// Town 1 dialogue : pleasant ville

begintalkscript;

variables;

// *** Trudy ***

begintalknode 1;
	state = -1;
	personality = 18;
	nextstate = 1;
	condition = 1;
	question = "Trudy";
	text1 = "You see a pale old woman, probably a witch. She is busy with what looks like making potions. _What can I do for a band of adventurers?_";
	text5 = "She is still in here. Still waiting for people to drop by. She looks at you with those big motherly eyes. You get scared.";
	action = INTRO;

begintalknode 2;
	state = 1;
	personality = 18;
	nextstate = 2;
	condition = get_flag(1,2) == 1;
	question = "We heard a voice outside. Did you make it?";
	text1 = "_You heard the voice!?_ Suddenly, her eyes turn red. She stands up, waving her hands in the air and sits down again. She cools down a bit. _The voice. Yes. I made it some time ago._";
	text2 = "She smiles. _You heard it, so you must be the people I had to meet._ She motions you forward.";

begintalknode 3;
	state = 1;
	personality = 18;
	nextstate = 3;
	condition = 1;
	question = "What are you doing?";
	text1 = "_I'm making potions. care to buy some?_";

begintalknode 4;
	state = 2;
	personality = 18;
	nextstate = 5;
	condition = 1;
	question = "Did we say something upsetting?";
	text1 = "_You.... you! You are maybe the chosen ones!_ Suddenly she starts screaming hell. You back away, but then everything turns normal again. _Children, don't be so shy! Come here, and I will tell you something_";

begintalknode 5;
	state = 5;
	personality = 18;
	nextstate = 6;
	condition = 1;
	question = "What are you going to tell us?";
	text1 = "_Now just listen carefully, and I will tell my story._ She stands up and walks to her table, remembers something and walks back. _It wasn't really long ago that this land was ruled by Emperor Thralni VI._";
	text2 = "_In fact, this land, before the Empire came and conquered it, was even named to the Emperor. The land was called the Thraldom. Again she walks to her table, while muttering all kinds of things. Then she walks back to you.";

begintalknode 6;
	state = 6;
	personality = 18;
	nextstate = 7;
	condition = 1;
	question = "Yeah? So?";
	text1 = "_Well, I thought you had to know that the Empire you work for isn't a nice Empire, though you probably already know that._";
	text2 = "_What they did here was awful. When they came here, they eventually managed to make Emperor Thralni VI flee._";

begintalknode 7;
	state = 7;
	personality = 18;
	nextstate = -1;
	condition = 1;
	question = "Does anybody know what happened to Emperor Thralni VI?";
	text1 = "_Some say he was caught, some say he wasn't caught. Some say he fled The Empire and some say he didn't._ A tear drops from her eye and falls on her very dirty hand. _I'm sorry. The Emperor was a wonderful leader._";
	action = END_TALK;

begintalknode 8;
	state = 7;
	personality = 18;
	nextstate = 7;
	condition = get_flag(1,3) > 0;
	question = "Emperor Thralni IV, the Thraldom... Now tell me something. You mean _Thralni_ as in the orb of Thralni? And he went into Avernum?";
	text1 = "_Yes, exactly. However, the Thralni of _the orb of Thralni_ is the brother of the Thralni I'm talking about. The brother of the Thralni I'm talking about was commander in the Empire army, and he was the one who went to Avernum.";
	
begintalknode 9;
	state = 8;
	personality = 18;
	nextstate = -1;
	condition = 1;
	question = "We didn't know the guy had brothers";
	text1 = "_Certainly he had brothers! The whole house of Thralni is very old, you know._";

begintalknode 10;
	state = 3;
	personality = 18;
	nextstate = -1;
	condition = 1;
	question = "Yes, I would like to buy some of your potions.";
	text1 = "You conclude your business";
	code = 
		begin_shop_mode("Trudy's potions","She doesn't have much potions, but the ones she has are quite impressive.",6,4,-1);
	break;

 // *** Mayor Boyl ***

begintalknode 11;
	state = -1;
	personality = 12;
	nextstate = 9;
	condition = 1;
	question = "Mayor Boyl";
	text1 = "On the thrown, a big man is sitting. The robe he is wearing makes hem look like a king. Well, he's the mayor all right.";
	text2 = "_Zzzzzzz.... Huh, oh, oh, I'm sorry, must have fallen asleep. So, wha' can I do for ye lads?_ His rather blunt way of speech surprises you.";
	text3 = "This sleepy man is the mayor of Pleasantville. he looks extremely tired, as if he has been working all day and night, which is probably true, given the sate of the town.";
	text4 = "Mayor Boyl smiles at you when you come in and greets you as old friends. He probably already heard about your fight with Thralni.";
	code =
		if (get_flag(16,0) != 9) {
				if (get_flag(5,1) != 2) {
						add_string(1);
						add_string(2);
						remove_string(3);
						remove_string(4);
						}
				}
		
		if (get_flag(16,0) == 9) {
				remove_string(1);
				remove_string(2);
				add_string(3);
				remove_string(4);
				}
		
		if (get_flag(5,1) == 2) {
				remove_string(1);
				remove_string(2);
				remove_string(3);
				add_string(4);
				}
	break;

begintalknode 12;
	state = 9;
	personality = 12;
	nextstate = 10;
	condition = get_flag(1,0) == 1;
	question = "What is that rather crumbled house in the North-west corner?";
	text1 = "_That house? Oooooh, Strange things happening there! Some people even say they heard voices!_";
	code =
		if (get_flag(1,0) == 1)
			set_flag(1,1,1);
	break;

begintalknode 13;
	state = 10;
	personality = 12;
	nextstate = 9;
	condition = 1;
	question = "Voices?";
	text1 = "_Look, I'd rather not talk about it._";

begintalknode 14;
	state = 9;
	personality = 12;
	nextstate = 9;
	condition = 1;
	question = "Is it difficult to run this place?";
	text1 = "_No. Actually, its dull. So boring and tedious, dull, so dull...._ Before he can explain how really very dull it was, you quickly ask an other question.";

begintalknode 15;
	state = 9;
	personality = 12;
	nextstate = 11;
	condition = 1;
	question = "Are there some quests to do?";
	text1 = "_Well of course! As soon as I find one I'll pass it on to you._ (One of the guards at the entrance gives you a _What are you talking about! This place is to dull for quests!_ sort of look).";
	text2 ="You will have to live with the idea that this town has not many to offer.";

begintalknode 16;
	state = 11;
	personality = 12;
	nextstate = -1;
	condition = 1;
	question = "But there must be SOMETHING to do here!";
	text1 = "_Of course there is something to do here! But simply no quests! Guards! They are starting to irritate me. Lead them out, will you?_ Well, so far for this mayor. the guards stand beside you and walk you out.";
	action = END_TALK;
	
//*** Mother jeanette ***

begintalknode 17;
	state = -1;
	personality = 6;
	nextstate = 12;
	condition = 1;
	question = "Mother Jeanette";
	text1 = "Before you stands a priestess. Her long blond hair can be seen under the robe she wears.";
	text2 = "_Hi, I'm Jeanette. What can I do for you?_";
	
begintalknode 18;
	state = 12;
	personality = 6;
	nextstate = 13;
	condition = 1;
	question = "What can you offer us?";
	text1 = "_Well, you could pray at my newly polished shrine, or I could identify some of your items_";

begintalknode 19;
	state = 12;
	personality = 6;
	nextstate = 15;
	condition = 1;
	question = "How old is this beautiful temple?";
	text1 = "_Well, its a very old temple. My mother, grandmother and even my grandfather were priests here_";

begintalknode 20;
	state = 13;
	personality = 6;
	nextstate = 14;
	condition = 1;
	question = "We'd like to have some identification.";
	text1 = "_Sure you don't want to pray?_";

begintalknode 21;
	state = 14;
	personality = 6;
	nextstate = 12;
	condition = 1;
	question = "No, we want identification";
	text1 = "_Well all right. But I wouldn't like to do it!_";
	action = ID 15;

begintalknode 22;
	state = 14;
	personality = 6;
	nextstate = 12;
	condition = 1;
	question = "Well, now you mention it, yes. We do (you hope this will shut her up about that stupid shrine).";
	text1 = "Her mouth falls open, but it closes immediately. Her face turns red. _Well, now its too late. You can't!_";
	
begintalknode 23;
	state = 15;
	personality = 6;
	nextstate = -1;
	condition = 1;
	question = "Can you tell us more about the temple?";
	text1 = "_Well actually, you'd better speak to mother Erika about it. She knows more about the history. She is at the offering site._";
	action = SET_SDF 1 5 1;

// *** Mother Erika ***

begintalknode 24;
	state = -1;
	personality = 14;
	nextstate = 16;
	condition = 1;
	question = "Mother Erika";
	text1 = "You see a priestess. She stands there on a sort of platform, holding a big knife. _Just getting ready for the ceremony._";
	text3 = "In front of you stands a priestess. She looks much like the other priestess you saw. She is standing there with a huge knife.";
	action = DEP_ON_SDF 1 5 0;
	
begintalknode 25;
	state = 16;
	personality = 14;
	nextstate = 17;
	condition = get_flag (1,5) == 1;
	question = "Can you tell us more about the temple?";
	text1 = "_Well of course! Its mine!_";

begintalknode 26;
	state = 17;
	personality = 14;
	nextstate = 16;
	condition = 1;
	question = "How do you mean _Its yours?_ So who is the other priestess in the temple?";
	text1 = "_That is my daughter. The temple itself was built as one of the first buildings in the city._ You spend a long time listening to the history of temple._";
	text2 = "After several hours, she notices you are asleep. She wakes you up. _I see it doesn't really interest you. Pity. Do you want to now something else?_";

begintalknode 27;
	state = 16;
	personality = 14;
	nextstate = 18;
	condition = 1;
	question = "What services do you provide?";
	text1 = "_I can teach you some things I learned, but it isn't much. I can also heal you, if it is necessary._";

begintalknode 28;
	state = 18;
	personality = 14;
	nextstate = 18;
	condition = 1;
	question = "I require the services of a healer. (Pay 100 Coins)";
	text1 = "You present her with all the coins you have. _No, sorry. 100 coins, and not one coin less._ You pocket the gold.";
	text3 = "_If you don't need my help, then stop wasting my time!_";
	text5 = "Mother Erika walks to you and starts waving with her hands. You start to shake, and a bright light encloses your body. After a few moments, she stops. _You are healed._ She takes the coins and returns to the altar.";
	code =
		clear_strings();
		if (coins_amount() < 100) 
			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(-100);
					}
				
	break;
	
begintalknode 29;
	state = 18;
	personality = 14;
	nextstate = -1;
	condition = 1;
	question = "Could learn us some of your fantastic and very interesting spells?";
	text1 = "You conclude your business";
	code =
		begin_shop_mode("Mother Erika's spells","These are some of the finest spells around.",7,1,-1);
	break;

// *** Flanagan ***

begintalknode 30;
	state = -1;
	personality = 13;
	nextstate = 19;
	condition = 1;
	question = "Flanagan";
	text1 = "A wizard is walking in circles in this small laboratory. _Where could I have left my book. Oh, Hello,_ he says when he sees you._";
	text2 = "The wizard just stands and stares, preoccupied, in the empty space. When you come close to him, he mutters a few words, barely understandable";
	text3 = "_The Emperor. It was the Emperor all along._ He shakes his head in disbelief while he says it.";
	text4 = "This wizard is rapidly flipping through a big book. It seems he didn't waste a minute, but immediately started learning the spells as soon as you brought the book back.";
	text5 = "You enter the chamber of Flanagan once more, only to be greeted by the big begging eyes of a lone mage, waiting for his book to be brought back to him.";
	code =
	
		if (get_flag(1,23) == 0) {
				if (get_flag(5,12) == 0) {
						if (get_flag(1,6) == 0) {
								remove_string(2);
								remove_string(3);
								remove_string(4);
								remove_string(5);
								}
						}
				
				if (get_flag(5,12) == 0) {
						if (get_flag(1,6) == 1) {
								remove_string(1);
								remove_string(2);
								remove_string(3);
								remove_string(4);
								}
						}
				
				if (get_flag(5,12) == 0) {
						if (get_flag(1,6) == 2) {
								remove_string(1);
								remove_string(2);
								remove_string(3);
								remove_string(5);
								}
						}
						
				if (get_flag(5,12) == 1) {
						if (get_flag(1,6) == 0) {
								remove_string(2);
								remove_string(3);
								remove_string(4);
								remove_string(5);
								}
						}
				
				if (get_flag(5,12) == 1) {
						if (get_flag(1,6) == 1) {
								remove_string(1);
								remove_string(2);
								remove_string(3);
								remove_string(4);
								}
						}
				
				if (get_flag(5,12) == 1) {
						if (get_flag(1,6) == 2) {
								remove_string(1);
								remove_string(2);
								remove_string(3);
								remove_string(5);
								}
						}
				}
				
		if (get_flag(1,23) == 1) {	
				if (get_flag(5,12) == 0) {
						remove_string(1);
						remove_string(2);
						remove_string(3);
						remove_string(5);
						}
			
				if (get_flag(5,12) == 1) {
						remove_string(1);
						remove_string(4);
						remove_string(5);
						}
				}
	break;

begintalknode 31;
	state = 19;
	personality = 13;
	nextstate = 20;
	condition = 1;
	question = "What book are you looking for?";
	text1 = "Shaking his head, he says: _Its a very important book. It tells of all kinds of difficult, arcane spells. If the Senarti have it, it would be a disaster!_";
	text2 = "_You know what book I'm looking for, I told you how important it was!_ He shakes his head in disbelief. _I told you, that if the Senarti would get it, and use it, we would be in big trouble._";
	text3 = "_Not anymore I'm not. You found my book and returned it to me, remember?_ You nod. _Very well then. Its good that you brought it to me in time, because if the Senarti would have gotten it, we would be in big trouble._";
	code =
		if (get_flag(1,6) == 0) {
				remove_string(2);
				remove_string(3);
				}
		
		if (get_flag(1,6) == 1) {
				remove_string(1);
				remove_string(3);
				}
		
		if (get_flag(1,6) == 2) {
				remove_string(1);
				remove_string(2);
				}
	break;

begintalknode 32;
	state = 20;
	personality = 13;
	nextstate = 20;
	condition = get_flag(1,6) == 0;
	question = "Don't worry, we will search for the book";
	text1 = "_That would be fantastic! If you find the book, immediately bring it to me. I suspect the Senarti in their fort to the south have stolen the book._ He nods to you, and turns away for a moment. Soon he turns back. _Sorry, we weren't finished._";
	code = 
		toggle_quest(3,1);
		set_flag(1,6,1);
	break;

begintalknode 33;
	state = 19;
	personality = 13;
	nextstate = -1;
	condition = get_flag(1,6) == 1 && get_flag(11,0) == 1;
	question = "We found your book. Indeed, the Senarti had it, but they hadn't used it yet.";
	text1 = "_Thanks, thanks, thanks. Thanks indeed. And now for your reward._ He brings you a big sack of coins. You had actually hoped to learn a spell, but when you remember the symbols you saw when you looked in the book, you know it would be futile.";
	code =
		set_flag(1,23,1);
		toggle_quest(3,0);
		set_flag(1,6,2);
		change_coins(100);
		award_party_xp(20,14);
		change_spec_item(2,-1);
		run_town_script(12);
		set_terrain(39,30,217);
	break;
	
begintalknode 34;
	state = 20;
	personality = 13;
	nextstate = 21;
	condition = 1;
	question = "Who are the Senarti?";
	text1 = "_Big, furry, vicious monsters. They wear helmets and fight with bows and swords._ He takes a small leather bounded scroll and unrolls it. It contains a small drawing.";
	text2 = "_Its mainly the magi and priests who are dangerous, I think, though their leaders and archers also are quite strong. Beware of them._";

begintalknode 35;
	state = 21;
	personality = 13;
	nextstate = 22;
	condition = 1;
	question = "That sounds like some sort of Nephil.";
	text1 = "He smiles at you and nods. _You are absolutely right. They look like Nephilim and their cousins, the Nepharim, but the Senarti are much bigger and more vicious. If they would have my book, it would be a disaster._";

begintalknode 36;
	state = 22;
	personality = 13;
	nextstate = 23;
	condition = 1;
	question = "What disaster? Because of one book?";
	text1 = "_Be careful with what you say! That book, isn't just any book. If they get it, they could beat us! Their magi and priests aren't just nice pussy cats. They are evil!_ To confirm that, he shows you one of his robes, bearing a large hole.";

begintalknode 37;
	state = 23;
	personality = 13;
	nextstate = 22;
	condition = 1;
	question = "Are those spell casters really dangerous? Even more dangerous than the normal Nepharim shamans?";
	text1 = "_Much worse. These Senarti have a very highly evolved civilisation. They can write, experiment and talk. The experiments worry me most. If they start experimenting with the book, evil magic will come through._";

begintalknode 38;
	state = 22;
	personality = 13;
	nextstate = -1;
	condition = 1;
	question = "So what's in the book that is so special?";
	text1 = "_I am afraid I can't discuss that._ That is disappointing, but not entirely surprising.";

begintalknode 39;
	state = 20;
	personality = 13;
	nextstate = 24;
	condition = 1;
	question = "What things do you normally do?";
	text1 = "His mouth forms a warm smile. _I do mostly research, but I also tend to travel._";

begintalknode 40;
	state = 24;
	personality = 13;
	nextstate = 25;
	condition = 1;
	question = "Tell me about your research.";
	text1 = "_I mainly do research on spells. The last one was written in the book. And as I told you, if the Senarti have it, it would be tragedy._";

begintalknode 41;
	state = 25;
	personality = 13;
	nextstate = 19;
	condition = 1;
	question = "Yes. We know. You told us about that book about four times already.";
	text1 = "He nods and his expression turns serious. _That is because it is so important._";
	
begintalknode 42;
	state = 25;
	personality = 13;
	nextstate = 24;
	condition = 1;
	question = "What spell is it you were doing research on?";
	text1 = "_That is a big secret. Until I don't know exactly how it works, I wouldn't say a thing about it._ He moves his finger across his mouth, as if closing a zipper. It looks rather pathetic.";

begintalknode 43;
	state = 24;
	personality = 13;
	nextstate = -1;
	condition = 1;
	question = "Where did you travel?";
	text1 = "_I was in many places. One was Valorim, before the plagues came. I still remember how it was. God. It was beautiful. That stupid Vahnatai really ruined it. Even the Isle of Bigail_.";
	text2 = "_I have, or had, maybe, a sister there, you know. Her name is..._ He begins to cry a bit. You leave him alone. Its obvious that sister meant much to him. You don't dare to think about what might have happened to her.";
	action = END_TALK;

begintalknode 44;
	state = 19;
	personality = 13;
	nextstate = -1;
	condition = get_flag(12,5) == 1;
	question = "We found this in some attacked village. Commander Johnson said you should read it. Its about the Senarti.";
	text1 = "_Show it to me!_ He grabs it out of your hands and starts reading it. You wait an hour. _YES!_ He screams. _Here is described how the Senarti are _made._";
	text2 = "The place where they do it is under the ruined castle of Thralni._ He looks worried. _I hope Thralni isn't going to do something stupid._";
	text3 = "He nods. _But of course you already knew all this. You have been there._ You nod. He pockets the note.";
	code =
		change_spec_item(5,-1);
		set_flag(12,5,2);
		
		if (get_flag(5,1) != 2) {
				remove_string(3);
				}
	break;
	
// *** Bart ***

begintalknode 45;
	state = -1;
	personality = 7;
	nextstate = 26;
	condition = 1;
	question = "Bart";
	text1 = "A heavily built man is hammering with a hammer on something sword-like.";
	text2 = "When he finally sees you, he stands up from his work and walks over to you. _Wha' can I do for ya lad's?_";

begintalknode 46;
	state = 26;
	personality = 7;
	nextstate = 27;
	condition = 1;
	question = "What services do you provide?";
	text1 = "_I'm a full-time smith. Welcome to my humble smithy._ You look around, only to see black and depressing walls, and a dead plant in the corner.";
	text2 = "_Of course, because I'm working all the time, I didn't really get the time to clean the place._ He shrugs and coughs, you can see he feels a bit embarrassed.";

begintalknode 47;
	state = 27;
	personality = 7;
	nextstate = -1;
	condition = 1;
	question = "We'd like to buy some weapons and maybe sell some.";
	text1 = "You conclude your business";
	code =
		begin_shop_mode("Bart's weapon wares","These are nice weapons of good quality",8,2,4);
	break;

begintalknode 48;
	state = 26;
	personality = 7;
	nextstate = 28;
	condition = 1;
	question = "So are there much people who buy weapons these days?";
	text1 ="Shaking his head, he takes his hammer. _Could have been better. Not so much people come to this province because of the Senarti. They scare people away._";

begintalknode 49;
	state = 28;
	personality = 7;
	nextstate = 26;
	condition = 1;
	question = "Who are the Senarti?";
	text1 = "_Evil big sort of cats. Bigger than Nephilim and meaner than Nephilim. Flanagan, the mayor's wizard, will tell you more about them. I really think you should see him, he knows quite something about the Senarti._";

begintalknode 50;
	state = 26;
	personality = 7;
	nextstate = -1;
	condition = 1;
	question = "So were do people go?";
	text1 = "He thinks for a while. _Well, usually to places like Voughton. To Filberton people go too, though not too often. Well, I have to go back to work. Nice chatting with you folks._ He stands up and walks back to his anvil.";
	action = END_TALK;

// *** Alfrond ***

begintalknode 51;
	state = -1;
	personality = 8;
	nextstate = 29;
	condition = 1;
	question = "Alfrond";
	text1 = "A happy long man stands at the counter. He smiles when he sees you. _I'm Alfrond! I have some useless supplies for you._";

begintalknode 52;
	state = 29;
	personality = 8;
	nextstate = -1;
	condition = 1;
	question = "We want to buy some supplies.";
	text1 = "_Of course. here ya' go._ Now that you bought something, he smiles even more.";
	code = 
		begin_shop_mode("Alfrond's stupid supplies","Indeed, they look quite stupid, but not useless.",9,2,5);
	break;
	
begintalknode 53;
	state = 29;
	personality = 8;
	nextstate = 29;
	condition = 1;
	question = "Can you tell us about this place?";
	text1 = "_If you want me to, sure. This city is very old. Not as old as Voughton, but still very old. More about this place I don't know._ She seems a bit embarrassed";

begintalknode 54;
	state = 29;
	personality = 8;
	nextstate = 30;
	condition = 1;
	question = "What other services do you provide?";
	text1 = "_Well, my supplies-shop of course. But I could also give you advice. But it will cost 30 coins._";
	
begintalknode 55;
	state = 30;
	personality = 8;
	nextstate = 31;
	condition = 1;
	question = "Give us your advice.";
	text1 = "_Drink a lot, eat enough and don't go south._";
	text3 = "_Nah, I'm sorry fellas, but I want 30 coins, and you don't have it. Come back when you do have 30 coins._";
	text5 = "You ask him again for the advice. He looks agitated. _No! I already gave it! Unless you want my boot in your belly, please go! I have work to do._";
	action = PAY 1 9 30 30;

begintalknode 56;
	state = 31;
	personality = 8;
	nextstate = -1;
	condition = 1;
	question = "Why shouldn't we go south?";
	text1 = "_That is were the Senarti have their fort. More advice I don't have for you._";

begintalknode 57;
	state = 30;
	personality = 8;
	nextstate = 31;
	condition = 1;
	question = "No thanks. We don't need it.";
	text1 = "_So you don't want me to say that you shouldn't go south? Oops! Sorry!_";

// *** Toby ***

begintalknode 58;
	state = -1;
	personality = 19;
	nextstate = 32;
	condition = 1;
	question = "Toby";
	text1 = "You step into the inn. A man stands behind the counter. He looks depressed.";

begintalknode 59;
	state = 32;
	personality = 19;
	nextstate = 33;
	condition = 1;
	question = "What can you offer us?";
	text1 = "He gives you a depressed look. _Food or room. Wait, sorry. Don't have food anymore_";

begintalknode 60;
	state = 33;
	personality = 19;
	nextstate = 34;
	condition = 1;
	question = "We want a place to sleep.";
	text1 = "_Sure, 20 coins nice room, 15 coins ugly room and terrible room 5 coins. Sigh._";

begintalknode 61;
	state = 34;
	personality = 19;
	nextstate = -1;
	condition = 1;
	question = "We want the nice room, please.";
	text1 = "_That's through the corridor, left, last door._";
	text3 = "_First pay, then sleep. No money, no bed._";
	text5 = "_Now horses allowed._";
	action = INN 20 10 27;

begintalknode 62;
	state = 34;
	personality = 19;
	nextstate = -1;
	condition = 1;
	question = "The ugly room, please.";
	text1 = "_That's through the corridor, left, first door._";
	text3 = "_You can't even pay that small amount of money! Go out! Go away!_";
	text5 = "_Even in the ugly room no horses are allowed._";
	action = INN 15 10 30;

begintalknode 63;
	state = 34;
	personality = 19;
	nextstate = -1;
	condition = 1;
	question = "We want the terrible room.";
	text1 = "A laugh starts to form on the depressed man's face. Then he starts to laugh. _You want the terrible room! What a joke! They want the terrible room!_ What did you get yourself into this time._";
	text3 = "_No money for the terrible room! You are somewhat poor you know. I have no place for beggars in my inn. Get out!_";
	text5 = "_All right, I know its the terrible room, but  a horse is not allowed. Even there._";
	code =
		set_flag(1,7,1);
	break;
	action = INN 5 8 35;

begintalknode 64;
	state = 34;
	personality = 19;
	nextstate = -1;
	condition = 1;
	question = "No, thank you, we don't want to stay.";
	text1 = "He stares disappointedly to the floor. _I knew it. No normal travellers want to stay at my inn!_ After saying that, you quickly end conversation and go away.";
	action = END_TALK;

begintalknode 65;
	state = 32;
	personality = 19;
	nextstate = 3;
	condition = 1;
	question = "What's the matter? You look very depressed.";
	text1 = "_Nobody comes to my inn._ You turn round and see an empty inn behind you. _Leave me alone. I think I'm going to cry._";
	action = END_TALK;

// *** Clarisse ***

begintalknode 66;
	state = -1;
	personality = 9;
	nextstate = 35;
	condition = 1;
	question = "Clarisse";
	text1 = "You meet a young good looking women. She sits behind a table. She smiles. _Welcome at my bed & breakfast. I'm Clarisse_";

begintalknode 67;
	state = 35;
	personality = 9;
	nextstate = 36;
	condition = 1;
	question = "How fares this bed & breakfast?";
	text1 = "_In general its better then that inn. But lately the customers stay away._";

begintalknode 68;
	state = 36;
	personality = 9;
	nextstate = 37;
	condition = 1;
	question = "How are your rooms?";
	text1 = "_Much better then the ones at the inn. You didn't sleep in the terrible room of the inn, did you?_";

begintalknode 69;
	state = 37;
	personality = 9;
	nextstate = 38;
	condition = get_flag(1,7) == 0;
	question = "No we didn't. Why?";
	text1 = "_There are giant spiders in there. Its not safe. As about the rooms, a room is 10 coins._";

begintalknode 70;
	state = 37;
	personality = 9;
	nextstate = 38;
	condition = get_flag(1,7) == 1;
	question = "Yes we did. It was really terrible. Did you know there is a giant spider in that room?";
	text1 = "_Yes, I did know it actually. About the rooms, a room is only 10 coins. And they are luxury!_";

begintalknode 71;
	state = 38;
	personality = 9;
	nextstate = -1;
	condition = get_flag(1,8) == 0;
	question = "We'd like to take a room.";
	text1 = "_That will be 10 coins._ You give her the money. _The room is to be reached via a door outside. just go immediately to the right, and follow the path to the right._";
	text3 = "_Ten coins, please._ She waits, while you search your pockets. _No money? Then no rooms. Sorry._";
	text5 = "In the middle of the room you sit on your horse. _Its bad enough that you come into the office with your horses, but in the rooms you certainly can't come._";
	code =
		set_flag(1,8,1);
	break;
	action = INN 10 11 40;
	
begintalknode 72;
	state = 38;
	personality = 9;
	nextstate = -1;
	condition = get_flag(1,8) == 1;
	question = "We'd like to have a room.";
	text1 = "_That will be 10 coins._ You give her the money. _The room is to be reached via a door outside. just go immediately to the right, and follow the path to the right._";
	text3 = "_Ten coins, please._ She waits, while you search your pockets. _No money? Then no rooms. Sorry._";
	text5 = "In the middle of the room you sit on your horse. _Its bad enough you come with your horses into the office, but in the rooms you certainly can't come._";
	code =
		set_flag(1,8,0);
	break;
	action = INN 10 9 41;

// *** Claudia ***

begintalknode 73;
	state = -1;
	personality = 10;
	nextstate = 39;
	condition = 1;
	question = "Claudia";
	text1 = "This shop smells like fresh bread, and everywhere food is stacked along the walls. It seems as being in this shop will be a real treat for you.";

begintalknode 74;
	state = 39;
	personality = 10;
	nextstate = -1;
	condition = 1;
	question = "May we buy some food?";
	text1 = "Now you have much delicious food again.";
	code =
		begin_shop_mode("Claudia's au de cuisine","Everything smells lovely. It will be hard to choose.",10,2,-1);
	break;

begintalknode 75;
	state = 39;
	personality = 10;
	nextstate = 39;
	condition = 1;
	question = "How are you doing?";
	text1 = "She nods approvingly. _I'm fine, thanks. Very kind of you to ask that of a normal townswomen._";

begintalknode 76;
	state = 39;
	personality = 10;
	nextstate = 39;
	condition = 1;
	question = "Everything smells lovely.";
	text1 = "A smile forms on her face. _Why, how kind of you to say that!. Wanna buy something? Its not expensive._";

// *** Woman at the crops ***

begintalknode 77;
	state = -1;
	personality = 93;
	nextstate = -1;
	condition = 1;
	question = "Margret";
	text1 = "This woman is very busy maintaining the crops. These small fields of wheat are the main source of food for this small town. Without it, it may die out very soon. You leave the woman to her work.";
	action = END_TALK;

// *** Toby after HQ attack ***

begintalknode 78;
	state = -1;
	personality = 19;
	nextstate = 40;
	condition = 1;
	question = "Toby";
	text1 = "The bartender looks very pleased. In these dark times, this surprises you somewhat.";

begintalknode 79;
	state = 40;
	personality = 19;
	nextstate = 41;
	condition = 1;
	question = "What can you offer us?";
	text1 = "He happily smiles at you. _Only a room, I'm afraid, as I've run out of food, and I'm still trying to find a place to get new food. Most crops were destroyed, you see._";

begintalknode 80;
	state = 41;
	personality = 19;
	nextstate = 42;
	condition = 1;
	question = "We want a place to sleep.";
	text1 = "_Sure, 20 coins nice room, 15 coins ugly room and terrible room 5 coins._ He still smiles, especially when he talks about the terrible.";

begintalknode 81;
	state = 42;
	personality = 19;
	nextstate = -1;
	condition = 1;
	question = "We want the nice room, please.";
	text1 = "_That's through the corridor, left, last door._";
	text3 = "_First pay, then sleep. No money, no bed._";
	text5 = "_Now horses allowed._";
	action = INN 20 10 27;

begintalknode 82;
	state = 42;
	personality = 19;
	nextstate = -1;
	condition = 1;
	question = "The ugly room, please.";
	text1 = "_That's through the corridor, left, first door._";
	text3 = "_You can't even pay that small amount of money!? Poor fellas, you are._";
	text5 = "_Even in the ugly room no horses are allowed._";
	action = INN 15 10 30;

begintalknode 83;
	state = 42;
	personality = 19;
	nextstate = -1;
	condition = 1;
	question = "We want the terrible room.";
	text1 = "A laugh starts to form on the depressed man's face. Then he starts to laugh. _You want the terrible room! What a joke! They want the terrible room!_ What did you get yourself into this time._";
	text3 = "_No money for the terrible room! You are somewhat poor you know. I have no place for beggars in my inn. get out!_";
	text5 = "_All right, I know its the terrible room, but  a horse is not allowed. Even there._";
	code =
		set_flag(1,7,1);
	break;
	action = INN 5 8 35;

begintalknode 84;
	state = 42;
	personality = 19;
	nextstate = -1;
	condition = 1;
	question = "No, thank you, we don't want to stay.";
	text1 = "_Aw, too bad. It could have been fun, you know._ As you look around the inn and you see all the guards, you see why he actually is so pleased. The inn is full of soldiers who come to eat, drink and sleep.";

begintalknode 85;
	state = 40;
	personality = 19;
	nextstate = 40;
	condition = 1;
	question = "So why exactly are you so pleased with yourself?";
	text1 = "He points around the the inn. _Take a look for yourself. Until recently this inn was empty. After the HQ attack, everything, including security, was stirred up. Now I finally have clients!_ You get the point.";