// TOWN DIALOGUE SCRIPT
//    Town 0: Greenleaf

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

begintalkscript;

variables;

//Lady in Temple - Day
begintalknode 1;
	state = -1;
	nextstate = -1;
	question = "When you're on your own...";
	text1 = "This lady is dozing lightly when you approach. She stirs slightly as your shadow falls across her, but doesn't awaken. You move to wake her up properly, but the priest stops you.";
	text2 = "_Please,_ he whispers, _Try not to wake anybody here. If you wish to speak to anybody, I will be more than willing._ With a small smile, he moves away. You decide to respect his wishes - this is his temple, after all.";
	text3 = "You approach the young lady you spoke to before. She is asleep at the moment. She stirs slightly as your shadow falls across her, but doesn't awaken. You move to wake her up properly, but the priest stops you.";
	text4 = "_Please,_ he whispers, _Try not to wake anybody here. If you wish to speak to anybody, I will be more than willing._ With a small smile, he moves away. You decide to respect his wishes - this is his temple, after all.";
	action = SET_SDF 0 4 1;
	code = if(get_flag(0,5) == 0) {
		remove_string(3);
		remove_string(4);
	} else {
		remove_string(1);
		remove_string(2);
	}
	break;
	
//Lady in Temple - Night
begintalknode 2;
	state = -1;
	nextstate = -1;
	question = "Goodnight so politely";
	text1 = "You approach this young lady. She looks wide awake, and smiles slightly as you approach. You chat for a while, and soon, as expected, the conversation turns to the missing people.";
	text2 = "She is terrified - that much is clear. She has been spending all her time in the temple, believing that the _monster_ won't enter a holy building. It's not a bad idea, really, although she is finding it hard not being able to go outside.";
	text3 = "You approach this young lady again. She is awake now, and smiles slightly as you approach. You chat for a while, and soon the conversation turns to the missing people.";
	text4 = "She is terrified - that much is clear. She has been spending all her time in the temple, believing that the _monster_ won't enter a holy building. It's not a bad idea, really, although she is finding it hard not being able to go outside.";
	action = SET_SDF 0 5 1;
	code = if(get_flag(0,4) == 1) {
		remove_string(1);
		remove_string(2);
	} else {
		remove_string(3);
		remove_string(4);
	}
	break;
	
//Soldier in temple
begintalknode 3;
	state = -1;
	nextstate = -1;
	question = "Caligula would have blushed...";
	text1 = "This soldier, still in uniform, is sitting completely still and looking straight ahead. You approach, and try talking with him, but he spits out a series of obscenities, all aimed at adventurers in general, and you in particular.";
	text2 = "You decide to leave him alone, lest he decides to make his dislike of you more active.";

//Sal (Northern Merchant)
begintalknode 4;
	state = -1;
	nextstate = 1;
	personality = 1;
	question = "Ste-ven?";
	text1 = "This lady smiles sweetly when you approach, and fiddles with one or two of the items on the table in front of her, making sure they look as neat as possible. Then, suddenly, she coughs heavily.";
	text2 = "This lady smiles sweetly when you approach, and fiddles with one or two of the items on the table in front of her, making sure they look as neat as possible. Then, she coughs a little.";
	text3 = "_I'm Sal, a merchant_, she says politely. _Can I help you with anything?_";
	text5 = "Sal is still here, peddling her goods to the few visitors in town. She smiles as you approach. _Hello again. Want to buy something else?_ She coughs a little, and smiles again.";
	text6 = "Sal is still here, peddling her goods to the few visitors in town. She smiles as you approach, before launching into a coughing fit. _Hello again. Want to buy something else?_";
	action = INTRO;
	code = if(get_flag(0,7) != 2) {
		remove_string(2);
		remove_string(5);
	} else {
		remove_string(1);
		remove_string(6);
	}
	set_flag(0,20,1);
	break;

begintalknode 5;
	state = 1;
	nextstate = -1;
	condition = get_flag(0,7) == 0;
	question = "Are you okay? That cough sounds nasty.";
	text1 = "Sal begins to speak, before breaking into another coughing fit. _Yes, thanks. I must just be under the weather at the moment. Now, can I interest you in some of my wares?_";
	
begintalknode 6;
	state = 1;
	nextstate = 3;
	condition = get_flag(0,7) == 1;
	question = "Hey, we found some poisonous goo in the store behind you...";
	text1 = "You tell Sal about the cauldron you found, and explain that the gasses it is giving off may be what are making her ill. Her eyes widen, and she gasps slightly.";
	text2 = "_Really? Tovas left something nasty in there? Something needs to be done. Maybe you should tell Mayor Stone..._";
	
begintalknode 7;
	state = 1;
	nextstate = 3;
	condition = get_flag(0,7) == 2;
	question = "How's the cough?";
	text1 = "_Oh, it's so much better now, and it's all thanks to you,_ she beams. _In fact, I should definitely reward you somehow... I'll tell you what, I'll give you a discount on my stuff. How does that sound?_";
	text2 = "_I still can't believe that Tovas would leave something dangerous back there though. It's so unlike him..._";
	action = SET_SDF 0 13 1;
	
begintalknode 8;
	state = 1;
	nextstate = -1;
	condition = get_flag(0,13) == 0;
	question = "(Do some shopping)";
	text1 = "You conclude your business. Sal smiles. _Thanks, and don't hesitate to come back!_";
	code = begin_shop_mode("Sal's Miscellany","Sal has collected a wide manner of items during her time as a merchant. Most of it looks useless to you, but you find a few items that look nice.",0,4,4);
	break;	

begintalknode 9;
	state = 1;
	nextstate = -1;
	condition = get_flag(0,13) == 1;
	question = "(Do some shopping)";
	text1 = "You conclude your business. Sal smiles. _Thanks, and don't hesitate to come back!_";
	code = begin_shop_mode("Sal's Miscellany","Sal has collected a wide manner of items during her time as a merchant. Most of it looks useless to you, but you find a few items that look nice. And, as promised, you get a healthy discount on everything.",0,2,3);
	break;	
	
begintalknode 10;
	state = 1;
	nextstate = 2;
	question = "So, what's happening in town?";
	text1 = "Sal's cheery demeanour vanishes almost immediately. _Well, of course, you must know about Laurina - that is why you are here, isn't it? Laurina? Mayor Stone's daughter?_";
	text2 = "You nod. _And, of course, there have been other disappearances. Mayor Stone is working on them too, although he's getting next to no help from the Empire._";
	
begintalknode 11;
	state = 2;
	nextstate = -1;
	question = "Other disappearances?";
	text1 = "Sal nods her head, causing her dark hair to bounce over her left shoulder. _Yes, you didn't know? A few people from Sherrington went missing before Lauriana, but it was when she went missing that the Mayor actually got his finger out.";
	text2 = "_And some good he's done._ She looks up at you. _No offence._";
	text3 = "_Yes, I told you about them before, remember? Did you want something else?_";
	action = DEP_ON_SDF 0 14 0;
	code = set_flag(0,14,1);
	break;

begintalknode 12;
	state = 2;
	nextstate = -1;
	question = "Are you not worried?";
	text1 = "_About being taken? Oh, no. The disappearances only happen at night - whoever is doing it is careful never to be seen. And,_ she adds, _I am locked away as safe as possible when night falls._";
	text2 = "_In fact,_ she adds, _if I'm ever not here, I'll probably still be in bed. But I'll always turn up if you hang around._ She looks around. You don't entirely believe she's not frightened, but you decide not to press the issue.";

begintalknode 13;
	state = 3;
	nextstate = -1;
	condition = get_flag(0,15) == 0;
	question = "Tovas?";
	text1 = "_Yes, that old shop behind me used to be where Tovas, the town's alchemist and sage did his work. Very secretive fellow. Pleasant enough in his way. Wouldn't have had him down as the careless type at all.";
	text2 = "_He left not long ago. I don't know much about it, but I'm sure somebody else will be able to tell you more._";
	action = SET_SDF 0 15 1;

//Liam
begintalknode 14;
	state = -1;
	nextstate = 4;
	question = "And you can shoot me, and you can throw me off a train..";
	text1 = "This elderly-looking gentleman is sitting, calmly observing the goings-on in town. On the table in front of him are various pieces of writing equipment, although he doesn't once move to use them.";
	text2 = "After a moment, he spots you watching him, and calls over to you. _Can I help you? I'm Liam, fortune-teller. Come, come, don't stand about. You're making the place look untidy._";
	text5 = "Liam is sitting, still watching the goings-on in town. On the table in front of him are various pieces of writing equipment, although he still doesn't use them.";
	text6 = "He sees you approaching, and smiles. _Hello again. What can I do for you?_";
	action = INTRO;
	code = set_flag(0,18,1);
	break;
	
begintalknode 15;
	state = 4;
	nextstate = -1;
	condition = get_flag(0,16) == 0;
	question = "'Fortune teller?'";
	text1 = "Liam nods. _Yes, yes, a spark of the divine flows throughout my body and I can..._ He stops, noting the scepticism on your faces. _Fine, I can't see the future. But I do have charms to make you luckier, which you may want to buy._";
	text2 = "_And this time I'm not lying!_";
	action = SET_SDF 0 16 1;
	
begintalknode 16;
	state = 4;
	nextstate = 5;
	condition = get_flag(0,16) == 1;
	question = "Luck charms?";
	text1 = "With a flourish, Liam produces several charms, all on fine necklaces. _Umhmm. These charms all contain a powerful enchantment. Normally, I don't sell them to visitors, but since you saw through my fortune act...";
	text2 = "_Would you like to buy one?_";
	action = SET_SDF 0 16 2;
	
begintalknode 17;
	state = 5;
	nextstate = -1;
	question = "Yes, please.";
	text1 = "You finish your shopping.";
	code = begin_shop_mode("Liam's Charms","You have no idea where he got them from, but Liam is offering you some serious magical hardware - lucky charms. They glow and shimmer as you look at them.",1,4,-1);
	break;	 
	
begintalknode 18;
	state = 5;
	nextstate = -1;
	question = "No thanks.";
	text1 = "Liam puts the charms away. _No problem. I'm not going anywhere, so don't hesitate to come back if you change your mind._";
	
begintalknode 19;
	state = 4;
	nextstate = -1;
	question = "What's happening in town?";
	text1 = "_Well, the kidnappings, of course. Terrible business. I believe that Mayor Stone has got some adventurers in to deal with that though. And otherwise, Greenleaf is as peaceful as ever.";
	text2 = "_Now, I'm sorry, but if you're not going to buy anything, I must ask you to move along... time is money, after all!_";
	
//Liam again
begintalknode 99;
	state = 4;
	nextstate = 20;;
	condition = get_flag(0,16) == 2;
	question = "We'd like to see your charms, please."; //He he
	text1 = "With a flourish, Liam produces several charms, all on fine necklaces. _Umhmm. These charms all contain a powerful enchantment. Normally, I don't sell them to visitors, but since you saw through my fortune act...";
	text2 = "_Would you like to buy one?_";
	
	
//Night Liam
begintalknode 20;
	state = -1;
	nextstate = -1;
	question = "Cemetry (sic) Gates";
	text1 = "This old man is sitting in the corner, half-asleep. He introduces himself as _Liam_, and tells you to find him on his stall in town tomorrow, before excusing himself from the conversation.";
	text3 = "You find Liam again. He looks exhausted. He smiles at you as you approach, but doesn't want to chat. _Find me again in the morning - I'll be at my stall_, he says.";
	action = DEP_ON_SDF 0 18 0;
	
//Kathleen
begintalknode 21;
	state = -1;
	nextstate = 6;
	question = "Well I wonder/Punctured bicycle on a hillside desolate...";
	text1 = "This young lady is leaning against a tree, strumming on a guitar when you approach. She pauses, and notes something down on a sheet of paper at her side, before playing a slightly different tune.";
	text2 = "After a moment, she realises you are there, and looks up at you. _Hello, I'm Kathleen. Nice to meet you,_ she says, and turns back to note something down on her paper. _Did you want something?_";
	text5 = "Kathleen is fully engrossed in her guitar when you return. You wait patiently for her to finish the short tune she is strumming before you greet her again. After a moment, she looks up at you.";
	text6 = "_Hello again. Can I help you?_";
	action = INTRO;
	
begintalknode 22;
	state = 6;
	nextstate = -1;
	condition = get_flag(0,17) == 0;
	question = "Wow, that was good. Been playing long?";
	text1 = "Kathleen beams. _Aw, thanks! I've only been playing a few months, but I'm getting better all the time._ She smiles. _You know, not many people around here appreciate my playing, but I can tell you have sense. Is there anything I can do for you?";
	action = SET_SDF 0 17 1;
	
begintalknode 23;
	state = 6;
	nextstate = -1;
	condition = get_flag(0,17) == 0;
	question = "Woah. That was awful. You're killing that guitar, you know.";
	text1 = "Kathleen scowls. _Oh yeah? What would you know about it? Look, just get lost, okay? Leave me alone._";
	text2 = "She turns away and begins playing the guitar again.";
	action = SET_SDF 0 17 2;
	
begintalknode 24;
	state = 6;
	nextstate = -1;
	condition = get_flag(0,17) == 2;
	question = "Erm...";
	text1 = "Kathleen pointedly ignores you. You must have really upset her.";
	action = END_TALK;

begintalknode 25;
	state = 6;
	nextstate = -1;
	condition = (get_flag(0,17) == 1) && (get_flag(250,0) == 1);
	question = "Is it safe for you to be out here?";
	text1 = "Kathleen nods, and points to the stars. _My mother used to say that the stars were people who passed on before us, looking down and protecting us. As long as they are there, I have nothing to be frightened of..._";
	text2 = "She grins. _Plus, I'm pretty well hidden on this hill. Nah, I don't think I'm in any real danger. And, if I do see anything weird, all I have to do is scream and run - the temple isn't too far from here._";
	
begintalknode 26;
	state = 6;
	nextstate = -1;
	condition = (get_flag(0,17) == 1) && (get_flag(250,0) == 0);
	question = "Is it safe for you to be out here?";
	text1 = "Kathleen nods, and looks around. _I'm pretty well hidden on this hill. Nah, I don't think I'm in any real danger. And, if I do see anything weird, all I have to do is scream and run - the temple isn't too far from here._";
	text2 = "_Besides,_ she says, _people only ever disappear at night. I'm fine here. I like it here. And I'm not going to leave._";
	
begintalknode 27;
	state = 6;
	nextstate = 7;
	condition = get_flag(0,17) == 1;
	question = "What's been happening around here lately?";
	text1 = "_Well, you must know about the disappearances. That is why you're here, right?_ Kathleen asks. You nod. _Thought so. Well, Mayor Stone is pretty upset, which I understand. Me and Laurina were sort of close, and it's hit me hard too..._";
	text2 = "She stops a moment, and rubs her forehead. _Yeah, as I was saying, Mayor Stone is going mad with worry, and has got his old friend Roxy to help look for Laurina with you.";
	text3 = "_But apart from that, and Tovas running off, everything's pretty normal._";
	
begintalknode 28;
	state = 7;
	nextstate = -1;
	question = "You and Laurina were friends?";
	text1 = "Kathleen nods. _Umm. Not really close, but yes, we talked. The night she went missing, we had been talking about the future - we were both going to leave the Valley when we were old enough, and we were making plans. Dreaming.";
	text2 = "_The next morning, when her dad went to wake her, he found that her room had been messed up, and the bed was empty. She had been kidnapped. That was about a week ago now, just after Tovas went away._";

begintalknode 29;
	state = 7;
	nextstate = -1;
	question = "Who is 'Roxy'?";
	text1 = "_She's one of Mayor Stone's friends. Adventurer. Very competent. Pretty hair. She's looking for Laurina and the other missing people, like you._";
//	action = SET_SDF 0 10 1;
	
begintalknode 30;
	state = 7;
	nextstate = -1;
	condition = get_flag(0,19) == 0;
	question = "Tovas ran off?";
	text1 = "Kathleen nods. _Oh, yes. After the second kidnapping up in Sherrington, he packed his stuff and left. What with him being a sage, and a mage, he thought he'd be the monster's next target. So he left._";
	text2 = "_He's the best chance we have of finding Laurina though - he's a mage! He should be here helping us look! Coward._";
	action = SET_SDF 0 19 1;
	
begintalknode 31;
	state = 6;
	nextstate = -1;
	condition = get_flag(0,17) == 1;
	question = "Well, take care.";
	text1 = "Kathleen waves as you leave, before getting back to her music.";
	action = END_TALK;
	
//Captain Sterling from outside
begintalknode 32;
	state = -1;
	nextstate = -1;
	question = "A song from under the floorboards";
	text1 = "You try to talk to this person through the window, but she just scowls.";
	text2 = "_If you want a conversation, come inside. This isn't some kind of Shakespearian Tragedy, you know. Well..._ she muses for a moment, _not yet, anyway._";
	code = set_flag(0,22,1);
	end();
	break;
	
//Captain sterling
begintalknode 33;
	state = -1;
	nextstate = 8;
	question = "LOUDER THAN BOMBS";
	text1 = "The Captain turns to you as you approach, and you get a chance to look at her properly. She has long, dark hair, gathered up in a simple bun at the back of her head, her eyes are deep emerald, and she is smiling ever-so-slightly at you.";
	text2 = "_Well met, adventurers. I'm Captain Sterling. I doubt I'll be able to help you in anyway, but you're free to ask me any questions you like. It'll give me an excuse not to do my paperwork._";
	text5 = "You return to Captain Sterling's office. She is standing by the window as you approach, but turns to speak with you after a moment.";
	text6 = "_Welcome back. You want to ask something else?_";
	action = INTRO;
	code = set_flag(0,23,1);
	break;
	
begintalknode 34;
	state = 8;
	nextstate = -1;
	condition = (get_flag(0,22) == 1) && (get_flag(0,24) == 0);
	question = "Outside, you mentioned something about a tragedy?";
	text1 = "Sterling chuckles. _I did, didn't I? Well, it was merely an old cynic's joke about the whole Laurina situation. You're aware she's gone _missing_, correct?_ You say that you are.";
	text2 = "_Well, she's not the only one. And yet everybody is more concerned with her then the people who vanished from Sherrington, or Tovas._ She sighs. _Ignore me, I'm just being, well... me. Now, what did you want?_";
	code = set_flag(0,24,1);
	break;
	
begintalknode 35;
	state = 8;
	nextstate = -1;
	question = "Are there any jobs you need doing?";
	text1 = "The Captain's smile cracks into a huge grin as she hears this. _A job? Around here? Unless you're literate in Empire bureaucracy, I'm afraid there's nothing that needs doing.";
	text2 = "_And besides, you have a job far more important than one I could give you - finding our lost friends, and making sure that no more ever go missing again._ She pauses for a moment. _And I genuinely wish you all the best in that._";
	 
begintalknode 36;
	state = 8;
	nextstate = -1;
	question = "So what do you do around here?";
	text1 = "_Not a lot. I fill in tedious amounts of paperwork, organise the patrols of the vale, and help Mayor Stone make sure this place is a safe, pleasant place to be._ She frowns.";
	text2 = "_Of course, recently we've had a few problems, and so I've been sending out more patrols, and increasing our presence in town. It's so difficult with the few troops we have though..._";
	
begintalknode 37;
	state = 8;
	nextstate = -1;
	question = "Do you know anything about the disappearances?";
	text1 = "Sterling sighs. _Frustratingly little. And there's not a lot I can do about it either._ She thinks for a moment. _But, you know, there are one or two people who may know something.";
	text2 = "_Mayor Stone is bound to have something worthwhile to say, and you might want to talk to Kathleen, too. She's always out and about, and so she sees a lot. Just be nice to her if you do talk to her - she's been through a lot._";
	
//Night Sterling
begintalknode 38;
	state = -1;
	nextstate = -1;
	question = "YAY SUNSHINE!!";
	text1 = "This soldier is sound asleep. You decide not to wake her up - she has a huge halberd at her side, and soldiers tend to be very grumpy when strangers poke or shake them...";
	text5 = "You see Captain Sterling again. She is sound asleep. You decide not to wake her up - she has a huge halberd at her side, and soldiers tend to be very grumpy when strangers poke or shake them...";
	

//Rose
begintalknode 39;
	state = -1;
	nextstate = 9;
	question = "Keats >> Yeats (Lucky Lisp wasn't wasted on you)";
	text1 = "As you draw nearer to this lady, you spot that she has large dark patches under her eyes, and creases across her forehead. No doubt they were caused by worry over the recent events in town.";
	text2 = "She was also reading when you entered, but she quickly places the book to one side as you approach. Wearily looking up at you, she introduces herself tersely.";
	text3 = "_Hi. I'm Rose, can I help you with anything?_";
	text5 = "Rose forces a smile when she sees you again. _Welcome, again. Did you want something else?_";
	action = INTRO;
	
begintalknode 40;
	state = 9;
	nextstate = -1;
	condition = get_flag(0,25) == 0;
	question = "What is it you do?";
	text1 = "Rose looks about before she answers. _I'm just a merchant, nothing important. I can sell you something, or buy things from you if you'd like. If you need things identified, though, I can't help you._";
	action = SET_SDF 0 25 1;
	
begintalknode 41;
	state = 9;
	nextstate = -1;
	condition = get_flag(0,25) == 1;
	question = "We have some things we'd like to sell.";
	text1 = "You conclude your business.";
	code = begin_shop_mode("Rose's Miscellany.","Rose is offering to buy your goods from you, at fair prices, so that she can sell them on later.",3,2,4);
	break;
	
begintalknode 42;
	state = 9;
	nextstate = -1;
	condition = get_flag(0,25) == 1;
	question = "What do you have for sale?";
	text1 = "You conclude your business.";
	code = begin_shop_mode("Rose's Miscellany.","Rose is offering to sell you supplies which she got from a traveling merchant. Prices seem pretty fair.",2,3,-1);
	break;
	
begintalknode 43;
	state = 9;
	nextstate = 10;
	question = "Are you alright?";
	text1 = "Rose frowns a little. _No, not really. I really shouldn't be talking to you either - nobody knows who, or what, is responsible for the kidnappings, and, forgive me for saying this, but you wandering 'round with swords isn't helping to reassure people._";
	
begintalknode 44;
	state = 9;
	nextstate = 10;
	question = "So, what's been happening in town?";
	text1 = "Rose looks at you incredulously. _You mean apart from Tovas running off, and three other people going missing? Apart from everybody being terrified, whether they show it or not?";
	text2 = "She pauses, and sighs. _Apart from our world being turned upside-down, not a lot._";
	
begintalknode 45;
	state = 10;
	nextstate = -1;
	question = "What do you know about the kidnappings?";
	text1 = "Rose shrugs. _Same as everybody else. First a few people from Sherrington disappeared. Tovas left just after that, and then, of course, Laurina was taken a few days later.";
	text2 = "Since then, there haven't been any more disappearances, but that could change any day._";
	
//Emily
begintalknode 46;
	state = -1;
	nextstate = 11;
	question = "A Lovely Love Story";
	text1 = "This lady is walking feverishly around town, shouting out _Steven_ at regular intervals. When she sees you, she runs up to you, and begins speaking. Very, very quickly.";
	text2 = "_I'm Emily, oh, help me, please? My friend, my friend has gone missing, and nobody cares. Nobody will do anything. But you will, won't you?_";
	text5 = "Emily is still running around when you return. She asks you if you have seen Steven. When you tell her you haven't, she looks crest-fallen.";
	action = INTRO;
	
begintalknode 47;
	state = 11;
	nextstate = -1;
	question = "Who have you lost?";
	text1 = "_Not lost! He's gone! Steven! My friend! Gone, and nobody knows where! But you're looking for Laurina, right? You can help me? Find him for me? Please?_";
	text2 = "You agree to help, and Emily grabs you about the waist and hugs you. _Thank you, thank you! Let me describe him for you..._ Emily describes Steven. If you see him, you will now be able to identify him.";
	code = toggle_quest(6,1);
	set_flag(0,26,1);
	break;
	
begintalknode 48;
	state = 11;
	nextstate = -1;
	question = "Calm down for a second...";
	text1 = "_Calm down?! Why? Steven is missing, and I have to find him!_";
	text2 = "You doubt you'll get anything else from the poor woman.";
	
//Emily in Temple
begintalknode 49;
	state = -1;
	nextstate = -1;
	question = "Two lovers entwined, pass me by...";
	text1 = "This lady is sat in quiet contemplation, eyes closed and hands together in prayer. Rather then rudely interrupt her, you leave her be.";
	text5 = "You see Emily again. Instead of rushing about though, she is sat in quiet contemplation, eyes closed and hands together in prayer. Rather then rudely interrupt her, you leave her be.";
	action = INTRO;
	
//Kurt
begintalknode 50;
	state = -1;
	nextstate = 12;
	question = "Si a todo";
	text1 = "There is a huge slab of man-muscle working at the forge here in Greenleaf, and as you enter the smithy, he turns to greet you. Stripped to the waist, and dripping sweat, he casually swings a hammer from his left hand to his right, and begins grinning.";
	text2 = "_I'm Kurt, town smith. Need something fixin'? Or maybe you want to buy somethin'? Whatever, I got it all._";
	text5 = "Kurt is hammering away at a large, shapeless piece of iron when you return. He seems to have grown about two feet since you last saw him, both vertically and horizontally.";
	text6 = "Before you have time to properly consider this though, he spots you, and with a winning smile offers to sell you all manner of random items.";
	action = INTRO;
	
begintalknode 51;
	state = 12;
	nextstate = -1;
	question = "Let's see what you have for sale.";
	text1 = "You conclude your business.";
	code = begin_shop_mode("Kurt's Smithy","Kurt has collected and made a wide variety of stuff over the years, and is offering to sell it all to you. Looking through his gear, you notice some of it seems quite nice...",4,4,-1);
	break;
	
begintalknode 52;
	state = 12;
	nextstate = -1;
	question = "So how did you get into the this business?";
	text1 = "Kurt shrugs his shoulders. _You know, I can't actually remember a time when I wasn't doing this, so, you know, I must always have done it since I was born._ He pauses, considers the logic of this, and then grins.";
	text2 = "Apparently, that seemed to make sense to him, and thus is all the information you're going to get.";
	
begintalknode 53;
	state = 12;
	nextstate = -1;
	question = "Is there much call for a smith around here?";
	text1 = "Kurt nods. _Oh, yeah. There's always something to do. People need knives and pots and pans, to cook with, and equipment to farm with.";
	text2 = "_And, of course we get a lot of visitors, so I sell a lot of blades and armour for people traveling to other, less settled areas._";
	
begintalknode 54;
	state = 12;
	nextstate = -1;
	question = "Know anything about what's been happening in town lately?";
	text1 = "_Oh, you mean the disappearances? No, don't know a lot. Don't know who's behind them or anything._ He pauses. _All I know is that the Mayor is going mad, and people are wanting more blades in case anything bad comes for them._";
	text2 = "He grins. _Business is booming!_";

//grumpy Inn man
begintalknode 55;
	state = -1;
	nextstate = -1;
	question = "True Love Waits";
	text1 = "This tired-looking man is having a conversation with an equally tired-looking lady. When he notices you, he pauses, and turns to you.";
	text2 = "_This is a private conversation. No offence, but armed strangers aren't exactly my favourite people at the best of times. Mind leaving us alone?_";
	text3 = "The lady nods in agreement. _Yes, just go. There's nothing we can help with._";
	text5 = "The tired-looking couple are bowed conspiratorially together, and speaking quickly when you return. As soon as one of them notices you, however, they immediately stop.";
	text6 = "They clearly still don't want to talk to you.";
	action = INTRO;
	
//lady in inn
begintalknode 56;
	state = -1;
	nextstate = -1;
	question = "Too much, too soon";
	text1 = "This tired-looking lady is deep in conversation with an equally tired-looking man across the table. When she notices you, they both pause, and turn to you. The man begins speaking:";
	text2 = "_This is a private conversation. No offence, but armed strangers aren't exactly my favourite people at the best of times. Mind leaving us alone?_";
	text3 = "The lady nods, in agreement. _Yes, just go. There's nothing we can help with._";
	text5 = "The tired-looking couple are bowed conspiratorially together, and speaking quickly when you return. As soon as one of them notices you, however, they immediately stop.";
	text6 = "They clearly still don't want to talk to you.";
	action = INTRO;
	
//Eric, priest
begintalknode 57;
	state = -1;
	nextstate = 13;
	question = "The answer to your prayers / will catch you unawares.";
	text1 = "As you approach this elderly man, he turns and smiles at you. He has a friendly-looking face, and looking into his dark eyes instantly relax you. It's no wonder he's in charge of this shrine. When you are close enough, he speaks.";
	text2 = "_Welcome, friend. My name is Eric. I watch over the shrine here, and provide a safe place for the citizens of Greenleaf to rest, as well as listening to people's problems. Is there something you wish to ask me?_";
	text5 = "Eric is just finishing a conversation with somebody when you return. He smiles as he works his way over to you.";
	text6 = "_Welcome back, welcome back! How else can I help you?_";
	action = INTRO;
	
begintalknode 58;
	state = 13;
	nextstate = -1;
	condition = get_flag(8,1) == 0;
	question = "You're not a priest?";
	text1 = "Eric shakes his head, and smiles. _No, I am just a man. I used to wander the world, learning what I could. Then I got older, and decided that Greenleaf was where I wanted to settle down.";
	text2 = "I stayed with the old priestess who ran the place, and when she passed on, I took over. And I've enjoyed every minute of it._";
	action = SET_SDF 8 1 1;
	
begintalknode 59;
	state = 13;
	nextstate = -1;
	question = "Can you teach us any spells?";
	text1 = "_No, I'm afraid not,_ Eric says. _I am not a priest by training, so I can't help you in that way. I'm afraid that means I can't heal your wounds either. Sorry._";
	
begintalknode 60;
	state = 13;
	nextstate = -1;
	condition = get_flag(0,6) == 1;
	question = "Do you know anything about the painting over there?";
	text1 = "You point out the painting you saw earlier, and Eric smiles. _Glorious, isn't it? I'm afraid though, that I don't know much about it, other than it was here when I arrived in Greenleaf, oh, about 15 years ago.";
	text2 = "_Somebody once told me it was by one of Tovas's descendants, but whenever I ever asked Tovas, he'd just smile and say he didn't have a clue._ He chuckles. _Still it's nice to look at._";
	action = SET_SDF 0 6 2;

begintalknode 61;
	state = 13;
	nextstate = 14;
	question = "What do you know about the disappearances?";
	text1 = "_A fair amount,_ Eric says thoughtfully. _After all, people trust me with things, and so I hear a lot from everybody. Of course, you must know Laurina is missing, and Steven, and Kassandra. And Tovas isn't around anymore either._ He sighs.";
	text2 = "_It truly is a terrible time to live in Twilight Valley._";
	
begintalknode 62;
	state = 14;
	nextstate = -1;
	question = "Tell us about Laurina?";
	text1 = "_That is Mayor Stone's daughter - the person you are here to find, yes? She went missing a while back now. The mayor is distraught, as is natural._";
	text2 = "He pauses for a moment. _I didn't know her very well, but I know one who did. Kathleen was a good friend of Laurina. You should go and see her._";
	text3 = "_Oh! And one thing... Kathleen is a very proud person. Be nice to her if you want her help!_";
	
begintalknode 63;
	state = 13;
	nextstate = -1;
	condition = (get_flag(0,17) == 2) && (get_flag(8,2) == 0);
	question = "Erm... Can you talk to Kathleen for us please?";
	text1 = "You explain how you insulted Kathleen's guitar playing, and how she is now ignoring you. Eric frowns.";
	text2 = "_Well, I shall have a word with her on your behalf, but you really should show some more tact. And, of course, I will only do this once. Insult her again, and I won't be able to help you._";
	code = set_flag(8,2,1);
	set_flag(0,17,0);
	break;
	
begintalknode 64;
	state = 14;
	nextstate = -1;
	question = "Who is Steven?";
	text1 = "_Steven used to live in Sherrington, a town to the north. He was the second person to go missing, after Kassandra. I didn't know him particularly well, but I do know his friend Emily._";
	text2 = "_She spends most of her days outside looking for him. Maybe you should speak to her to learn more._";
	
begintalknode 65;
	state = 14;
	nextstate = -1;
	question = "Who is Kassandra?"; //LIFE IS A PIGSTY <3
	text1 = "_Kassandra lives in Sherrington. Well, lived. She was the first person to disappear around here. As she didn't live here, I didn't know her particularly well, but I know her to say hello._";
	text2 = "_She vanished about a fortnight ago now. Her poor family must be worried sick..._";
	
begintalknode 66;
	state = 14;
	nextstate = -1;
	question = "Tell us about Tovas?";
	text1 = "_Oh, Tovas._ Eric sighs. _He is a sage, and a fine one at that. Even knew some magic. He left after news of Steven's disappearance. Took it rather hard, I'm afraid._";
	text2 = "He thinks for a moment. _I know he is still in the valley, but I don't know where. Mayor Stone might though... It may be useful to ask him, if you needed to speak to Tovas, that is._";
	
begintalknode 67;
	state = 13;
	nextstate = -1;
	question = "You're not worried about the 'monster'?";
	text1 = "Eric laughs a little. _Oh, no! I'm far too old to let that bother me. If something comes for me, so be it. I doubt it will come to that though. It has been a week since Laurina went missing, after all._";
	text2 = "_And,_ he adds, _Captain Sterling and her troops are doing a fine job of keeping the area monster-free._";
	
//Day Archer in temple
begintalknode 68;
	state = -1;
	nextstate = -1;
	question = "terre haute. Terre Haute. TERRE HAUTE. !!TERRE HAUTE!!";
	text1 = "This archer is sitting in silence, his right hand at his forehead, and his eyes tinged with fatigue. This must be one of the soldiers here in Greenleaf, working hard to make sure that nobody else goes missing.";
	text2 = "Unfortunately, his hard-work has left him completely exhausted and unwilling to talk to you. There's nothing to be gained here.";
	
// Day Archer
begintalknode 69;
	state = -1;
	nextstate = -1;
	question = "It wears her out...";
	text1 = "This soldier is patrolling the town, looking out for any sign of trouble, be it monster-related or otherwise. He looks spry, and refreshed.";
	text2 = "He pauses to chat with you for a while, but you don't learn anything interesting. You move on.";
	
//Day guard
begintalknode 70;
	state = -1;
	nextstate = -1;
	question = "Pornographic Priestess";
	text1 = "This soldier is wandering around Greenleaf watching for any sign of danger. The Captain here must be taking the disappearances seriously.";
	text2 = "The soldier smiles, introduces herself, and chats for a while. After a while, she makes her excuses, and resumes her watch. You learn nothing of value.";
	
//Day Guard in barracks
begintalknode 71;
	state = -1;
	nextstate = -1;
	question = "This is what you get when you mess with us. (KARMA POLICE, I'VE GIVEN ALL I CAN AND IT'S NOT ENOUGH...)";
	text1 = "This soldier is fast asleep. She must be one of the soldiers posted here in Greenleaf, working hard to make sure that nobody else goes missing.";
	text2 = "Unfortunately, she's in no state to talk to you right now. You leave her be.";
	
//Night guard during day (inn)
begintalknode 72;
	state = -1;
	nextstate = -1;
	question = "That's it sir, you're leaving / the crackle of pigskin / the dust and the screaming / the yuppies networking / the panic, the vomit / the panic, the vomit / god loves his children / god loves his children Yeah.";
	text1 = "This must be one of Greenleaf's few soldiers, and from the looks of it, he is off duty. He raises his tankard to you as you approach, takes a huge gulp, and invites you over.";
	text2 = "You chat for a while, but don't learn anything interesting. Eventually, you make excuses and leave.";
	
//Night guard at night
begintalknode 73;
	state = -1;
	nextstate = -1;
	question = "Christian Dior";
	text1 = "This soldier is wandering around Greenleaf watching for any sign of danger. The Captain here must be taking the disappearances seriously, and for good reason.";
	text2 = "The soldier nods to you, and shakes your hand. You spend a while chatting, but don't learn anything particularly interesting. After a while, he makes his excuses, and gets back to his watch.";
	
//Night archer at day	
begintalknode 74;
	state = -1;
	nextstate = -1;
	question = "A handshake of carbon monoxide";
	text1 = "This soldier is fast asleep. She must be one of the soldiers posted here in Greenleaf, working hard to make sure that nobody else goes missing.";
	text2 = "Unfortunately, she's in no state to talk to you right now. You leave her be.";
	
//Night archer at night
begintalknode 75;
	state = -1;
	nextstate = -1;
	question = "I am he...";
	text1 = "This archer is wandering around Greenleaf watching for any sign of danger. The Captain here must be taking the disappearances seriously, and for good reason.";
	text2 = "She nods over to you, and smiles. You spend a while chatting, but don't learn anything particularly interesting. After a while, she makes her excuses, and gets back to her duties.";
	
//Good witch in inn
begintalknode 76;
	state = -1;
	nextstate = -1;
	question = "And we all went to heaven in a little row boat";
	text1 = "This young lady is sat by herself, lost in thought. You approach her, introduce yourself, and spend a few minutes chatting. You learn that she is just visiting Greenleaf, and so knows nothing about the disappearances, save what she's heard.";
	text2 = "It's clear though, that she doesn't want to speak to a stranger, and considering recent events, you understand perfectly. You bid her farewell and leave her be.";
	
//Good witch wanderin'
begintalknode 77;
	state = -1;
	nextstate = -1;
	question = "Well fucking well come and find me.";
	text1 = "This young lady is wondering around town. You approach her, introduce yourself, and spend a few minutes chatting. You learn that she is just visiting Greenleaf, and so knows nothing about the disappearances, save what she's heard.";
	text2 = "It's clear though, that she doesn't want to speak to a stranger, and considering recent events, you understand perfectly. You bid her farewell.";

//drunk lady at bar
begintalknode 78;
	state = -1;
	nextstate = -1;
	question = "Just don't leave, don't leave... I'm not living - I'm just killing time";
	text1 = "This lady looks exhausted, like she hasn't slept for days. Which, considering the fear of being taken everybody in town has, is quite possible.";
	text2 = "She lifts her head as you approach, and you spend a little while chatting. She is visiting from Sherrington, thinking that Greenleaf would be safer then her home.";
	text3 = "After a while, you realise she has no information that might be useful, and you leave her be.";
	
//Thug in bar
begintalknode 79;
	state = -1;
	nextstate = -1;
	question = "...?";
	text1 = "This must be one of Greenleaf's soldiers, and from the looks of it, he is off duty. He raises his bottle to you as you approach, takes a huge gulp, and invites you over.";
	text2 = "You chat for a while, but don't learn anything interesting. Eventually, you make your excuses and leave.";
	
//Man opposite witch in Inn
begintalknode 80;
	state = -1;
	nextstate = -1;
	question = "Pasolini is me, (on drums)";
	text1 = "This man is scribbling away on a piece of paper when you approach, muttering away to himself about _saturation point_ and _multiplier effects_. When you try to speak to him, he waves you off with his left hand.";
	text2 = "_Go away, I'm working!_ he calls to you. You respect his wishes and leave.";
	
//Cat
begintalknode 81;
	state = -1;
	nextstate = -1;
	question = "TO BE FINISHED WOULD BE A RELIEF";
	text1 = "This cat is like every other cat you've either met - incapable of intelligent conversation. He (or she) runs up to you, and begins purring, before bounding off after butterfly a few metres away.";
	
//Preston (is the swoon joke getting old now?) - barkeep
begintalknode 82;
	state = -1;
	nextstate = 15;
	question = "Don't make fun of Daddy's voice!";
	text1 = "This man looks far too young to be in charge of this inn - he is barely into his mid-twenties. He smiles as you approach, and wipes down the bar with a cloth.";
	text2 = "_Welcome to the Blackfang Arms. I'm Preston. Can I interest you in a drink? Some food? Or just some pleasant conversation?_ You notice he says everything in an accent, although you can't quite place it. _Name your poison!_";
	text5 = "Preston is chatting to a patron when you return. He looks up, and grins when he sees you. _Hey, welcome back. Fancy another drink?_";
	action = INTRO;
	
begintalknode 83;
	state = 15;
	nextstate = -1;
	question = "'The Blackfang Arms'? That's an unusual name...";
	text1 = "Preston smiles. _Oh, it's not my idea of a good name, but, well, it sort of stuck when I took over the place from the last owner. Apparently, the name comes from a large magical forest not far to the north, Blackfang Woods._";
	text2 = "He pauses for a moment, before continuing. _The legend goes that in ancient times the forest was near a small village where some heroes came from, or something. I dunno._ He shrugs.";	
	text3 = "Preston nods. _Yeah, you said. It comes from some magical forest not far to the north, remember?_";
	code = if(get_flag(8,6) == 0) {
		remove_string(3);
		set_flag(8,6,1);
	} else {
		remove_string(1);
		remove_string(2);
	}
	break;

begintalknode 84;
	state = 15;
	nextstate = -1;
	question = "We'll have a round of drinks, please. (Pay 5 coins)";
	text1 = "You place the money on the bar, and Preston serves up some beer. He smiles wickedly as you raise the mug to your lips, and laughs outright when you choke down your first sip."; //can pay
	text2 = "_Strong, huh?_ He laughs.";
	text3 = "When he sees you haven't got the money, Preston shakes his head. _Sorry, friends, but it's 5 gold._"; //can't pay
	action = PAY -1 -1 -1 5;
	
begintalknode 85;
	state = 15;
	nextstate = -1;
	question = "Do you have any spare rooms?";
	text1 = "Preston shakes his head. _No, sorry friends, I'm all booked up. I can't help you. Oh, but... you didn't hear it from me, right, but I heard there's an empty house to the west. I'm sure you could kip there for a bit, without any trouble._";
	
begintalknode 86;
	state = 15;
	nextstate = -1;
	question = "What food do you have?";
	text1 = "You conclude your business.";
	code = begin_shop_mode("The Blackfang Arms","Preston has several kinds of food for you to buy - all fresh, vegetarian-friendly, and cheap.",5,2,-1);
	break;
	
begintalknode 87;
	state = 15;
	nextstate = 16;
	question = "Do you know anything about what's been happening in town lately?";
	text1 = "_Well, of course. Who doesn't know? It's kind of a sore spot - we've all been shaken up pretty bad by it. I'll try and answer any questions you have though. Who knows, you might find it useful._";
	
begintalknode 88;
	state = 16;
	nextstate = -1;
	question = "What do you know about the victims?";
	text1 = "Preston sighs. _There have been three we know of: Kassandra, Steven, and Laurina. They were taken in that order.  Kassandra and Steven weren't from Greenleaf, so I don't know much about them.";
	text2 = "_And Laurina? Well, she never really came in here. Spent most of her time with Kathleen. She'd be able to help you more._";
	
begintalknode 89;
	state = 16;
	nextstate = -1;
	question = "When did this start happening?";
	text1 = "_In the last few weeks, really. But..._ he pauses, unsure whether or not to continue. _But, well, there's been stories of people going missing around for years now. Not just in the Valley, but in the neighbouring areas, too.";
	text2 = "_Until recently though, we just thought that they were stories._ He shakes his head sadly.";
	
begintalknode 90;
	state = 16;
	nextstate = -1;
	question = "Is there anybody else we can talk to?";
	text1 = "_Oh, sure. Both Mayor Stone and Eric will be able to help you. They're in the northern part of town. And Kathleen knew Laurina pretty well, so she's a good bet too._";
	
begintalknode 91;
	state = 15;
	nextstate = -1;
	question = "Heard any good rumours?";
	text1 = "_Nope, sorry. Not about anything worth sharing with strangers anyway._ He smiles enigmatically.";
	
//Mayor stone
//...eep
begintalknode 92;
	state = -1;
	nextstate = 17;
	question = ".";
	text1 = "This must be Mayor Stone, administrator of Twilight Valley. He looks up at you, wearily, and shakily gets to his feet. _Come in. I presume... you are here about my daughter, yes?_";
	text2 = "You nod. _Good, good. Come in, come in. There's much to discuss._";
	text5 = "Mayor Stone is staring into the distance when you return. You cough gently to get his attention, and he looks up with a start.";
	text6 = "_You've found her? Please, have you?_";
	action = INTRO;
	code = set_flag(8,10,1);
	toggle_quest(1,0);
	break;
	
begintalknode 93;
	state = 17;
	nextstate = -1;
	condition = get_flag(6,2) == 0;
	question = "What is it you want us to do?";
	text1 = "_Is there anything else you need to know before you set off?_";
	code = if(get_flag(250,10) == 0) {
		reset_dialog();
		add_dialog_str(0,"Mayor Stone runs his hand across his face. _Well, you know my daughter, Laurina has been kidnapped, along with two others. I don't know by what, or by who, or where they might be. But I know somebody who might._",0);
		add_dialog_str(1,"_Just before Laurina..._ His voice catches momentarily. _...went, the town's sage Tovas claimed he knew where the monster lived. He left almost straight away._",0);
		add_dialog_str(2,"He pauses. _Tovas left, believing he was in danger. He is hiding to the north. And I believe he knows how you can find our missing friends. Go and speak to him, please.",0);
		add_dialog_str(3,"_And, before you go, you should talk to people in town. They might have more information for you. Please, just..._ He looks you in the eye for a moment, before looking away. _Just find her for me._",0);
		run_dialog(1);
		set_flag(250,10,1);
		toggle_quest(3,1);
		set_town_visibility(6,1);
	} else {
		reset_dialog();
		add_dialog_str(0,"_You still haven't been to see Tovas. He is hiding to the north. And I believe he knows how you can find our missing friends. Go and speak to him, please.",0);
		add_dialog_str(1,"_And, before you go, you should talk to people in town. They might have more information for you. Please, just..._ He looks you in the eye for a moment, before looking away. _Just find her for me._",0);
		run_dialog(1);
	} 
	break;
	
begintalknode 94;
	state = 17;
	nextstate = -1;
	condition = get_flag(250,2) == 0;
	question = "Why haven't you been out looking for Laurina yourself?";
	text1 = "Mayor Stone looks pained for a moment. _I want to, but I have duties here, looking after Greenleaf. And, as much as it hurts, I am not an adventurer. If I found the monster, it would surely kill me. And what good would I be then?_";
	
begintalknode 95;
	state = 17;
	nextstate = -1;
	condition = get_flag(0,10) == 0;
	question = "Who was that green-haired woman who just left?";
	text1 = "_Oh, that was Roxy. She's an old friend - she's going to be looking for Laurina too. Now don't get me wrong, I'm not questioning your abilities, but I'm taking no chances with my baby. Anything else I can help with before you go?_";
	action = SET_SDF 0 10 1;
	
begintalknode 96;
	state = 17;
	nextstate = -1;
	condition = get_flag(0,7) == 1;
	question = "We found some poisonous goo in Tovas's shop...";
	text1 = "You tell the Mayor all about the vat you found, and how you couldn't do anything about it. He nods, and writes something on a scrap of paper.";
	text2 = "_Thank you. I'll get somebody to deal with it as soon as possible._";
	code = 	set_flag(0,7,2);
			set_flag(0,12,1);
	break;
	
begintalknode 97;
	state = 17;
	nextstate = -1;
	condition = get_flag(6,4) == 1;
	question = "We've met with Tovas... (Tell him about it)";
	text1 = "_Well, it seems as though you've found a lead. I knew you would. Thank you._";
	text2 = "He goes to one of the shelves, and rummages around, finally extracting a key from it. He hands it over.";
	text3 = "_Let's hope you find something down there, for Laurina's sake... Tovas's house is just to the east, south of the Temple._";
	code = set_flag(6,4,2);
	change_spec_item(1,1);
	break;
	
//Roxy in Stone's office
begintalknode 98;
	state = -1;
	nextstate = -1;
	question = "SHIT!";
	text1 = "Roxy looks at you and smiles awkwardly. _You guys go on ahead. I'll catch up in a minute._";
	

//Stone again
begintalknode 100;
	state = 17;
	nextstate = -1;
	condition = (get_flag(250,10) == 1) && (get_flag(8,11) == 0);
	question = "Where is Laurina's mother?";
	text1 = "Mayor Stone looks down, and sighs. _She died a few years ago. Not that any of this matters of course. I'm only telling you so you realise that losing Laurina is not an option to me._";
	action = SET_SDF 8 11 1;
	
begintalknode 101;
	state = 17;
	nextstate = -1;
	condition = get_flag(250,2) == 1;
	question = "Did...";
	text1 = "Mayor Stone interrupts you. _No, now isn't the time for chat. Go and find my daughter for me, please. Roxy will follow you._";
	
//LIAM
begintalknode 102;
	state = 20;
	nextstate = -1;
	question = "Yes, please.";
	text1 = "You finish your shopping.";
	code = begin_shop_mode("Liam's Charms","You have no idea where he got them from, but Liam is offering you some serious magical hardware - lucky charms. They glow and shimmer as you look at them.",1,4,-1);
	break;	 
	
begintalknode 103;
	state = 20;
	nextstate = -1;
	question = "No thanks.";
	text1 = "Liam puts the charms away. _No problem. I'm not going anywhere, so don't hesitate to come back if you change your mind._";