// TOWN DIALOGUE SCRIPT
//    Town 2: Cresent Harbor

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

begintalkscript;

variables;

short choice;

// *** Ivan ***
begintalknode 1;
	state = -1;
	personality = 207;
	nextstate = 2;
	condition = 1;
	question = "Ivan";
	text1 = "A armored man is busy polishing a bow behind the desk in the lobby.";
	text2 = "He looks up and says _I'm Ivan.  Can I help you with something?_";
	text5 = "Ivan looks up at you and grunts.  He goes back to polishing his bow.";
	action = INTRO;

begintalknode 2;
	state = 2;
	personality = 207;
	nextstate = -1;
	condition = 1;
	question = "What is your job here?";
	text1 = "Ivan stops polishing long enough to give you a hard stare.";
	text2 = "He then snorts _I am Cresent Harbor's city clerk._";
	text3 = "_What can I do for you?_";

begintalknode 3;
	state = 2;
	personality = 207;
	nextstate = -1;
	condition = 1;
	question = "What do you know about the she-devil?";
	text1 = "_You'll have to speack to the mayor about that.  I know nothing._";
	text2 = "He goes back to polishing his bow.";

begintalknode 4;
	state = 2;
	personality = 207;
	nextstate = -1;
	condition = get_flag(2, 6) == 0;
	question = "Can I get in to see the mayor?";
	text1 = "Ivan pulls a book out of the desk and flips it open for you.";
	text2 = "_Sign in here._ he says _so we have a record of your visit._";
	text3 = "You sigh as you pen in your name.  The empire is so anal about record keeping.";
	action = END_TALK;
	code =
		set_flag(2, 6, 1); 
	break;

begintalknode 5;
	state = 2;
	personality = 207;
	nextstate = -1;
	condition = get_flag(2, 6) > 0;
	question = "Do I need to sign in again.";
	text1 = "_No, only need to sign in once._ Ivan says.";

begintalknode 6;
	state = 2;
	personality = 207;
	nextstate = -1;
	condition = get_flag(2, 6) > 0;
	question = "Sorry to have bother you.";
	text1 = "He humphs and goes back to polishing his bow.";
	action = END_TALK;

// *** Guards in Inn ***
begintalknode 7;
	state = -1;
	personality = -1;
	nextstate = -1;
	condition = 1;
	question = "Guard";
	text1 = "The guard looks up from his drink and gives you an icy stare.";
	text2 = "_Please, I'm just trying to enjoy my drink._";
	text3 = "_I don't know anything and wish to be left alone._";
	text4 = "_Hey, I'm busy talking here._";
	text5 = "He then ignores you and goes back to drinking his brew.";
	text6 = "_Move along now buddy if you know what's good for you._";
	action = END_TALK;
	code =
		clear_strings();
		add_string(1);
		add_string(get_ran(1, 2, 6));
	break;

// *** Child ***
begintalknode 8;
	state = -1;
	personality = -1;
	nextstate = -1;
	condition = 1;
	question = "Child";
	text1 = "A child is playing by itself singing a song.";
	text2 = "The child looks up at you when you approach and says _My mommy told me not to talk to strangers._";
	text3 = "The child goes back to playing ignoring you.";
	action = END_TALK;

// *** Nancy ***
begintalknode 9;
	state = -1;
	personality = 232;
	nextstate = -1;
	condition = 1;
	question = "Nancy";
	text1 = "A woman is busy working behind the counter.";
	text2 = "She looks up and smiles at you saying _Hello, my name is Nancy._";
	text3 = "_I'm fairly busy, so please talk to my husband if you need anything._";
	text4 = "With that, she moves away whistling as she works.";
	action = END_TALK;

// *** Mayor Clune ***
begintalknode 10;
	state = -1;
	personality = 206;
	nextstate = 11;
	condition = 1;
	question = "Mayor Clune";
	text1 = "A heavily armored man is sitting behind the desk at the city hall.";
	text2 = "You are a little shocked to see an empire dervish as mayor.";
	text3 = "He looks up and says _Hello travelers, I'm Mayor Clune.  I have heard you are here to take care of our problem._";
	text4 = "He sizes you up as he shakes your hand.  _What can I do for you?_";
	text5 = "Mayor Clune rises up and shakes your hand.  _How go your travels?_ he asks.";
	text6 = "_Are you done cleaning out the lighthouse yet?_";
	action = INTRO;
	code =
		remove_string(6);
		if ((get_flag(50, 4) > 0) && (get_flag(2, 18) == 0)) {
			add_string(6);
		}
	break;

begintalknode 11;
	state = 11;
	personality = 206;
	nextstate = -1;
	condition = 1;
	question = "What is your job here?";
	text1 = "_I am the mayor of Cresent Harbor.  I am also the empires military liason here in Cresent Valley._";
	text2 = "_Unfortunately, the empire cares little for us, so I am nearly the entire garrison._";
	text3 = "_What little support I get is just enough to secure the area from the entry to just past Cresent Harbor._";
	text4 = "_Well enough of the gloom talk, what else can I do for you?_";

begintalknode 12;
	state = 11;
	personality = 206;
	nextstate = -1;
	condition = get_flag(50, 1) == 0;
	question = "What do you know of the she-devil?";
	text1 = "_The creature seems to haunt mainly the area east of Split Creek, towards the lighthouse and Farthest._";
	text2 = "_With the walls around Cresent Harbor, I don't believe we were or are in any danger here._";
	text3 = "_Unfortunately, I do not have the resources to take care of it, nor is the empire sending additional resources._";
	text4 = "_I am hopeful outsiders such as yourself may have a shot so we can get back to normal here in Cresent Valley._";
	text5 = "_I may have some information that might be useful if I can get you to do something for me._ Major Clune adds";
	text6 = "_Are you done clearing out the lighthouse yet?_";
	code =
		set_flag(2, 17, 1);
		remove_string(5);
		remove_string(6);
		if (get_flag(50, 4) == 0) {
			add_string(5);
		}
		else if (get_flag(2, 18) == 0) {
			add_string(6);
		}
	break;

begintalknode 13;
	state = 11;
	personality = 206;
	nextstate = -1;
	condition = get_flag(50, 1) > 0;
	question = "What do you know of the she-devil?";
	text1 = "_We of Cresent Valley can't thank you enough for stopping the creature from preying on the population._";
	text2 = "_Hopefully now I can get the empire to lift the quarantine and goods and services can start flowing again._";

begintalknode 14;
	state = 11;
	personality = 206;
	nextstate = 15;
	condition = ((get_flag(2, 17) > 0) && (get_flag(50, 4) == 0));
	question = "What can I do for you?";
	text1 = "_When the she-devil appeared in the valley, the lighthouse attendants got scared and abandoned it._";
	text2 = "_Since then, some sort of undead, with friends, has taken up residence there._";
	text3 = "_I cannot begin to even think about opening up our port until I have control of the lighthouse again._";
	text4 = "_I need you to clean out Cresent Lighthouse so I can return the workers._";
	text5 = "_Will you do this?_ Mayor Clune asks.";

begintalknode 15;
	state = 15;
	personality = 206;
	nextstate = -1;
	condition = 1;
	question = "Yes";
	text1 = "_Thanks, here's the key to the door.  Return here once you've completed clearing out the lighthouse._";
	text2 = "_Good luck._ adds Mayor Clune.";
	action = END_TALK;
	code =
		set_flag(50, 4, 1);
		change_spec_item(3, 1);
		toggle_quest(2, 1);
	break;

begintalknode 16;
	state = 15;
	personality = 206;
	nextstate = -1;
	condition = 1;
	question = "No";
	text1 = "Mayor Clune looking disappointed says _Have it your way then._";
	text2 = "He turns back to working some papers on his desk, ignoring you.";
	action = END_TALK;

begintalknode 17;
	state = 11;
	personality = 206;
	nextstate = -1;
	condition = ((get_flag(50, 4) > 0) && (get_flag(50, 5) == 0));
	question = "No, I haven't completed clearing out the lighthouse.";
	text1 = "Mayor Clune turns from you and goes back to working on city matters.";
	text2 = "_Come back when you have news for me._ he adds before ignoring you.";
	action = END_TALK;

begintalknode 18;
	state = 11;
	personality = 206;
	nextstate = -1;
	condition = ((get_flag(50, 5) > 0) && (get_flag(2, 18) == 0));
	question = "We've clean out the undead from the lighthouse.";
	text1 = "Mayor Clune starts beaming _I knew I could count on you to clean up our problem._";
	text2 = "_Accept these coins as my gratitude._ he adds.";
	code =
		set_flag(2, 18, 1);
		play_sound(39);
		change_coins(250);
		award_party_xp(100, 30);
		toggle_quest(2, 0);
	break;

begintalknode 19;
	state = 11;
	personality = 206;
	nextstate = 21;
	condition = ((get_flag(50, 1) == 0) && (get_flag(2, 18) > 0));
	question = "You have additional information for me.";
	text1 = "Mayor Clune says _I have heard that a man named Henner, who lives east of Split Creek may know something about the she-devil._";
	text2 = "He adds _He is a crazy old cout that typically won't talk to anyone._";
	text3 = "_I'll send him a note so that he will talk to you._";
	code =
		set_flag(2, 19, 1);
	break;

begintalknode 20;
	state = 11;
	personality = 206;
	nextstate = -1;
	condition = ((get_flag(2, 18) > 0) && (get_flag(2, 5) > 0));
	question = "Is there a passage to Avernum around here?";
	text1 = "Mayor Clune looks thoughtful _There may be, but I don't personally know of it._";
	text2 = "_If there is, it'd be around Farthest.  Someone there may know about it._";

begintalknode 21;
	state = 21;
	personality = 206;
	nextstate = 22;
	condition = 1;
	question = "Anything else?";
	text1 = "_The people of Farthest, southeast corner of Cresent Valley, may know additional information also._";
	text2 = "He smiles thinly _They are afterall, right in the middle of where the she-devil is roaming right now._";
	text3 = "_I'll let them know that you'll be around asking questions under my authority._";
	text4 = "_That way, they'll be a little more open answering them._ he adds.";
	code =
		set_flag(2, 20, 1);
	break;

begintalknode 22;
	state = 22;
	personality = 206;
	nextstate = -1;
	condition = 1;
	question = "Is there anything else you can tell me?";
	text1 = "Mayor Clune thinks for a moment and says _I have nothing further that will help you._";
	text2 = "_Good luck in your travels._";
	text3 = "With that, Mayor Clune returns to scribbling on some papers in front of him.";
	action = END_TALK;

// *** Georgia ***
begintalknode 30;
	state = -1;
	personality = 208;
	nextstate = -1;
	condition = 1;
	question = "Georgia";
	text1 = "Georgia says _Meet me at my house so I can get you what you need._";
	text2 = "She turns and heads off towards her house.";
	action = END_TALK;

begintalknode 31;
	state = -1;
	personality = 208;
	nextstate = 31;
	condition = 1;
	question = "Georgia";
	text1 = "A pretty red-haired woman is walking along the street.  She carries a large sword with her.";
	text2 = "She smiles sexily at you and says _Hello studs, I'm Georgia._";
	text3 = "_'You need it, I can give it' is my motto._ she says still smiling.";
	text4 = "You wonder what it is she can give that you need...";
	text5 = "_Hello again studs._ Georgia says coyly.";
	text6 = "_I still got what you need._ she adds smiling.";
	action = INTRO;

begintalknode 32;
	state = 31;
	personality = 208;
	nextstate = 34;
	condition = 1;
	question = "What do you do?";
	text1 = "_I provide rest and relaxation for the weary traveler._ she says.";
	text2 = "_You tell me what you need, I will give you it._";
	text3 = "_Of course, there's a price to pay, by my prices are very reasonable._";

begintalknode 33;
	state = 31;
	personality = 208;
	nextstate = -1;
	condition = 1;
	question = "What do you know about the she-devil?";
	text1 = "Georgia says _I believe she is someone that you would not like to meet, no matter how sexy she is reported to be._";
	text2 = "_Besides_ Georgia says batting her eyes at you _she has nothing on me._";

begintalknode 34;
	state = 34;
	personality = 208;
	nextstate = -1;
	condition = 1;
	question = "Yes, I need what you have.";
	text1 = "Georgia's smile gets bigger _Meet me at my house so I can give it to you._";
	text2 = "_My house is on the souteast corner of the center of town._";
	text3 = "She turns away and starts walking to her house.";
	action = END_TALK;
	code =
		set_flag(2, 8, 1);
	break;

begintalknode 35;
	state = 34;
	personality = 208;
	nextstate = -1;
	condition = 1;
	question = "No, I'm fine right now.";
	text1 = "Georgia says, still flashing her teeth at you _OK, you know how to reach me if you change your mind._";
	text2 = "She gives you another lingering glance and moves off.";
	action = END_TALK;

// *** Begger (Henner) ***
begintalknode 36;
	state = -1;
	personality = 219;
	nextstate = 37;
	condition = 1;
	question = "Begger";
	text1 = "A scruffy looking man stumbles up to you mumbling to himself.";
	text2 = "He fixes his stare on you and asks _Can you spare a few coins?_";
	text5 = "The begger looks up at you and asks _Do you have some change you can spare?_";
	action = INTRO;
	code =
		set_flag(12, 5, 1);
	break;

begintalknode 37;
	state = 37;
	personality = 219;
	nextstate = -1;
	condition = coins_amount() > 0;
	question = "Away with you.";
	text1 = "The begger gives one last pleading look, then stumbles away.";
	action = END_TALK;

begintalknode 38;
	state = 37;
	personality = 219;
	nextstate = -1;
	condition = coins_amount() > 0;
	question = "OK (give 1 coin)";
	text1 = "The begger thanks you profusely before stumbling off.";
	action = END_TALK;
	code =
		inc_flag(2, 15, 1);
		play_sound(39);
		pay_coins(1);
	break;

begintalknode 39;
	state = 37;
	personality = 219;
	nextstate = -1;
	condition = coins_amount() == 0;
	question = "Sorry, I have nothing to give.";
	text1 = "The begger looks at you with pity before moving off.";
	action = END_TALK;

// *** PurrFly ***
begintalknode 40;
	state = -1;
	personality = 211;
	nextstate = 41;
	condition = 1;
	question = "PurrFly";
	text1 = "You spot what is an unusual site within the empire, a Nephil humunoid.";
	text2 = "He is busy working iron into horseshoes as you approach.";
	text3 = "He looks up _Welcome to the Cresent Harbor stables, I'm PurrFly._";
	text4 = "_You want horses, I've got horses._";
	text5 = "PurrFly looks up from working on a harness.";
	text6 = "_Can I show you a great horse?_ he asks.";
	action = INTRO;

begintalknode 41;
	state = 41;
	personality = 211;
	nextstate = -1;
	condition = 1;
	question = "What's a Nephil doing around here?";
	text1 = "PurrFly answers _I was kidnaped when I was little and sold as a pet._";
	text2 = "_Eventually I was let go and I moved here where people are a little more accepting._";

begintalknode 42;
	state = 41;
	personality = 211;
	nextstate = 43;
	condition = 1;
	question = "What do you do?";
	text1 = "_I sell horses to the traveller who wishes to get where they need to get in a hurry._";
	text2 = "_Or just tired of walking.  Can I interest you in a horse, just 250 coins?_ asks PurrFly.";
	text3 = "_I sell horses, unfortunately my horse stock is gone._";
	text4 = "_Didn't you buy one earlier?_";
	action = DEP_ON_SDF 2 13 2;

begintalknode 43;
	state = 43;
	personality = 211;
	nextstate = -1;
	condition = get_flag(2, 13) < 3;
	question = "I'd like to buy a horse please (250 coins).";
	text1 = "PurrFly says _My horses are 250 coins firm.  Come back and see me when you have enough coins._";
	text3 = "PurrFly takes your money, then says _Great, go out to the corral and pick up your horse._";
	text4 = "_Just try to mount him to see if he is yours or not._ PurrFly adds.";
	action = END_TALK;
	code =
		clear_strings();
		if (coins_amount() < 250) {
			add_string(1);
		}
		else {
			play_sound(15);
			add_string(3);
			add_string(4);
			change_coins(-250);
			set_horse_property(get_flag(2, 13), 1);
			inc_flag(2, 13, 1);
		}
	break;

begintalknode 44;
	state = 43;
	personality = 211;
	nextstate = -1;
	condition = get_flag(2, 13) < 3;
	question = "No thanks, a little steap for me.";
	text1 = "PurrFly says _OK, come back if you need one later, I'll be here._";
	text2 = "PurrFly bends back to working on some horse tack.";
	action = END_TALK;

begintalknode 45;
	state = 43;
	personality = 211;
	nextstate = -1;
	condition = get_flag(2, 13) >= 3;
	question = "Let me go find one of my horse, bye.";
	text1 = "PurrFly says _Great, see you around._";
	action = END_TALK;

// *** Clairesse ***
begintalknode 46;
	state = -1;
	personality = 212;
	nextstate = 47;
	condition = 1;
	question = "Clairesse";
	text1 = "A blond witch is busy writing on some scrolls behind the counter.";
	text2 = "She looks up and gives you a wry smile _Welcome travelers to Cresent Harbor._";
	text3 = "_I'm Clairesse and I will be happy to serve you._";
	text5 = "Clairesse looks up at you and says _Welcome again to my shop._";
	text6 = "_Can I help you with something?_";
	action = INTRO;

begintalknode 47;
	state = 47;
	personality = 212;
	nextstate = 49;
	condition = 1;
	question = "What do you sell here?";
	text1 = "_I teach magic spells to the learned visitor._";
	text2 = "_In addition, I can identify items for you if you wish for a small fee of course._";
	text3 = "_Which of my services do you need?_ Clairesse asks.";

begintalknode 48;
	state = 47;
	personality = 212;
	nextstate = -1;
	condition = 1;
	question = "What do you know of the she-devil?";
	text1 = "Clairesse looks thoughtful _I have heard that the she-devil seems to be looking for something or possibly someone._";
	text2 = "_I just don't believe that she is as dangerous as most make her out to be because of all of the maiming and killing that has happened._";
	text3 = "Clairesse pauses, then says _I really think that most of those maimed and killed somehow got too close to her._";
	text4 = "_Or judging from reports of her looks, tried to do more than get close to her._";
	text5 = "_She doesn't seem to bother those that make the attempt to ignore or avoid her._ Clairesse adds.";

begintalknode 49;
	state = 49;
	personality = 212;
	nextstate = -1;
	condition = 1;
	question = "I'd like to buy some spells.";
	text1 = "You finish purchasing spells from Clairesse.";
	code =
		begin_shop_mode("Clairesse Magic Spells", "Clairesse teaches a variety of mage spells to the learned.  Prices are somewhat pricey.", 9, 4, -1);
	break;

begintalknode 50;
	state = 49;
	personality = 212;
	nextstate = -1;
	condition = 1;
	question = "I'd like some things identified please.";
	text1 = "Clairesse finishes looking over your unidentified items.";
	action = ID 35;

begintalknode 51;
	state = 49;
	personality = 212;
	nextstate = -1;
	condition = 1;
	question = "Nothing now, thank you.";
	text1 = "_OK, come on back now you hear._ Clairesse says with a smile.";
	action = END_TALK;

// *** Stan ***
begintalknode 55;
	state = -1;
	personality = 214;
	nextstate = 56;
	condition = 1;
	question = "Stan";
	text1 = "A man behind the counter is busy setting up drinks and serving patrons.";
	text2 = "He looks at you saying _One moment please._";
	text3 = "He finishes with the customer and walks over.";
	text4 = "_Hello, I'm Stan, the innkeeper here in Cresent Harbor.  What can I do for you?_";
	text5 = "Stan is busy helping another patron, but nods in your direction.";
	text6 = "He eventually makes it your way and asks _What is your pleasure?_";
	action = INTRO;

begintalknode 56;
	state = 56;
	personality = 214;
	nextstate = -1;
	condition = get_flag(2, 16) == 0;
	question = "What do you do?";
	text1 = "Stan answers _I own the inn here in Cresent Harbor, the biggest city in Cresent Valley._";
	text2 = "_I provide clean rooms and drinks for travelers looking to relax._";
	text3 = "_Rooms are 45 coins, drinks vary._";
	text4 = "_What can I get you?_";
	code =
		set_flag(2, 16, 1);
	break;

begintalknode 57;
	state = 56;
	personality = 214;
	nextstate = -1;
	condition = get_flag(2, 16) > 0;
	question = "I'd like a room please (45 coins).";
	text1 = "Stan takes your money and shows you to a nice, clean room.";
	text2 = "You get some needed rest, awaking refreshed and ready to go.";
	text3 = "Stan chuckles at what you are trying to pay.";
	text4 = "_You can not afford the room, come back when you have 45 coins._";
	text5 = "Stan looks at you _You need to tie up your horse outside before I can rent you a room._";
	action = INN 45 55 43;

begintalknode 58;
	state = 56;
	personality = 214;
	nextstate = -1;
	condition = get_flag(2, 16) > 0;
	question = "I'd like a drink please.";
	text1 = "You finish buying drinks.";
	code =
		begin_shop_mode("Stan", "Stan provides drinks for the weary traveler.  Prices are reasonable.", 10, 2, -1);
	break;

begintalknode 59;
	state = 56;
	personality = 214;
	nextstate = -1;
	condition = get_flag(2, 16) > 0;
	question = "Nothing now, thanks though.";
	text1 = "Stan moves on to the next customer saying _OK, let me know if you change your mind._";
	action = END_TALK;

begintalknode 60;
	state = 56;
	personality = 214;
	nextstate = -1;
	condition = 1;
	question = "What do you know about the she-devil.";
	text1 = "Stan laughs _The creature is mainly to the east, beyond the river._";
	text2 = "_She stays out there, I stay here.  We don't bother each other._";
	text3 = "Stan gets serious _I'd be careful if you are planning on going to the lighthouse or Farthest though._";

// *** Clay ***
begintalknode 65;
	state = -1;
	personality = 231;
	nextstate = 66;
	condition = 1;
	question = "Clay";
	text1 = "A man is busy working behind the counter.";
	text2 = "He stops what he is doing and says _Hi, I'm Clay._";
	text3 = "_I am the proprietor of this fine establishment._";
	text4 = "_How can I help you?_";
	text5 = "Clays puts down the goods he was carrying and looks at you.";
	text6 = "_What can I get for you?_ he asks.";
	action = INTRO;

begintalknode 66;
	state = 66;
	personality = 231;
	nextstate = -1;
	condition = get_flag(2, 24) == 0;
	question = "What do you do?";
	text1 = "Clay answers _My wife and I run the supply shop here in Cresent Harbor._";
	text2 = "_We offer a large variety of items for sale to the traveler in need._";
	text3 = "_Can I show you our selection?_ Clay asks beaming.";
	code =
		set_flag(2, 24, 1);
	break;

begintalknode 67;
	state = 66;
	personality = 231;
	nextstate = -1;
	condition = get_flag(2, 24) > 0;
	question = "I'd like to see you supply selection?";
	text1 = "You finish buying supplies from Clay.";
	code =
		begin_shop_mode("Cresent Harbor Supply", "Clay and Nancy offer a variety of supplies for the adventurer.  Prices are not bad.", 11, 2, 2);
	break;

begintalknode 68;
	state = 66;
	personality = 231;
	nextstate = -1;
	condition = 1;
	question = "What do you know of the she-devil?";
	text1 = "Clay says _I don't know much, my wife and I don't get out much._";
	text2 = "_I do know we are extremely safe here inside the walls of Cresent Harbor._";
	text3 = "_Perhaps you need to talk to the mayor._ Clay adds.";

// *** Father Ian ***
begintalknode 70;
	state = -1;
	personality = 237;
	nextstate = 71;
	condition = 1;
	question = "Father Ian";
	text1 = "A priest is busy tending to the needs of the village up by the alter.";
	text2 = "He smiles as he sees you saying _Hello children, I'm Father Ian._";
	text3 = "_Do you need healing?_";
	text5 = "Father Ian smiles as you approach.";
	text6 = "_Hello again my children, do you require healing?_";
	action = INTRO;

begintalknode 71;
	state = 71;
	personality = 237;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "Father Ian laughs _Why I tend to the needs of the village._";
	text2 = "_Mainly providing healing and absolution for those in need._";
	text3 = "_My healing skills are legendary, though I require a small donation of 50 coins._";
	text3 = "_Are you in need of healing?_ he adds.";

begintalknode 72;
	state = 71;
	personality = 237;
	nextstate = -1;
	condition = 1;
	question = "Where are you when you are not here.";
	text1 = "Father Ian answers _I tend to needs in three villages._";
	text2 = "_Cresent Harbor, Asner and Farthest._";
	text3 = "_I can always be found in one of those villages._";
	text4 = "_Since you have found me, do you require healing?_ he adds.";

begintalknode 73;
	state = 71;
	personality = 237;
	nextstate = -1;
	condition = 1;
	question = "What do you know of the she-devil.";
	text1 = "_She's an aberration against all that is right._";
	text2 = "_Fortunately I have avoided her, and likewise, she has avoided me._";

begintalknode 74;
	state = 71;
	personality = 237;
	nextstate = -1;
	condition = 1;
	question = "Can I get some healing (pay 50 coins)?";
	text1 = "Father Ian says _I am sorry, but I have to be firm with the 50 coin donation before performing any healing._";
	text3 = "_Ah, we are blessed, you don't need any healing after all._";
	text5 = "Father Ian places his hand on your head.  You feel your energy and strength returning.  With a flash, you are completely healed.";
	code =
		clear_strings();
		if (coins_amount() < 50) 
			add_string(1);
		else if (run_select_a_pc(1) == 0)
			add_string(3);
		else {
			play_sound(24);
			add_string(5);
			restore_pc(get_selected_pc());
			change_coins(-50);
		}
	break;
