fight, so a full-frontal charge would be suicide. We would need a small group of highly skilled men to infiltrate the slith base, located in the Iron Mines, and kill their leader._";
	text2 = "The captain unfolds his map; the Iron Mines are west of Sattle. _Unfortunately the men in my command have never seen battle prior to this conflict._ He gives you a meaningful look. _That's were you step in._";
	text3 = "The mayor continues. _You will naturally be rewarded if you help us. Please, we don't have anywhere else to turn._";
	code = toggle_quest(5,1);
	       set_flag(2,3,1);
 break;

 begintalknode 32;
	state = 30;
	nextstate = -1;
	question = "Do you mean slithzerikai?";
	text1 = "_Yes, that's what Bobby calls them. What do you know of them?_ You tell her what you know. She listens every word closely. _But, you do not know how they got here?_ You shake your head. _Then we are still at a loss._";
	text2 = "_Ah, yes! Slithzerikai. My apologies, I did not mean to be rude._";
	code = if (species_in_party(3) == 0)
			remove_string(2);
		if (species_in_party(3) > 0)
			remove_string(1);
 break;

 begintalknode 33;
	state = 29;
	nextstate = -1;
	condition = get_flag(2,3) == 1 && get_flag(5,12) >= 1 && get_flag(5,13) == 1 && get_flag(5,12) == 0;
	question = "What was our mission, again?";
	text1 = "_Go west to the Iron Mines. Find and kill the slithzerikai leader._";

 begintalknode 34;
	state = 29;
	nextstate = -1;
	question = "You look very tired.";
	text1 = "_I am._ She smiles and chuckles to herself. _And I dread the day things are back to normal, when I have to do all the paperwork involving this affair._";

 begintalknode 35;
	state = 29;
	nextstate = -1;
	question = "How fares Sattle?";
	text1 = "_Before all this happened, just fine. Sattle is an easy village to administer. Some paperwork there, a town meeting then. There isn't that much to do._ The mayor yawns. _It can get a bit boring though._";
	text2 = "_When you've filled the same forms for ten years._";
	text3 = "_Better now, thanks to you. We are hoping to get the Iron Mines working again in a few months. We can't do that with the workforce we have now. I'm hoping the Empire would send us some workers._";
	action = DEP_ON_SDF 5 12 2;

 begintalknode 36;
	state = 29;
	nextstate = -1;
	condition = get_flag(5,12) >= 1 || get_flag(5,13) == 1;
	question = "The slithzerikai shouldn't be a problem anymore.";
	text1 = "The mayor seems more concerned than ever. _It was demons that summoned the lizards? How? I mean, demons need to be summoned, right. Who in their right minds would do that?_";
	text2 = "_Nevertheless, you ought to be rewarded._ The mayor hands you a sack of gold coins. _It isn't much, but it is the best we can do right now. But please, on behalf of me and the people of Sattle, thank you._";
	text3 = "_Yes, yes and we rewarded you. We are forever in your debt. I wish all adventurers were so competent._";
	action = DEP_ON_SDF 5 12 1;
	code = if (get_flag(5,12) != 3) {
		toggle_quest(5,0);
		award_party_xp(125,30);
		change_coins(500);
		set_flag(5,12,3);
}
 break;
		

		///***Captain Remington***///

 begintalknode 40;
	state = -1;
	nextstate = 41;
	question = "Remington";
	text1 = "There are two people sitting round a large desk in this small room. The first is the mayor of Sattle, the second is the captain of the troops. He is a solid looking man in his fifties. He and the mayor are having some sort of strategic meeting.";
	text2 = "_Greetings, I am captain Remington and this is Lady Worrington, the mayor. We are very busy at the moment, so unless you have something urgent, could you make this quick._";
	text3 = "The captain looks calmly at the slithzerikai in your party. _I take it you aren't from here. You see, we've been having problems with slithzerikai lately and I need to know you're not from that tribe. I'm captain Remington, by the way._";
	text5 = "The captain greets you hurriedly.";
	action = INTRO;
	code = if (species_in_party(3) == 0)
			remove_string(3);
		if (species_in_party(3) > 0)
			remove_string(2);
 break;

 begintalknode 41;
	state = 41;
	nextstate = -1;
	condition = get_flag(2,4) == 0;
	question = "We've come to offer our services as adventurers.";
	text1 = "Remington scratches his chin. _Talk to Lady Worrington. She can authorize you to help us more directly._ The captain leans back in his chair.";
	text2 = "_I do have something else for you too. You see, when the recent troubles began I immediately sent out a messenger to Norton, to get reinforcements. That was a week ago. I'm worried the slith might have him, so I need you to find him._";
	text3 = "_Or what's left of him. Head to Norton. His name's Leamon, he might be there._";
	action = SET_SDF 2 4 1;
	code = toggle_quest(6,1);
 break;

 begintalknode 42;
	state = 41;
	nextstate = 42;
	condition = species_in_party(3) != 0 || get_flag(2,4) != 0;
	question = "What do you know about sliths?";
	text1 = "_You mean the slith that have been attacking us or just slith in general? I'll answer both. I served in the Avernum war as a sergeant. I wasn't stationed on the front until the final days of the war. You see, I was part of a scouting party._";
	text2 = "_Our job was to explore the areas not inhabited by the Avernites. We met many strange creatures and most of them were the slithzerikai._ Remington leans back. _The slith we came across were mostly barbaric._";
	text3 = "_They lived in the caves and were hostile on sight. We must have wiped out half a dozen small tribes, and one civilized tribe._ He sniffs resentfully. _That tribe lived in houses and were cordial towards us and yet we were ordered to wipe them out too._";

 begintalknode 43;
	state = 42;
	nextstate = -1;
	question = "Did you kill the civilized slith?";
	text1 = "Remington seems to be lost in his thoughts. _Mmm... No, we slaughtered them._";

 begintalknode 44;
	state = 42;
	nextstate = 43;
	question = "What about the slith attacking you now?";
	text1 = "_They are the barbaric type, much stronger then what I faced in Avernum, though. Their strategies are the same, however. They are difficult opponents, especially with the amount and the level of men I have._";

 begintalknode 45;
	state = 43;
	nextstate = -1;
	question = "Have you had any luck fighting them?";
	text1 = "Remington shakes his head. _They've taken the hill leading to the Iron Mines. Even if we could take the hill back, we'd lose too much men in doing so. After the fight we'd have no more men to storm the mines._";
	text2 = "_We tried to take the hill back once. The slith didn't fall back, so we did._";

 begintalknode 46;
	state = 43;
	nextstate = -1;
	question = "What's wrong with your men?";
	text1 = "_Shrubs! All of them! This is their first real combat._ Remington gazes at the maps on the desk. _Not that they done poorly so far, but..._";

 begintalknode 47;
	state = 41;
	nextstate = -1;
	question = "Would Sattle normally have much use for soldiers?";
	text1 = "_Well the miners spend their money here, so there are usually a few fights we have to defuse on a monthly basis._";
	text2 = "_Also my predecessor, as the captain of the guard, died in a dubious way, but I marked the case as an accident. He drowned._";

 begintalknode 48;
	state = 41;
	nextstate = 44;
	condition = has_special_item(1) && get_flag(1,23) == 0;
	question = "Captain Yarling sends you a letter.";
	text1 = "Remington takes the letter and opens it. _She's from Grimson, right?_ Remington takes a moment to read the letter. _Most odd, most odd indeed._";
	code = take_special_item(1);
	       set_flag(1,23,1);
 break;

 begintalknode 49;
	state = 44;
	nextstate = -1;
	question = "What's odd?";
	text1 = "Remington slams his hands together. _It's a thought, I could be wrong, but listen._ He leans closer. _Isn't it odd that at the same time we're attacked by slithzerikai and Grimson by undead? I think that vampire is behind this._";
	text2 = "_He was allowed to build up his strength and now he's pulled an entire tribe of slithzerikai from Avernum to the surface. It's a difficult magical task, but then again vampires can be very powerful._";

 begintalknode 50;
	state = 44;
	nextstate = -1;
	question = "And your answer to the letter is?";
	text1 = "_Ah, yes! Right now the situation here requires my full attention. Explain what's happening here to her._ Remington continues his planing.";
	action = END_TALK;

 begintalknode 51;
	state = 41;
	nextstate = -1;
	condition = get_flag(2,4) == 2;
	question = "I found Leamon.";
	text1 = "_Yes, he has reported back to me._ Remington shakes his head. _A tragedy. It's important that who- or whatever is responsible, will be punished. Here take these coins._";
	text2 = "_Oh, and Leamon wants to see you. He's in his house. He said something about a reward._";
	action = SET_SDF 2 4 6;
	code = award_party_xp(75,30);
		change_coins(100);
		toggle_quest(6,0);
 break;

 begintalknode 52;
	state = 41;
	nextstate = 45;
	condition = has_special_item(5);
	question = "We've been empowered by the Chief Empire Liaison of Faerengrove and we require you to do the following.";
	text1 = "Remington reads the deputation papers. _Well what do you need?_";

 begintalknode 53;
	state = 45;
	nextstate = -1;
	question = "Never mind.";
	text1 = "_Very good sirs._";

 begintalknode 54;
	state = 45;
	nextstate = -1;
	condition = (get_flag(2,7) == 1 && get_flag(2,12) == 0);
	question = "There are rebels in the inn. You must arrest them immediately!";
	text1 = "_Rebels in Faerengrove? That's unfortunate. Poor lads, you know how the Empire treats rebels, right? Nonetheless they must be dealt with. I'll send soldiers there at once._";
	action = SET_SDF 2 12 1;
	code =	activate_hidden_group(7);
 break;

 begintalknode 55;
	state = 45;
	nextstate = 46;
	condition = (get_flag(2,1) == 1 && get_flag(2,13) == 0);
	question = "We demand that you arrest the nephilim Mahrmmrrh for killing your predecessor!";
	text1 = "_Now I know he had the motive to kill him, bit there was no evidence against him. The case has already been marked down as an accident._";

 begintalknode 107;
	state = 46;
	nextstate = -1;
	question = "I guess your right, never mind.";
	text1 = "Remington nods and smiles. You leave.";
	action = END_TALK;
	
 begintalknode 108;
	state = 46;
	nextstate = -1;
	question = "Nonetheless you must interrogate him!";
	text1 = "Remington nods. _If you insist. Go speak to captain Holk in the guard tower in the wilderness. He'll arrange the apprehension of the nephilim. Now if you'll excuse me, I'm busy._";
	action = END_TALK;
	code = set_flag(2,13,1);
 break;

		///***Ilina***///

 begintalknode 56;
	state = -1;
	nextstate = 57;
	question = "Ilina.";
	text1 = "The innkeeper is a sturdy woman in an apron. She looks fatigued and with the number of customers she has, that's no big surprise. _Welcome to me inn. Please sit, if ye can find a chair._ She quickly looks around her. _Oh well, what can I get ye?_";
	text2 = "The innkeeper is a sturdy woman in an apron. She looks fatigued and with the number of customers she has, that's no big surprise. She seems uneasy in the presence of slith. _We got free rooms._ She blurts out and looks away from you.";
	text5 = "_So what can I get ye._";
	action = INTRO;
	code = if (species_in_party(3) == 0)
			remove_string(2);
		if (species_in_party(3) > 0)
			remove_string(1);
 break;

 begintalknode 57;
	state = 57;
	nextstate = -1;
	question = "A round of beer, please. (8 gold)";
	text1 = "Ilina disappears behind the counter and reappears with your beer. You take a swig, it's pretty good actually.";
	text2 = "Ilina disappears behind the counter and reappears with your beer. You take a swig, it's actually pretty good. For reasons unknown to you Ilina is whistling to herself.";
	text3 = "_Ye don't have enough money._";
	action = PAY -1 -1 -1 8;
	code = if (species_in_party(3) == 0)
			remove_string(2);
		if (species_in_party(3) > 0)
			remove_string(1);
 break;

 begintalknode 58;
	state = 57;
	nextstate = -1;
	question = "A room would be nice. (20 gold)";
	text1 = "Ilina takes your money and leads you to a cramped room. It doesn't take long for you to fall asleep, though. After a while you get up well rested.";
	text3 = "_Come back when ye have the money._";
	action = INN 20 13 37;

 begintalknode 59;
	state = 57;
	nextstate = 58;
	question = "Do you have something to eat?";
	text1 = "_Yes I do, nothing fancy mind ye. Some bread, salad and some steak. Are ye interested?_";
	text2 = "Ilina gives you a hard look. _Well if ye must. I got some bread and such. Are ye interested or not?_";
	code = if (species_in_party(3) == 0)
			remove_string(2);
		if (species_in_party(3) > 0)
			remove_string(1);
 break;

 begintalknode 60;
	state = 58;
	nextstate = -1;
	question = "Yes, I'll buy some food.";
	text1 = "You bid Ilina farewell.";
	action = END_TALK;
	code = if (species_in_party(3) == 0)
			begin_shop_mode("Vagabond's Menu","A quick stop for a bite at the Vagabond's Rest - inn.",7,3,4);
		if (species_in_party(3) > 0)
			begin_shop_mode("Vagabond's Menu","A quick stop for a bite at the Vagabond's Rest - inn. Ilina might be a little hostile towards slithzerikai and that shows in the prices.",7,6,-1);
 break;

 begintalknode 61;
	state = 58;
	nextstate = -1;
	question = "No we're good, thanks.";
	action = END_TALK;
	text1 = "_Well, if ye'll excuse me. I got some work to do._";
	text2 = "_Well, no offense meant, but please remove yerself from me inn then._";
	code = if (species_in_party(3) == 0)
			remove_string(2);
		if (species_in_party(3) > 0) {
			remove_string(1);
}
 break;

 begintalknode 63;
	state = 57;
	nextstate = -1;
	question = "Tell me something about Sattle.";
	text1 = "_Lived here all me life, I have. Worst thing we've had, has been a drunken miner fight. Until now of course. I'm not sure if ye know but we've been attacked by strange lizardmen lately. They come from the direction of the Iron Mines._";
	text2 = "Ilina falls silent for a while. _We can only assume all the miners and guards there are dead. That's all I got to say about the matter._";
	text3 = "_I've got nothing to say to the likes of ye._ She gives the slith a mean stare. _Either buy something or stop wasting me time._";
	code = if (species_in_party(3) == 0)
			remove_string(3);
		if (species_in_party(3) > 0) {
			remove_string(1);
			remove_string(2);
}
 break;

		///***Pieter***///

 begintalknode 65;
	state = -1;
	nextstate = 66;
	question = "Pieter";
	text1 = "You meet a pale young soldier of the Empire. He is the only one occupying the barracks right now. He is sweating, either of nervousness, or something else. _Hi, I'm Pieter._";
	text2 = "When you entered the barracks, you saw this soldier flinch. He doesn't take his eyes off you as you approach him. He is squeezing the handle of his sword firmly. _What do you want?_";
	text5 = "Pieter sits on a bed.";
	action = INTRO;
	code = if (species_in_party(3) == 0) {
			remove_string(2);
			set_flag(2,6,1);
}
		if (species_in_party(3) > 0)
			remove_string(1);
 break;

 begintalknode 66;
	state = 66;
	nextstate = 67;
	condition = species_in_party(3) > 0;
	question = "We won't bite you.";
	text1 = "_Yeah I know YOU won't but..._ His eyes turn towards the slith. He is visibly showing fear in his eyes. _I'm Pieter. What do you want?";
	text2 = "The soldier seems confused. _What? You... you talk? Who are you?_ You explain the soldier about your mission in Faerengrove. He is stunned. _You didn't come from the mines? Well that's good. Erm... what do you want?_";
	action = SET_SDF 2 6 1;
	code = if (species_in_party(0) == 0 && species_in_party(2) == 0)
			remove_string(1);
		if (species_in_party(0) > 0 || species_in_party(2) > 0)
			remove_string(2);
 break;

 begintalknode 67;
	state = 66;
	nextstate = 68;
	condition = get_flag(2,6) == 1;
	question = "Why are you at these barracks all alone?";
	text1 = "He pulls up his sleeve, showing a bandaged wound. It has been bleeding heavily lately. Pieter winces in pain. _The lizards got me in the battle of the hill._ He smirks. _It's funny, really, I was the only one who got wounded._";
	text2 = "_We lost four men, sure, but the others didn't get a scratch. Well we killed at least seven of them._ Pieter shrugs. _So I guard now and wait for the priest._";
	text3 = "_Because of them._ He points at a slith in your group and pulls up his sleeve, showing a bandaged wound. It has been bleeding heavily lately. Pieter winces in pain. _The lizards got me in the battle of the hill._ He smirks.";
	text4 = "_It's funny, really; I was the only one who got wounded. We lost four men, sure, but the others didn't get a scratch. Well we killed at least seven of them._ He gives you a defiant look. _So I guard now and wait for the priest._";
	code = if (species_in_party(3) == 0) {
			remove_string(3);
			remove_string(4);
}
		if (species_in_party(3) > 0) {
			remove_string(1);
			remove_string(2);
}
 break;

 begintalknode 68;
	state = 68;
	nextstate = -1;
	question = "What do you guard?";
	text1 = "_It's a joke, really. I guard the captain's office, which is kind of stupid, because I'm allowed to let anybody in._ Pieter's expression suddenly turns uneasy. _Besides, I think it's just plain wrong. The mayor's in there too, you see._";
	text2 = "_She and the captain have spent the last two nights there all alone. For all I know they're just planning strategies, but still, that's not right._";
	text3 = "_It's a joke, really. I guard the captain's office, which is kind of stupid, because I'm allowed to let anybody in, even lizards._ Pieter's expression suddenly turns uneasy. _Besides, I think it's just plain wrong. The mayor's in there too, you see._";
	text4 = "_She and the captain have spent the last two nights there all alone. For all I know they're just planning strategies, but still, that's not right._";
	code = if (species_in_party(3) == 0) {
			remove_string(3);
			remove_string(4);
}
		if (species_in_party(3) > 0) {
			remove_string(1);
			remove_string(2);
}
 break;

 begintalknode 69;
	state = 68;
	nextstate = -1;
	question = "What's that about a priest?";
	text1 = "_We've got no healer of our own. So Leamon was sent to Norton for help and a healer, in case things turn ugly. He hasn't been back, though; the lizards must have caught him._";


		///***Asp***///

 begintalknode 71;
	state = -1;
	nextstate = 72;
	question = "Asp";
	text1 = "A stunning blonde woman is sitting behind this desk. She has a nice looking bow across her shoulder. She gives you a nod. _Did Jacob send ye? It doesn't matter, anyway. I'm Asp. Ye know why ye're here, right?_";
	text5 = "_What more do ye want?_";
	action = INTRO;

 begintalknode 72;
	state = 72;
	nextstate = 73;
	condition = get_flag(2,7) == 0;
	question = "Tell me more about you, exactly who are you?";
	text1 = "_We're a group of people who would like to see Faerengrove separated from the Empire rule._ So you're mixed up with rebels. This can't be good. _We're currently looking for more men._";
	text2 = "_If ye're interested in joining us, I can give ye the location of our leader._";

 begintalknode 73;
	state = 73;
	nextstate = 72;
	question = "I'm interested. Where is he?";
	text1 = "_Head south. Ye'll find a cave. There you'll find four levers, labeled 'rock', 'scissors' and 'paper'. Ignore the fourth one, it resets the mechanism. Pull them in the order: rock, paper, scissors and rock. Ye got that?_";
	text2 = "_When ye come in contact with the men there, they'll ask ye a password. It's calamity._";
	action = SET_SDF 2 7 1;
	code = if (get_flag(13,5) == 3)
			 set_flag(13,5,5);
 break;

 begintalknode 74;
	state = 73;
	nextstate = -1;
	question = "I'm not interested.";
	text1 = "Asp grabs her bow. _So! Ye were spies all along. Can't have ye telling the Empire dogs._ And without further word, she attacks.";
	action = END_TALK;
	code = set_attitude(14,10);
		set_attitude(15,10);
		set_level(14,20);
 break;

 begintalknode 75;
	state = 73;
	nextstate = -1;
	question = "Why do you want to fight the Empire?";
	text1 = "_Ye ask me? Me reasons are me own._";

 begintalknode 76;
	state = 72;
	nextstate = -1;
	condition = get_flag(2,7) == 0;
	question = "Erm, why am I here?";
	text1 = "Asp gives you a puzzled look. _You tell me. Ye really don't have a clue, who we are?_";

 begintalknode 77;
	state = 72;
	nextstate = -1;
	condition = get_flag(2,7) == 1;
	question = "What was I supposed to do, again?";
	text1 = "Asp sighs. _Go south to a cave. Pull the levers in the order: rock, paper, scissors and rock. They'll ask ye a password. It's calamity. Write that down, if ye can't remember!_";
	text2 = "_And if it's still not working pull the fourth lever and try again._";
	action = SET_SDF 2 7 1;

		///***Merchant***///

 begintalknode 79;
	state = -1;
	nextstate = 80;
	question = "Merchant";
	text1 = "The state Faerengrove is in, can't be good for traveling merchants. Maybe that's why this one is so thrilled to see you. He advances you grinning diplomatically. _Hello there. Care to sample my wares?_";
	text2 = "The state Faerengrove is in, can't be good for traveling merchants. Maybe that's why this one is so thrilled to see you. He advances you grinning diplomatically. Shock enters his face as he sees that he has become face to face with a slith.";
	text3 = "But he soon gathers himself. _Eh, Hi there! Care to buy some, erm, adventuring gear._";
	text5 = "_Please buy something!_";
	action = INTRO;
	code = if (species_in_party(3) == 0) {
			remove_string(2);
			remove_string(3);
}
		if (species_in_party(3) > 0)
			remove_string(1);
 break;

 begintalknode 80;
	state = 80;
	nextstate = -1;
	question = "Let's see your wares.";
	text1 = "The merchant is sad, because you didn't buy more.";
	code = begin_shop_mode("Adventuring Gear","Current events have forced this merchant to lower his prices.",8,0,-1);
 break;

 begintalknode 81;
	state = 80;
	nextstate = -1;
	question = "How's business been lately.";
	text1 = "_Plain awful!_ He clears his throat. _I don't usually make a lot of money, but recently I haven't been able to sell anything._";

 begintalknode 82;
	state = 80;
	nextstate = -1;
	condition = species_in_party(3);
	question = "Do you have something against sliths?";
	text1 = "_What? Oh! The lizard! No, especially if it's a wealthy lizard._";

		///***Luna***///

 begintalknode 84;
	state = -1;
	nextstate = 85;
	question = "Luna";
	text1 = "The woman sitting by the table hasn't noticed your presence, yet. She has buried her face in her arms and she might be quietly sobbing.";
	text5 = "Luna has her back turned at you.";
	action = INTRO;

 begintalknode 85;
	state = 85;
	nextstate = 86;
	question = "Excuse me, ma'am?";
	text1 = "She flinches and the turns around slowly. She has been crying. _What? I thought I locked... no wait..._";
	text3 = "Luna turns around. _Yes?_";
	action = DEP_ON_SDF 2 8 1;

 begintalknode 86;
	state = 86;
	nextstate = -1;
	condition = get_flag(2,8) <= 1;
	question = "Is there something wrong?";
	text1 = "The woman blinks and then blows her nose on a hankey. _Are you adventurers?_ You nod. _I'm Luna and I don't know, if you've heard what's been happening here, but hear me out. My husband, Falcon, worked in the Iron Mines._";
	text2 = "_You just, need to ask around, and you'll know why that's bad._ She pauses and wipes a tear. _I'm starting to believe that he's ... that_ She tries to swallow her tears. _He had a necklace, made from sliver._";
	text3 = "_It's carved as a falcon flying towards the moon. Please, if you could get the necklace for me, then I'd at least know if he's..._";
	code = toggle_quest(7,1);
		set_name(17,"Luna");
		set_flag(2,8,2);
 break;

 begintalknode 87;
	state = 86;
	nextstate = -1;
	condition = get_flag(2,8) == 0;
	question = "I'm sorry, I didn't mean to bother you.";
	text1 = "The woman turns to the table and lays her head on it. You leave.";
	action = END_TALK;
	code = set_flag(2,8,1);
 break;

 begintalknode 88;
	state = 86;
	nextstate = -1;
	condition = has_special_item(4) == 1;
	question = "Is this your husband's necklace?";
	text1 = "She takes the necklace and stares at it for a while. Then she clutches it in her fist. _Yes this is it. Please take this, it isn't much, but..._ She breaks down in tears and hands you a small pouch of copper coins.";
	action = END_TALK;
	code = toggle_quest(7,0);
		award_party_xp(125,30);
		change_coins(50);
		change_spec_item(4,-1);
break;

		///***Leamon***///

 begintalknode 90;
	state = -1;
	nextstate = 91;
	question = "Leamon";
	text1 = "Leamon has found his way back home. He looks a lot better and is happy to see you. _Friends! I can't thank ye enough. If it wasn't for ye, I'd be dead too. So as a token of my gratitude._ He pulls down his pants.";
	text2 = "_Here! Take me pants!_";
	text5 = "Leamon waits for your move.";
	text6 = "Leamon waits for your move. Luckily he's managed to find a new pair of pants somewhere.";
	action = INTRO;
	code = if (get_flag(2,11) == 0)
			remove_string(6);
		else
			remove_string(5);
 break;

 begintalknode 91;
	state = 91;
	nextstate = 92;
	condition = get_flag(2,11) == 0;
	question = "Err, no thanks!";
	text1 = "Leamon looks offended. _These are no regular pants. A magician had them enchanted for me. They'll make the wearer move faster. Here! Take them!_";

 begintalknode 92;
	state = 91;
	nextstate = 92;
	condition = get_flag(2,11) == 0;
	question = "Gee, thanks.";
	text1 = "Leamon hands the pants over to you with pride. _I'll have ye know the pants are magical. I had a magician enchant them for me, so that they would make the wearer move faster._";

 begintalknode 93;
	state = 92;
	nextstate = -1;
	question = "They're magical? I guess they could be useful.";
	text1 = "_I'm sure they are. Now is there more you want?_";
	action = SET_SDF 2 11 1;
	code = reward_give(453);
 break;

 begintalknode 94;
	state = 91;
	nextstate = -1;
	condition = get_flag(2,11) == 1;
	question = "Tell me what happened at Norton.";
	text1 = "Leamon's face turns more serious. _I was a bit, off, when ye talked to me in Norton, wasn't I? For some reason, healing potions do that to me. Anyways, it was demons, hordes of them!_";
	text2 = "_They blasted through the north wall and cut through the city's defenses, like they were non-existent. I told ye I got hit by the side pretty early on, but it doesn't take a genius to figure out what happened next._";

		///***The Rest***///

 begintalknode 100;
	state = -1;
	nextstate = -1;
	question = "Guards";
	text1 = "You make small talk with the guard. He is happy to see you, in fact, he's thrilled. He asks you questions about the rest of Faerengrove, apparently Sattle has been cut off from the other towns. The responses you give him, don't make him happier._";
	text2 = "The guard is reluctant to speak to you. After a while of pointless questions, he states that he would like to see _the lizard_ leave. With that you finish your conversation.";
	text3 = "The guard is happy to see you _the savior of Sattle_. He talks with you about the iron mines and sliths. Then he ashamefully apologizes the way the guards treated you when you first came to Sattle.";
	code = if (species_in_party(3) != 0 && get_flag(5,12) == 3) {
			remove_string(1);
			remove_string(2);
}
		if (species_in_party(3) != 0 && get_flag(5,12) != 3) {
			remove_string(1);
			remove_string(3);
}

		if (species_in_party(3) == 0) {
			remove_string(2);
			remove_string(3);
}
 break;

 begintalknode 101;
	state = -1;
	nextstate = -1;
	question = "Inn Guards";
	text1 = "The guards at the Inn seem happy to see you. Maybe it's because of the troubles the town's having, or maybe they're just naturally merry. You have a brief chat with the guard, but learn nothing new.";
	text2 = "The guard is ignoring you. He's staring at his flagon and when you try to talk with him, he grunts something incomprehensible.";
	text3 = "The guard seems thrilled by your presence. He asks questions about the iron mines and how you defeated the sliths there. In the end he buys you a drink and another... and another.";
	code = if (species_in_party(3) != 0 && get_flag(5,12) == 3) {
			remove_string(1);
			remove_string(2);
}
		if (species_in_party(3) != 0 && get_flag(5,12) != 3) {
			remove_string(1);
			remove_string(3);
}

		if (species_in_party(3) == 0) {
			remove_string(2);
			remove_string(3);
}
 break;

 begintalknode 102;
	state = -1;
	nextstate = -1;
	question = "Kid";
	text1 = "A small girl, no more that four years old, is staring at you with her eyes wide open. _Mommy says I can't talk to strangers._ She whispers, but keeps staring. You try to ask her name, but her mother tells you not to speak to the child.";

 begintalknode 103;
	state = -1;
	nextstate = -1;
	question = "Tired mother";
	text1 = "The townswoman is shushing a crying baby in her lap. She looks extremely tired. You decide not to bother her with any questions.";

 begintalknode 104;
	state = -1;
	nextstate = -1;
	question = "Townsperson";
	text1 = "You talk for a while with the townsperson, but learn nothing new. Besides the townsperson gets horribly depressed when you tell what's happening outside Sattle.";
	text2 = "The townsperson avoids eye contact with you and pretends not to hear what you have to say.";
	text3 = "The townsperson seems uneasy in your presence, but grants you a few words. _Listen I know ye helped us by killing the sliths and I thank ye, but could ye please just go away._ The townsmen are still frightened of you.";
	code = if (species_in_party(3) == 0) {
			remove_string(2);
			remove_string(3);
}
	if (species_in_party(3) != 0 && get_flag(5,12) == 3) {
			remove_string(2);
			remove_string(1);
}
	if (species_in_party(3) != 0 && get_flag(5,12) != 3) {
			remove_string(3);
			remove_string(1);
}
 break;

 begintalknode 105;
	state = -1;
	nextstate = -1;
	question = "Solid";
	text1 = "The hulk of a man in front is clad in iron from top to bottom. He is wearing a wooden expression and he speaks in a incredible low voice. _Talk to Asp, not me._";

 begintalknode 106;
	state = -1;
	nextstate = -1;
	question = "Killed them.";
	text1 = "A soldier is waiting for you in the hallway. _Sirs! Regrettably we lost three men, while trying to subdue the rebels. We had no choice but to slay them. But hey, they were going to die anyway._ With that the soldier leaves.";
	code = erase_char(39);
 break;
