// TOWN DIALOGUE SCRIPT
// 	Town 0: Pleasant Town

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

begintalkscript;

variables;

// *** Dan ***

begintalknode 1;
	state = -1;
	personality = 41;
	nextstate = 1;
	question = "Dan";
	text1 = "You approach this man, who is sorting through a huge pile of papers. He is tall and dressed in fine robes. He looks important. _Hi, my name is Dan,_ he says as you draw near, not looking up at you yet. _Welcome to my village._";
	text5 = "Dan continues to sort through papers as he waits for your next question.";
	action = INTRO;

begintalknode 2;
	state = 1;
	personality = 41;
	nextstate = 2;
	question = "What do you do here?";
	text1 = "_I run everything,_ he replies, waving one hand around to indicate all of the surroundings in one sweep. _I know everything that goes on in these mountains, and I do my best to make everything go smoothly. You've come at a bad time, though._";
	text2 = "He adds, _Yes, I know who you are and why you've come. I also know why you'll fail._";

begintalknode 3;
	state = 2;
	personality = 41;
	nextstate = 3;
	question = "Why is now a bad time?";
	text1 = "_Well, you know some already. Machrone's orb is missing. The person who stole the box was sure to implicate a number of others, too, as you know, including the goblins. Even now, the chain of events set off by the robbery is proceeding unchecked._";
	text2 = "He sighs. _But then there's a bunch of stuff you don't know about. There was a major disaster in the Land of Oaks, a chitrach infestation. Count yourself lucky that that's one monster plague you don't have to deal with._";
	text3 = "He waves his hand vaguely. _There was a raid on a caravan coming this way from the east, from Stock Town. Bandits or some such. Worst of all, the archmage is restless._";

begintalknode 4;
	state = 3;
	personality = 41;
	nextstate = 1;
	question = "Sounds like a mess.";
	text1 = "_Yes,_ Dan says with a strange smile, _it's quite a mess. But then, that's my job: to clean up messes around here. Occasionally I seek out help, but_ -- he adds hastily upon seeing your eyes light up -- _in this case, I have all the help I need._";

begintalknode 5;
	state = 3;
	personality = 41;
	nextstate = 1;
	question = "The archmage? What's he been doing?";
	text1 = "_Well..._ Dan hesitates. _I can't really say. It's classified. But we've heard rumblings coming from his mansion, and it sounds bad. Even I don't know the whole story, and I know everything that goes on around here. I'm trying to find out, though._";
	text2 = "He adds, _I think there might be more to all these disasters than at first meets the eye. But I'm just speculating._";

begintalknode 6;
	state = 2;
	personality = 41;
	nextstate = 4;
	question = "Fail? What do you mean?";
	text1 = "_You've come here to find Machrone's orb and recover it. You won't. There are forces at work here that are more powerful than you can even imagine. You may as well give up now and keep going to the Land of the Oaks._ Dan shakes his head";
	text2 = "_The theft of the little box is the beginning of a chain of events affecting this entire land, shaking it to its foundations!_ His eyes blaze with intensity. _You are far too small, too powerless, to have any effect on it._";

begintalknode 7;
	state = 4;
	personality = 41;
	nextstate = 1;
	question = "Well, we plan to try anyway.";
	text1 = "_Your determination is admirable,_ he says, smiling, _but stupid._ His smile twists crookedly. _You have the courage of Empire Dervishes, but the ability of Mung Rats._ He shrugs. _Oh well. No harm will come of it, except perhaps to you yourselves._";

begintalknode 8;
	state = 4;
	personality = 41;
	nextstate = 1;
	question = "So you're just going to let the world go to hell in a handbasket?";
	text1 = "_No,_ Dan says, snorting. _I have a plan. It just doesn't involve YOU._ He shrugs. _Stick around, if you want. I may find some use for you yet. Or keep trying to recover Machrone's orb._";
	text2 = "He adds, _It doesn't really matter. You'll fail, but you won't hurt anyone, except maybe yourselves._";

begintalknode 9;
	state = 2;
	personality = 41;
	nextstate = 1;
	question = "How do you know everything?";
	text1 = "Dan laughs. _Wouldn't YOU like to you? It's my job to know everything. I have eyes and ears everywhere, in the least expected places, and they tell me all that I would like to know._ He shrugs. _Besides, I'm a pretty good judge of people._";
	text2 = "He looks you over. _Take you, for example. I'd put the lot of you as newbies. You're adventurers, but you've barely gotten started, and you have no real power. How near am I?_ You nod sadly. He's right.";
	text3 = "_I'd heard of you, of course,_ he adds, _so it's not a completely fair test, but that's just what my eyes tell me, even ignoring what else I've been told._";

begintalknode 10;
	state = 1;
	personality = 41;
	nextstate = 5;
	question = "Can you help us?";
	text1 = "_Well, I CAN,_ he emphasizes, chuckling, _but the real question is whether I will or not._ He thinks for moment, talking as he does so. _Let's see. You're trying to recover Machrone's orb. You're here because you don't know where else to go._";
	text2 = "His complete knowledge of your predicament is a bit unnerving.";
	text3 = "_Yes,_ he decides finally, _I'll help you. Here's what you need to know: talk to Narayan. He's the one who stole the box. He doesn't have any of Machrone's property anymore, but he can tell you where you should look next.";
	text4 = "He adds, almost as if an afterthought, _Do not trust everything that Narayan says. He is a strange man, and a pathological liar._";
	action = SET_SDF 4 2 1;
	code =
	toggle_quest(1,0);
	toggle_quest(2,1);
break;

begintalknode 11;
	state = 5;
	personality = 41;
	nextstate = 1;
	question = "Where can we find Narayan, and how can we trust him if he's the one who robbed Machrone's room?";
	text1 = "_He's in the forest just outside my door. The forest is a little thick, so you may have to look for a little while, but wander around and you'll find him._";
	text2 = "Dan adds, _As for whether you trust him or not, that's up to you. He's the one who took the box, though, and he doesn't have it any more._";

begintalknode 12;
	state = 5;
	personality = 41;
	nextstate = 5;
	question = "If you know everything, why can't you just tell us where the orb is now and how to get it?";
	text1 = "Dan laughs very loudly. _You ARE newbies, aren't you? Only been in this business for a day or two?_ He laughs again as your faces turn bright red.";
	text2 = "_I could give you some excuse about not wanting to be responsible for your untimely demises, chasing after the orb when it has been taken by powers so great that you can hardly comprehend them, but I know that you're not going to die on this quest._";
	text3 = "He adds, _Even if you do die, you will just cast the mighty spell Reload, turn back time, and alter it so that you survive the encounter. I sense that you have that power, at least, even if you are weak and helpless in almost every other way._";
	text4 = "He continues, _No, the real reason that I won't tell you how to get the orb is that that's just not how it works. I have to tell you to go somewhere, so that when you get there, you feel as though you've accomplished something. It's more fun that way._";

// *** Narayan ***

begintalknode 20;
	state = -1;
	personality = 42;
	nextstate = 10;
	question = "Narayan";
	text1 = "You approach this filthy, mud-covered man, who eyes you uncomfortably. He is covered in dirt and grime, and his armor is tarnished. He has a large scar across his left cheek. ";
	text5 = "Narayan stands, waiting for your next question.";
	action = INTRO;

begintalknode 21;
	state = 10;
	personality = 42;
	nextstate = 10;
	condition = get_flag(8,6) == 0;
	question = "What's your name?";
	text1 = "_What's it to you?_ the dirty man retorts in an unfriendly manner. _I don't want to talk to you. I am too full of ill-disguised rage to speak to you willingly._";
	text2 = "He adds, _I am known sometimes as Narayan the Awkwardly Self-Aware._";

begintalknode 22;
	state = 10;
	personality = 42;
	nextstate = 11;
	condition = (get_flag(4,2) == 1) && (get_flag(8,6) == 0);
	question = "Dan said you know about Machrone's orb.";
	text1 = "Narayan's eyes glint murderously. _Oh, he said that, did he?_ He weighs this in his mind. _Well, he said a damn bit more than he should have, then!_";
	text2 = "He curses bitterly. _I suppose you'll be wanting to know where it is, and I'll probably tell you, despite my obvious dislike for you and everything that you stand for._";

begintalknode 23;
	state = 11;
	personality = 42;
	nextstate = 12;
	question = "Yes, where is it?";
	text1 = "_The archmage has it,_ Narayan spits. _The archmage has it, and you'll never get it back._ He sighs. _I would add a thinly-veiled threat, but my father never taught me enough work ethic to sustain hating you for long enough to do so._";

begintalknode 24;
	state = 12;
	personality = 42;
	nextstate = 13;
	question = "Where is the archmage keeping it now, and how could we get it back?";
	text1 = "_I imagine, because my parents never cut down on my needless speculation, that he is back in his mansion using the orb right now. The only way you could get it back is to kill him, and that's impossible._ He pauses. _Unless...._";

begintalknode 25;
	state = 13;
	personality = 42;
	nextstate = 14;
	question = "Unless?";
	text1 = "_Unless you could steal it back from him somehow._";

begintalknode 26;
	state = 14;
	personality = 42;
	nextstate = 15;
	question = "Yes, stealing it back from him sounds good. How might we do that?";
	text1 = "_I really shouldn't tell you, because the archmage is a good customer of my mercenary work, but since the girl that I liked when I was thirteen rejected me, I have learned not ever to trust anyone and have betrayed all of my best friends. I'll tell you._";
	text2 = "He lowers his voice. _First, you must find the secret passage by the town ruined by the monster plague a few weeks back. It could have been saved, if only those other adventurers had completed their mission a few days earlier._";
	text3 = "He continues, _Beyond the secret passage, you must pass the incredibly dangerous Perilous Path. I cannot tell you of the dangers that await you there; you must discover them yourself. The Path has defeated many valiant parties before you._";
	text4 = "He concludes, _Finally, you will arrive at the archmage's castle. You will be entering through the back door, and somewhere near there you can find the archmage's private labs. The orb is probably near there, but he didn't tell me exactly where._";
	action = SET_SDF 4 3 1;
	code =
	toggle_quest(2,0);
	toggle_quest(3,1);
break;

begintalknode 27;
	state = 15;
	personality = 42;
	nextstate = -1;
	question = "Gee, thanks. That was really helpful. You're swell.";
	text1 = "_Don't thank me,_ Narayan growls. _I only did it because I know that I can never live up to my father, and the shame drives me to envy and hate him, and, if you hadn't guessed, the archmage is my father. You will kill him._";
	text2 = "He repeats to himself, _Yes, they will kill him. Yes. Yes._ You get the awkward feeling that the conversation is over.";
	action = END_TALK;

begintalknode 28;
	state = 11;
	personality = 42;
	nextstate = 11;
	question = "Why did you take it, and how?";
	text1 = "_I took it because I wasn't hugged enough as a child!_ Narayan declares. _I have concluded that all of my evil deeds are due to my parents' failings in raising me. I wasn't shown enough affection, so I took to thievery and banditry to get attention._";
	text2 = "He continues, _My father never taught me how to distinguish true friendship from false, so when the archmage came to me and asked me to commit this robbery for him, I did not refuse, out of loyalty and a desire for money._";
	text3 = "He adds, _Then, because my mother never taught me not to litter, I cast aside the worthless box by the goblin lair._";

begintalknode 29;
	state = 10;
	personality = 42;
	nextstate = 10;
	condition = get_flag(8,6) != 0;
	question = "You jerk! The archmage didn't have the orb at all!";
	text1 = "Narayan chuckles. _Dan did tell you that I am a pathological liar, didn't he? And do you know why I am that way? It's because...._";
	text2 = "You walk away before he can again find absurd way to place the blame on his parents.";
	action = END_TALK;

// *** Bones ***

begintalknode 35;
	state = -1;
	personality = 43;
	nextstate = 20;
	question = "Bones";
	text1 = "The initial shock of seeing a ruby skeleton standing in the middle of a town square hawking goods past, you approach this storekeeper. He introduces himself in a deep, spectral, heavily accented voice as _Bones._";
	text2 = "He nods to the poisonous fungus next to him, which he calls _Chuck._ He claims that it is his business partner.";
	text5 = "Bones stares with blazing eyes into your soul as he waits for your next question.";
	action = INTRO;

begintalknode 36;
	state = 20;
	personality = 43;
	nextstate = -1;
	question = "May I see your wares?";
	text1 = "When you are finished, Bones strikes up a very one-sided conversation with Chuck the fungus.";
	code = 
		begin_shop_mode("Bones's Goods","Bones sells very expensive rubies and jeweled rings. Of course. How useful.",0,5,0);
	break;

begintalknode 37;
	state = 20;
	personality = 43;
	nextstate = 21;
	question = "So... you're a ruby skeleton.";
	text1 = "_An' yer a gapin', gawk-eyed git! What's yer point?_";

begintalknode 38;
	state = 21;
	personality = 43;
	nextstate = 20;
	question = "I just don't see many ruby skeletons... um... in public places.";
	text1 = "_What're yer insinuatin'? That us rubies're best kept locked 'way in dungeons an' pits where'n yer c'n come in an' slaughter us all like we weren't real bein's with feelin's like all the rest of yer? That's prejudice, yer dribblin' scab!_";
	text2 = "He glances over at the poisonous fungus, Chuck, which has (as far as you can tell, which is not very far) turned to him reproachfully. _Ach, yer right, Chuck,_ Bones says. _It's not such t' git worked up over._";

begintalknode 39;
	state = 20;
	personality = 43;
	nextstate = 22;
	question = "Chuck... is your business partner?";
	text1 = "_An' a damn fine one at that!_ Bones replies heartily. _Me an' Chuck have sold together f'r years._";

begintalknode 40;
	state = 22;
	personality = 43;
	nextstate = 20;
	question = "He, er, doesn't say much, does he?";
	text1 = "Bones bellows a deep, spectral laugh. It's... unnerving. _Chuck talks 'nuff. Yer jus' need t' know how t' listen._";

begintalknode 41;
	state = 20;
	personality = 43;
	nextstate = 20;
	question = "Why's that table next to you empty?";
	text1 = "_It's not empty!_ Bones replies. _That's John. 'E's 'ard t' see, John is, but if yer look closely, yer c'n see 'm. 'E's a black shade. Sells invisible items._";
	text2 = "This is hard to believe. If there is a black shade manning the table to Bones's right, he's completely invisible.";

// *** Chuck ***

begintalknode 45;
	state = -1;
	personality = 44;
	nextstate = 25;
	question = "Chuck";
	text1 = "You approach this poisonous fungus, which the ruby skeleton standing nearby introduces as _Chuck._ Chuck's spore tentacles slowly pulsate and swivel as you watch, squishing and squirting pus as it sits -- or stands; you can't really tell.";
	text2 = "Gross.";
	text5 = "Chuck continues to pulsate and pus as he waits for your next question.";
	action = INTRO;

begintalknode 46;
	state = 25;
	personality = 44;
	nextstate = -1;
	question = "Let's do business.";
	text1 = "When you are finished shopping, Chuck's spore tentacles slowly retract. If you had been hungry before, you have long since stopped being so.";
	code = 
		begin_shop_mode("Chuck's Toadstools","Chuck sells very expensive toadstools. Of course. How useful.",1,5,0);
	break;

begintalknode 47;
	state = 25;
	personality = 44;
	nextstate = 25;
	question = "So, what's it like being a fungus? You're neither plant nor animal.";
	text1 = "Chuck just stares at you. Well, he doesn't actually have eyes, so he can't stare. But his mushroom cap remains slightly inclined towards you, giving the impression that he's looking at you, and his spore tentacles are pointing in your direction.";
	text2 = "He doesn't say anything, but Bones laughs. _That's right, Chuck! Yer tell 'm._";

// *** Ravenheart ***

begintalknode 50;
	state = -1;
	personality = 45;
	nextstate = 30;
	question = "Ravenheart";
	text1 = "You approach this cloaked figure, who is garbed in all the trappings of a powerful magic-user! The rest of the shops appear useless, but surely this great mage can assist you in developing your considerable magical talents!";
	text2 = "The mysterious scent of incense wafts up from the table, and the shopkeeper says one word: _Ravenheart._ This, evidently, is the great wizard's name! How exciting!";
	text5 = "Ravenheart crosses his arms proudly as he waits for your next question.";
	action = INTRO;

begintalknode 51;
	state = 30;
	personality = 45;
	nextstate = 31;
	question = "What do you sell?";
	text1 = "_To thee?_ Ravenheart replies superciliously. _Incense. Thou art not worthy of the greater secrets of the mystic arts._ He sneers. _Wouldst thou be inclined to purchase some?_";

begintalknode 52;
	state = 31;
	personality = 45;
	nextstate = -1;
	question = "Yes, I'll buy some incense.";
	text1 = "_When you are finished shopping, Ravenheart looks down his nose at you even more, if that is possible._";
	code = 
		begin_shop_mode("Ravenheart's Incense","Ravenheart sells very expensive incense. Of course. How useful.",5,5,0);
	break;

begintalknode 53;
	state = 31;
	personality = 45;
	nextstate = 32;
	question = "Incense! Can't you sell spells or something... useful?";
	text1 = "_Nay!_ Ravenheart replies. _Thy frail heart is too weak to control the awesome powers of arcane wizardry._ He frowns deeply, but not at you, just sort of in your general direction. He is too proud to meet your eyes, apparently.";

begintalknode 54;
	state = 32;
	personality = 45;
	nextstate = 33;
	question = "Come on, please?";
	text1 = "_I cannot. My mystic order has forbid me to give our mysteries into the hands of outsiders._ He still does not even look at you as he speaks.";

begintalknode 55;
	state = 33;
	personality = 45;
	nextstate = 34;
	question = "Which mystic order is that?";
	text1 = "_Err... it is the great... ah... Order of the... um... Weasel. Of Gale._ He continues to avoid your gaze, and he is speaking very quietly now, as if trying not to be heard.";

begintalknode 56;
	state = 34;
	personality = 45;
	nextstate = -1;
	question = "The Order of the Weasel of Gale? (Loudly.)";
	text1 = "_Hush, okay?_ Ravenheart whispers cuttingly. _Okay, okay, fine. You caught me. There is no Order of the Weasel of Gale. I can't sell you any magic, because I don't know any. I'm just a believer in the power of nature and peace and the earth._";
	text2 = "He adds, _And I sell incense 'cuz it gets chicks. So does the wizard routine. 'Ah, my lady, divest thyself of that dress, and I shall show you the power of my magic wand!'_ Before he continues, you sigh and look away. He shuts up.";

// *** Mary ***

begintalknode 60;
	state = -1;
	personality = 46;
	nextstate = 40;
	question = "Mary";
	text1 = "You approach a very small woman clad entirely in red. She is at least a head shorter than most women. She appears to be in her mid-thirties, and she has very prominent cheekbones and a rather pointed nose.";
	text2 = "_I'm Mary,_ she says, smiling sweetly, though there is something a little off about her expression and you can't quite place what it is. Her voice is just slightly shrill.";
	text5 = "Mary smiles in her rather crooked way as she waits for your next question.";
	action = INTRO;

begintalknode 61;
	state = 40;
	personality = 46;
	nextstate = 40;
	question = "What do you sell?";
	text1 = "_I sell the finest-quality used adventuring equipment in the land!_ Mary exclaims, her voice rather more shrill than usual now. _All items sold as-is, no returns!_ she quickly adds. She is not exactly inspiring confidence. _I buy, too!_";

begintalknode 62;
	state = 40;
	personality = 46;
	nextstate = -1;
	question = "Let's do business.";
	text1 = "When you are finished, Mary laughs at just a high enough pitch to give you shivers.";
	code = 
		begin_shop_mode("Mary's Equipment","Mary buys and sells used adventuring equipment. It appears that adventurers only go to her when their equipment falls on hard times, though.",4,5,1);
	break;

// *** (Female) Merchant ***

begintalknode 70;
	state = -1;
	personality = 47;
	nextstate = 50;
	question = "Merchant";
	text1 = "This woman has out a teacup and a teapot. The teapot appears to be full of tea, fresh black tea by the smell of it. She smiles at you as you approach and pours a little into the teacup. _Hi there, travelers. Would you like some tea?_";
	text5 = "This woman pours herself a little more tea as she waits for your next question.";
	action = INTRO;

begintalknode 71;
	state = 50;
	personality = 47;
	nextstate = 51;
	question = "What do you sell?";
	text1 = "_I sell lovely hand-made tea sets,_ she replies, pointing to the teapot and teacup that you can see.";

begintalknode 72;
	state = 51;
	personality = 47;
	nextstate = 50;
	question = "Are you sure that you don't have anything more useful to adventurers?";
	text1 = "She smiles warmly, sipping some of her tea. _Absolutely certain,_ she replies. _Some people not only don't go around killing things for a living but also don't sell things to people who go around killing things for a living._";
	text2 = "Her smile is a little unkind at the moment.";

begintalknode 73;
	state = 50;
	personality = 47;
	nextstate = -1;
	question = "Let me see what you've got for sale.";
	text1 = "When you finishing shopping, this woman goes back to sipping her tea.";
	code = 
		begin_shop_mode("Tea Supplies","This merchant sells teacups and teapots. How useful.",2,5,0);
	break;

begintalknode 74;
	state = 50;
	personality = 47;
	nextstate = 50;
	question = "I'd like a cup of tea.";
	text1 = "_Sure,_ she says, pulling out another teacup, filling it with steaming black tea, and handing it to you. You sip it gently. It is warm, soothing, and delicious._";

// *** (Male) Merchant ***

begintalknode 80;
	state = -1;
	personality = 48;
	nextstate = 55;
	question = "Merchant";
	text1 = "This man is playing chess with himself, amidst the variety of other games in front of him. As you approach, he makes a move and says to himself, _Hah! Bet you didn't see that coming!_";
	text5 = "This man makes another move on the chessboard as he waits for your next question.";
	action = INTRO;

begintalknode 81;
	state = 55;
	personality = 48;
	nextstate = 56;
	question = "What do you sell?";
	text1 = "_I sell the finest boardgames in all the land!_ he announces proudly. _I have chess, checkers, backgammon, and everything else there is!_";

begintalknode 82;
	state = 56;
	personality = 48;
	nextstate = 55;
	question = "Don't you sell anything that would be useful to adventurers?";
	text1 = "_Oh, yes, of course_ he says, reaching down under the table. You are elated for a moment as he pulls out a handful of small metal objects.";
	text2 = "Your elation rapidly dissipates, however. _I have here cute little pewter figurines for adventurers of all ages!_ he says, holding out a shiny piece that looks like a cross between an owl and a bear. You sigh.";

begintalknode 83;
	state = 55;
	personality = 48;
	nextstate = 55;
	question = "I'd like to see your wares.";
	text1 = "When you are finished shopping, he suddenly makes a move on the checkerboard. He triumphantly raises a fist and declares, _King me!_ You oblige.";
	code = 
		begin_shop_mode("Boardgames","This merchant sells boardgames. How useful.",3,5,0);
	break;

// *** Sarah/Xena ***

begintalknode 85;
	state = -1;
	personality = 59;
	nextstate = -1;
	question = "Sarah/Xena";
	text1 = "This woman, when you address her, defers any and all questions to Elizabeth, though she smiles at you, touches your shoulder, and winks.";

// *** Liz ***

begintalknode 86;
	state = -1;
	personality = 49;
	nextstate = 60;
	question = "Elizabeth";
	text1 = "As you approach, this woman smiles at you. _Hi. I'm Elizabeth. Liz. Call me Liz. What can I do for you?_ She looks a little older than the other two women and is clearly in charge.";
	text5 = "Liz carries another plate of food as she waits for your next question.";
	action = INTRO;

begintalknode 87;
	state = 60;
	personality = 49;
	nextstate = 60;
	question = "Can we have some food?";
	text1 = "Liz smiles broadly. _Hey, since you're newcomers and all, the food's on the house._ She hands you a warm plate of everything good to eat that you can imagine, smelling as delicious as anything you've ever tasted. How kind of her!";
	text2 = "You eat it slowly, savoring every bite, and eventually hand the plate back to her when you are done.";

begintalknode 88;
	state = 60;
	personality = 49;
	nextstate = 61;
	question = "This is a great restaurant! What's your story? What's its story?";
	text1 = "_No story, really,_ Liz replies. _I just have always been a good cook, and my two friends, Sarah and Xena, like to cook, too, so we got together and took this place over._";
	text2 = "She continues, _It used to be an old, beat-up, er, inn of ill repute, a real eyesore for the town. The girls and I cleaned it right up, and instead of housing sketchy traveling folks who looked real bad for the town, it's now a nice, pretty diner._";

begintalknode 89;
	state = 61;
	personality = 49;
	nextstate = 62;
	question = "That's a lovely story. There isn't any more to it than that?";
	text1 = "_No!_ Liz says a little too loudly. _I mean,_ she continues, quieter, _No. There's no more. This place is exactly what it looks like: a restaurant with delicious food and, um, pretty girls serving, um, no, never mind about that. Good food. That's all._";
	text2 = "She looks at you sideways. _You don't have any reason to believe that this restaurant is anything else, right?_ she demands suddenly.";

begintalknode 90;
	state = 62;
	personality = 49;
	nextstate = -1;
	question = "No, I... no! Huh?";
	text1 = "_Good,_ she says, continuing on about her business.";

begintalknode 91;
	state = 60;
	personality = 49;
	nextstate = 60;
	question = "Is this place a brothel?";
	text1 = "_Noooo..._ Liz says slowly, looking at you carefully. _This is a legitimate restaurant run by three independent, strong women who are great cooks._ She pauses. _Unless... you're interested in... no, no you're not._";
	text2 = "She dismisses whatever thought she was having. It must not have been important.";

begintalknode 92;
	state = 60;
	personality = 49;
	condition = get_flag(4,6);
	nextstate = 60;
	question = "Why is there a couch in the back room?";
	text1 = "_Um,_ Liz says, looking slightly uncomfortable, _it's there in case the girls get tired and need to, um, rest. Yes. It's there for them to lie on their backs and... uh... rest._ How considerate of Liz to have included such a perk for the working girls!";

// *** Mot ***

begintalknode 95;
	state = -1;
	personality = 58;
	nextstate = 70;
	question = "Mot";
	text1 = "As you approach this man to talk to him, he salutes you crisply with his sword. _Mot's Armory,_ he says, _home of the finest steel in the East Bay!_ He isn't just boasting. The weapons around are good. Really good. And probably really expensive.";
	text5 = "Mot polishes his sword as he waits for you next question.";
	action = INTRO;

begintalknode 96;
	state = 70;
	personality = 58;
	nextstate = 70;
	question = "Tell me about yourself.";
	text1 = "_Not a man of talk, m'self,_ Mot replies. Also not a man of subject pronouns, apparently. _Work on blades so don't have to talk much. Fire! Steel! Blades tell the story for me._";

begintalknode 97;
	state = 70;
	personality = 58;
	nextstate = -1;
	question = "Show me your blades.";
	text1 = "When you finish shopping, Mot says nothing, simply polishing away.";
	code = 
		begin_shop_mode("Mot's Blades","Mot sells high quality steel equipment at absurd prices. How useful for a new party.",6,5,0);
	break;
