begintalkscript;

variables;

begintalknode 1;
	state = -1;
	nextstate = 1;
	question = "General Adlerauge";
	text1 = "You are approached by a man holding a tremendous bow, decked with glistening armor.  You heard rumors about Leader's Sniper-general, but never have you met him face-to-face.";
	text2 = "His name is General Adlerauge, the feared man who has been known to wipe out over fifty men with his lightning-quick aim and reflexes.  He stares down at you with what feels like contempt.";
	text3 = "_Specialists.  I am General Adlerauge, and I have been stationed here at Machtschrein to both guard it and share with you your orders._";
	text4 = "_Specialist.  I am General Adlerauge, and I have been stationed here at Machtschrein to both guard it and share with you your orders._";
	text5 = "Adlerauge nods.  _Are you ready to hear your orders?_";
	text6 = "Adlerauge seems irritated.  _I already told your orders, must I repeat them to you?_";
	action = INTRO;
	code = 
		if(party_size() > 1){
			remove_string(4);
		}
		else{
			remove_string(3);
		}
		if(get_flag(17,0) == 1){
			remove_string(5);
		}
		else{
			remove_string(6);
		}
	break;

begintalknode 2;
	state = 1;
	nextstate = 2;
	condition = get_flag(18,0) == 0;
	question = "Why are you guarding Machtschrein?";
	text1 = "He shakes his head.  _That is NOT for you to know._";

begintalknode 3;
	state = 2;
	nextstate = 1;
	question = "Very well.";
	text1 = "He nods approvingly.  _Let's change the subject._";

begintalknode 4;
	state = 2;
	nextstate = 1;
	question = "Why are you being so secretive?";
	text1 = "He rears back.  If he had orders to kill you now, you have no qualms that he would do just that.";
	text2 = "_How DARE you disobey my command!  I said it was not for you to know._";
	text3 = "He pauses to collect himself.  _If you MUST know...  I shall tell you one word.  Spiegelbrecher._";
	text4 = "You've asked too much already.  But what, then, is Spiegelbrecher?";
	code = 
		set_flag(18,0,1);
	break;

begintalknode 5;
	state = 1;
	nextstate = 3;
	condition = get_flag(17,0) == 0;
	question = "What are our orders, sir?";
	text1 = "_You are to follow me down to the Catacombs.  I will explain more on the way._";
	text2 = "_I will lead you to the Catacombs.  Tell me when you are ready to go._";
	code = 
		toggle_quest(1,0);
		toggle_quest(2,1);
		set_flag(17,0,1);
	break;

begintalknode 6;
	state = 1;
	nextstate = 3;
	condition = get_flag(17,0) == 1;
	question = "Tell us our orders again, sir.";
	text1 = "He shakes his head, and reluctantly repeats himself.";
	text2 = "_You are to follow me down to the Catacombs.  I will explain more on the way._";
	text3 = "_I will lead you to the Catacombs.  Tell me when you are ready to go._";

begintalknode 7;
	state = 3;
	nextstate = 1;
	question = "We aren't ready yet, sir.";
	text1 = "He nods.  _Understandable.  Tell me when you are._";

begintalknode 8;
	state = 3;
	nextstate = -1;
	question = "We're ready, sir.";
	text1 = "He folds his arms.  _Fantastic.  Then let's not waste any more time._";
	text2 = "_Go to the entrance to the western wing of the amphitheater.  I will open the gates for you, and we will descend together._";
	text3 = "(General Adlerauge has joined the party.)";
	action = END_TALK;
	code = 
		add_char_to_party(20);
		set_flag(17,0,2);
	break;

begintalknode 10;
	state = -1;
	nextstate = 5;
	question = "Leader";
	text1 = "Leader is sitting on his throne, overlooking all of Machtschrein.  He seems rather unsurprised by your being in the amphitheater.";
	text2 = "Much like the first time the two of you met, he has ambition in his eyes.  He seems angry at first glance, but he is neither fuming nor out of control.";
	text3 = "His fire burns so that North Canopy can burn its foes into dust.  He likely wants you to address him.";
	text5 = "Leader is sitting in his throne.  You should speak with him.";
	action = INTRO;

begintalknode 11;
	state = 5;
	nextstate = 5;
	condition = get_flag(23,0) == 0;
	question = "Leader, sir.  We have news to report to you.";
	text1 = "He turns to you.  _I know you do.  Specialists, thank you for disposing of Zauberer and the false general._  He reaches into his robe and hands you a key he was holding therein.";
	text2 = "He turns to you.  _I know you do.  Specialist, thank you for disposing of Zauberer and the false general._  He reaches into his robe and hands you a key he was holding therein.";
	text3 = "_Your reward is in the lower level of Schwertschrein.  Collect it at your leisure._";
	text4 = "_I believe you have something for me, though.  If you don't mind, give me the Bugbear emblems._";
	code = 
		if(party_size() > 1){
			remove_string(2);
		}
		else{
			remove_string(1);
		}

		set_flag(23,0,1);
		change_spec_item(21,1);
	break;

begintalknode 12;
	state = 5;
	nextstate = 5;
	condition = get_flag(23,0) == 1 || get_flag(23,0) == 2;
	question = "(Give him the emblems)";
	text1 = "You hand him all nine of the ornate objects.  He takes them and places them in his robes.";
	text2 = "_I will hold onto these and deposit them elsewhere in due time.  I must, however, ask you one thing._";
	text3 = "_Do you know what is held in the raised platform before me?_";
	code = 
		change_spec_item(1,-9);
		toggle_quest(2,0);
		set_flag(23,0,3);
	break;

begintalknode 13;
	state = 5;
	nextstate = 5;
	condition = get_flag(23,0) == 1;
	question = "Why do you need to have them, sir?";
	text1 = "He stares at you.  He didn't believe that you would ask such a thing.";
	text2 = "_Why?  Why not?_";
	text3 = "His answer makes sense.";
	code = 
		set_flag(23,0,2);
		inc_flag(67,2,1);
	break;

begintalknode 14;
	state = 5;
	nextstate = 5;
	condition = get_flag(23,0) == 3 && get_flag(18,0) >= 1;
	question = "Does it have something to do with Spiegelbrecher, sir?";
	text1 = "He smiles deviously.  _The fallen general told you a name?  Fascinating!_";
	text2 = "_Inside of that crystal IS Spiegelbrecher.  He is a creation made to augment my Specialists, you._";
	text3 = "_Inside of that crystal IS Spiegelbrecher.  He is a creation made to augment my Specialist, you._";
	text4 = "_I don't plan on replacing you.  Just augmenting you._";
	code = 
		if(party_size() > 1){
			remove_string(3);
		}
		else{
			remove_string(2);
		}

		set_flag(23,0,4);
		set_flag(18,0,2);
	break;

begintalknode 15;
	state = 5;
	nextstate = 5;
	condition = get_flag(23,0) == 3;
	question = "What is on the raised platform, sir?";
	text1 = "He raises an eyebrow in confusion.  _You mean that Adlerauge didn't even mention it to you?_";
	text2 = "_Well, let's call it Spiegelbrecher for now.  You can learn more later, just keep the name in mind._";
	text3 = "_In the meantime, I have a mission for you._";
	code = 
		set_flag(23,0,5);
	break;

begintalknode 16;
	state = 5;
	nextstate = 5;
	condition = get_flag(23,0) == 4;
	question = "Augmenting us, sir?";
	text1 = "_Spiegelbrecher will do nicely.  Your ability to do what armies can't in half of the time is amazing.  What you will need to make you an effective weapon against Sud Canopy is power._";
	text2 = "_And power, oh will you get it!  Spiegelbrecher will follow you when completed, and make everyone's life easier._";
	text3 = "Completed...?  What does that MEAN?";
	text4 = "_But that is beside the point.  You have a new mission._";
	code = 
		set_flag(23,0,5);
		set_flag(24,0,1);
	break;

begintalknode 17;
	state = 5;
	nextstate = 5;
	condition = get_flag(24,0) == 1;
	question = "Spiegelbrecher isn't 'completed' yet, sir...?";
	text1 = "He scowls.  _Don't ask questions!  Spiegelbrecher isn't like you or me.  He is a device._";
	text2 = "_Your mission, Specialists.  I would like to describe it to you, Specialists._";
	text3 = "_Your mission, Specialist.  I would like to describe it to you, Specialist._";
	code = 
		if(party_size() > 1){
			remove_string(3);
		}
		else{
			remove_string(2);
		}

		set_flag(24,0,2);
		inc_flag(67,2,1);
	break;

begintalknode 18;
	state = 5;
	nextstate = 5;
	condition = get_flag(23,0) == 5;
	question = "What is our mission, sir?";
	text1 = "_Your mission is quite simple this time.  Again, I fear betrayal among my generals.  Since you already have experience as an inquisitor, you should fare well._";
	text2 = "_Fortress Grenze is to the south.  It is commanded by General Trahison.  I want you to investigate that fortress._";
	code = 
		set_flag(23,0,6);
	break;

begintalknode 19;
	state = 5;
	nextstate = 5;
	condition = get_flag(23,0) == 6;
	question = "Why do you want us to investigate, sir?";
	text1 = "_I fear that there is widespread corruption in that place.  I have demanded of Trahison that Liason Lealta be allowed to correspond with me without interference._";
	text2 = "_All of my generals and other lieutenants have their own codeword that means that traitors are in the ranks.  I have received Lealta's code word._";
	text3 = "_But be aware, you would not be the first group I have sent._";
	code = 
		set_flag(23,0,7);
	break;

begintalknode 20;
	state = 5;
	nextstate = 5;
	condition = get_flag(23,0) == 7;
	question = "What happened to the other groups, sir?";
	text1 = "He sighs.  _The answer is obvious.  They never returned._";
	text2 = "_They blamed it on a bugbear raid.  Then, it was tigers.  A few groups, according to their reports, just got lost._";
	text3 = "_You know as well as I do that they will try to kill anyone I send._";
	text4 = "_This is why I send you._";
	code = 
		set_flag(23,0,8);
	break;

begintalknode 21;
	state = 5;
	nextstate = 5;
	condition = get_flag(23,0) == 7 || get_flag(23,0) == 8;
	question = "Why not just attack the fortress, sir?";
	text1 = "_That would be a foolish idea.  There are still loyal soldiers in Fortress Grenze._";
	text2 = "_If the entire fort had gone traitor, then it would have openly rebelled.  It hasn't._";
	text3 = "He pauses.  _Well, that's more to say that it hasn't yet.  At any rate, the first thing you should do is contact Lealte._";
	text4 = "_If you want, I can give you a break-down of the fortress._";
	text5 = "_Should that be unnecessary, I expect that you will perform admirably in this task._";
	code = 
		set_flag(23,0,9);
		toggle_quest(3,1);
	break;

begintalknode 22;
	state = 5;
	nextstate = 5;
	condition = get_flag(23,0) >= 9 && get_flag(25,0) == 0;
	question = "Tell us about Fortress Grenze, sir.";
	text1 = "_There are seven floors.  Which would you like to hear about?_";
	code = 
		set_flag(25,0,1);
	break;

begintalknode 23;
	state = 5;
	nextstate = 5;
	condition = get_flag(25,0) == 1;
	question = "The first.";
	text1 = "_The first floor is the reception area.  It is where my Liason, Lealte, should be._";
	text2 = "_There is a guard for the ground floor, but nothing significant._";

begintalknode 24;
	state = 5;
	nextstate = 5;
	condition = get_flag(25,0) == 1;
	question = "The second.";
	text1 = "_The second floor is barracks.  Sweaty, cramped quarters for grunts._";
	text2 = "_You might see problems if you dawdle here, I suggest that you don't._";

begintalknode 25;
	state = 5;
	nextstate = 5;
	condition = get_flag(25,0) == 1;
	question = "The third.";
	text1 = "_The third floor is an amalgam between a mess hall, a meeting room, and a union of sorts._";
	text2 = "_Expect troubles.  Places like this are places where soldiers can get uppity quicker than they normally would._";

begintalknode 26;
	state = 5;
	nextstate = 5;
	condition = get_flag(25,0) == 1;
	question = "The fourth.";
	text1 = "_The fourth floor is the blacksmith.  Feel free to plunder anything you see, although most will be beneath you._";
	text2 = "_After all, I reward Specialists better than I do traitors._";
	text3 = "_After all, I reward a Specialist better than I do traitors._";
	code = 
		if(party_size() > 1){
			remove_string(3);
		}
		else{
			remove_string(2);
		}
break;

begintalknode 27;
	state = 5;
	nextstate = 5;
	condition = get_flag(25,0) == 1;
	question = "The fifth.";
	text1 = "_The fifth floor is for training.  I always hope for more out of my trainers, but still..._";
	text2 = "_Hope that the trainers there are on your side.  If not, expect a fierce fight._";

begintalknode 28;
	state = 5;
	nextstate = 5;
	condition = get_flag(25,0) == 1;
	question = "The sixth.";
	text1 = "_The sixth floor is the mezzanine.  The mezzanine is loaded quite well with deadly beams used to guard our border, and it's why Grenze was built._";
	text2 = "_The beams are useable only by specifically trained magi.  Should you kill the magi at their beams, the beams will cease firing._";
	text3 = "_I suspect they will be used on you.  Exercise caution._";

begintalknode 29;
	state = 5;
	nextstate = 5;
	condition = get_flag(25,0) == 1;
	question = "The seventh.";
	text1 = "_The seventh floor is where General Trahison sleeps._";
	text2 = "_It is an elaborate reception chamber, and the view is extraordinary.  He will likely lie here in wait for you._";

begintalknode 30;
	state = 5;
	nextstate = 5;
	condition = get_flag(25,0) == 1;
	question = "That should be enough for now, sir.";
	text1 = "_Very well.  Let me know if you need to know more._";
	code = 
		set_flag(25,0,0);
	break;

begintalknode 31;
	state = 5;
	nextstate = 5;
	condition = get_flag(23,0) == 9 && get_flag(25,0) == 0;
	question = "What if we are not allowed to see her?";
	text1 = "_Come back immediately.  It will confirm my suspicions, to say the least._";
	text2 = "He nods.  _You are dismissed, Specialists._";
	text3 = "He nods.  _You are dismissed, Specialist._";
	action = END_TALK;
	code = 
		if(party_size() > 1){
			remove_string(3);
		}
		else{
			remove_string(2);
		}

		set_flag(23,0,10);
	break;

begintalknode 32;
	state = 5;
	nextstate = 5;
	condition = get_flag(23,0) == 10;
	question = "We have nothing else to report, sir.";
	text1 = "He scowls.  _Come back when you do, then!_";
	action = END_TALK;