begintalkscript;
variables;
int i, sorshas_mood = 2;

begintalknode 1; // Archie the shipmaker.
       state = -1;
       nextstate = 1;
       condition = 1;
       question = "Archie";
       text1 = "You begin a conversation with Archie. He has many tattoos on his arms. Right now he is drawing a blueprint for a ship.";
       text2 = "_Hiya, can I help you?_";
//
begintalknode 2;
       state = 1;
       nextstate = 1;
       condition = 1;
       question = "Have you got any boats?";
       text1 = "_No, sorry. All of them were in use when the storm raged. Now they're gone. But if you immediatly need to leave, you could hitch-hike on ships that pass by._";
       text2 = "_That reminds me. Hamer, the town blacksmith, reserved a trip to the Valorim continent. If you'd like to meet him, go to the northeast building._";
//
begintalknode 3;
       state = 2;
       nextstate = 2;
       condition = 1;
       question = "What is the Nepheline Woods? How can I get there?";
       text1 = "Your question unnerves him. _I-it You'd better not hike there. It's haunted by the restless souls of the Nepheline tribes. If you'd like to know more about them, go to the bookshop in Alexandra._";
       text2 = "_And sorry if I bugged you. Hearing that name just makes me uncomfortable._";
//
begintalknode 17;
       state = 1;
       nextstate = 2;
       condition = 1;
       question = "Can you tell me why I'm brought to Serpent Delta?";
       text1 = "_You must have heard of the capture of the naga. Well, that's not the main problem. The theft of the Spiritual Sphere was followed with the destruction of the village Haville._";
       text2 = "_No-one knows exactly who did it. I'm not quite sure either, but what rumors have told me it was the Slithzerikai who destroyed the village._";
       text3 = "_Only one thing is sure. They wen't towards the Nepheline Woods after the ravage._";
       
begintalknode 19;
       state = 1;
       nextstate = 1;
       condition = 1;
       question = "I see no fort soldiers here. What is this place?";
       text1 = "_Oh, yes. The name 'Fort Nout' comes from the ages when this was the only outpost here. Here used to be an inn, forge and, of course, a lot of soldiers._"; 
       text2 = "_But when the capitol city Alexandra was built, all the soldiers left to the new Azure Isle fort._";
       text3 = "_Nowadays, Fort Nout is only a lighthouse, a very, very crude inn, and a dock._";
//
begintalknode 16;
       state = 2;
       nextstate = -1;
       condition = 1;
       question = "Do you know who captured the naga?";
       text1 = "_No-one is quite sure. Spotters describe the thieves as tall, dark creatures with long noses, fins on their backs, and tails. This refers of course to the Slithzerikai._";
       text2 = "_However, I saw one who got killed. It didn't look like a slith, because its skin was darker and had a reddish hue, as if its race would have lived in sunlight for long._";
//



       
begintalknode 4; // Hamer the smith.
       state = -1;
       nextstate = 4;
       question = "Hamer";
       condition = 1;
       text1 = "The keeper of this forge isn't a human. He's clearly some kind of ogre. He's sweaty and his muscles have gone hard, like rock.";
       text2 = "_HelloI'm Hamer. ._ He's putting away things in a suitcase.";
//
begintalknode 5;
       state = 4;
       nextstate = 5;
       question = "You're an ogre. Aren't ogres carnivorans?";
       condition = 1;
       text1 = "_Alas, yes. That is one reason why I'm gonna move. Everyone suspects that I'm up to something. But I do not eat human, nephil or slithzerikai meat. I'm vegetarian._";
//
begintalknode 6;
       state = 5;
       nextstate = -1;
       question = "I see you are putting things away. Are you leaving?";
       condition = 1;
       text1 = "_Yes. I won't be here for long._";
       text2 = "_By the way, if you'd wan't to leave Serpent Delta, just go to the dock. My ferry will arrive there soon._ He disappears behind a counter.";
       action = END_TALK;
//
begintalknode 7;
       state = 4;
       nextstate = 4;
       question = "Can I buy or sell something?";
       condition = 1;
       text1 = "_No, sorry. This ain't a fort anymore, so I stopped running my forge.";
//




begintalknode 8; // Sorsha the lighthousekeeper.
       state = -1;
       nextstate = 6;
       question = "Sorsha";
       condition = 1;
       text1 = "A woman in bright red robes is drawing red runes on the brazier.";
       text2 = "She stops painting and puts the brush next to a bucket of paint. _Hi, you must-t-t be t-the (Whatchoo) arrivals. I'm Sorsha.";
       action = INTRO;
       text5 = "_Hi. (Snif)_ Sorsha really has a bad cold.";
       code = 
              if (get_flag(1, 1) == 1)
                  sorshas_mood = 0;
       break;
//
begintalknode 9;
       state = 6;
       nextstate = 6;
       question = "Do you have cold?";
       condition = 1;
       action = INTRO;
       text5 = "_Y-yes, I have. I-i was sa-sailing when the s-storm brewed. (Snif) I-i have also some kind of sickness prone, so this'll p-propably not fade away in just a c-couple of days._";
//
begintalknode 10;
       state = 6;
       nextstate = 6;
       question = "I met your husband. Why is he unfriendly against me?";
       condition = town_status(5) == 1;
       text1 = "_He is very s-s-suspicious. He thinks a-anyone could assassinate him. I'm sorry for his attitude._";
//
begintalknode 11;
       state = 6;
       nextstate = 6;
       question = "You are a sorceress. Can you teach me anything?";
       condition = 1;
       text1 = "_No, sorry. I-i'm not allowed._";
//
begintalknode 12;
       state = 6;
       nextstate = 6;
       question = "I came here to solve problems. Can I help you with anything?";
       condition = get_flag(1, 1) == 200;
       text3 = "_W-when it comes to it, y-yes! Not with these ru-runes, bu-bu-but, uh, it seems that my fa-familiar Stikk has eaten my earrings. C-c-could I get you to bring 'em back._";
       text4 = "_J-just smash Stikk in it's belly. It'll feel no pain, it's a slug. It should be in the northwest corner of this fort._ (You can now get past the pond.)";
       code = 
                     toggle_quest(0, 1);
                     set_terrain(14, 23, 301);
       break;
       action = DEP_ON_SDF 1 1 1;
       text1 = "_No, thanks. I ha-haven't had any trouble ever since you returned my e-earrings. A-anyway, thanks for offering._";
begintalknode 18;
       state = 6;
       nextstate = -1;
       condition = has_item_of_class(1, 0) == TRUE;
       question = "I think I found your earrings.";
       text1 = "_Oh my!_, she says, and takes the earrings. She puts them on rightaway, and when you see how well they suit on her you understand why she wanted them back.";
       text2 = "_T-thank you! These must h-have fallen in Stikk's foodpot when I was cooking for it. I'd better tell Luciano!_";
       code =
              sorshas_mood = 0;
              set_flag(1, 1, 2);
              take_all_of_item_class(1, 0);
              toggle_quest(0, 0);
       break;
//





begintalknode 13; // Workers.
       state = -1;
       nextstate = -1;
       question = "Worker";
       condition = 1;
       text1 = "This is a worker. He is currently picking up thrash and things from the floor. He doesn't talk very much. At least he says 'hi'.";
       action = END_TALK;
//
begintalknode 14; // Guards.
       state = -1;
       nextstate = 9;
       condition = 1;
       question = "Guard";
       condition = 1;
       text1 = "This is a guard, a friendly one. You chat a bit. He says: _You must be new arrivals. I tell you to stay away from trouble. I don't want the same to happen to you that happened to 'Ravaging Raven' Roger._";
       
//
begintalknode 15;
       state = 9;
       nextstate = -1;
       condition = 1;
       question = "Who is he? What happened to him?";
       text1 = "_If you must know, he was a brigand of a worse kind. He stole a lot of travellers. Then, he accidently tried to assassinate one of my fellow guards. He got, uh, how would I describe it, em, serious injury._";
       text2 = "_I think he's still cryin' in his brigand lair. I heard from a mate that he 'swore revenge'._ He resumes patrolling.";
       action = END_TALK;