// dlg.txt

begintalkscript;

variables;

short i;


begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(45,2) == 0;
	question = "special";
	text1 = "At the top of this mountain pass, you reach the walls of Fort Defiance. It is a mix of old and new construction. Some of the fort is many decades old. Other sections have been recently rebuilt, probably repairing the damage caused by rebels.";
	text2 = "Now it is an imposing fortification, well-defended and with thick, granite walls. General Alwan has done an effective job of rebuilding the line that holds the rebels back.";
	text3 = "If this fort has any sort of discipline at all, they might not welcome you just entering and walking around. Not unless you have a reason to be here.";
	action = SET_SDF 45 2 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(45,3) == 0;
	question = "special";
	text1 = "You stare out the open gate at the field east of the fort. It has been ravaged by numerous battles. Fresh tracks crisscross the clearing. Patrols of creations frequently approach, prodding for weaknesses in the defenses.";
	text2 = "If you want to pass through to the east peacefully, you will have to be careful to evade the patrols.";
	action = SET_SDF 45 3 1;

begintalknode 3;
	state = -1;
	nextstate = -1;
	condition = get_sdf(45,4) == 0;
	question = "special";
	text1 = "In the center of the fort, you see an unusual sight. A large pack of large, powerful creations, standing in a circle. They are all staring inward at a tall, glowing crystal. It seems to have a hypnotic effect on them.";
	text2 = "It's an unusual object, perhaps unique. It soothes the creations and keeps them from wandering off or getting upset. If the Shapers figure out a way to replicate this stone, they would probably distribute copies all over Terrestia.";
	action = SET_SDF 45 4 1;

begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = get_sdf(45,2) == 0;
	question = "special";
	text1 = "At the top of this mountain pass, you reach the walls of Fort Defiance. It is a mix of old and new construction. Some of the fort is many decades old. Other sections have been recently rebuilt, probably repairing the damage caused by rebels.";
	text2 = "Now it is an imposing fortification, well-defended and with thick, granite walls. General Alwan has done an effective job of rebuilding the line that holds the rebels back.";
	text3 = "From this side, you can see that the huge, stone gates are closed. They will probably be hesitant to open them to anyone approaching from this direction.";
	action = SET_SDF 45 2 1;

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are very few human warriors in Fort Defiance. They have gone a long time without being transferred or relieved, and the memory of the horrible days before General Alwan arrived is fresh.";
	text2 = "You find them to be a quiet, shell-shocked crew. You don't learn much from them.";

begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You examine this creation. It was made recently, and the craftsmanship is excellent. It sways gently from side to side, mesmerized by the crystal.";
	
begintalknode 7;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "This is a construction servile, carrying around supplies and dedicated to completing the reconstruction of this fort. You try to start a conversation, but the servile walks by quickly, eyes cast to the ground.";
	text2 = "They must have instructions not to talk to outsiders. Or they're wise enough to not do anything that might be interpreted as disloyalty.";

begintalknode 8;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You encounter a rogue creation outside the east wall, out patrolling the fort and prodding for weaknesses. It looks like it has been out here for a while. It is hungry and wild, and whatever control its maker had over it is long gone.";
	text2 = "You show it your amulet, trying to calm it down. It has no effect. The creature snarls and lunges at you.";
	text3 = "Sadly, whatever protection the amulet affords, it is not total.";

begintalknode 9;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Someone has noticed that something is amiss. You hear an alarm. In moments, the fort is full of activity. The guards begin to search for intruders ...";	

// commander beloy

begintalknode 10;
	state = -1;
	nextstate = 10;
	condition = 1;
	question = "Name";
	text1 = "The commander of Fort Defiance is sitting calmly at her desk, flipping through maps and supply inventories and seemingly unconcerned about the hordes of the enemy outside the east wall.";
	text2 = "It's not surprising that this fort is run by an outsider. There aren't enough Shapers to occupy every position of importance. Of course, she is not able to give orders to any Shaper that might pass through.";
	text3 = "But, of course, you are not a Shaper. She looks up at you and curls her lip in distaste. _I am Commander Beloy. I decide who can be here. I don't know you. If you have no permission to be here, you will have to go._";
	text5 = "Commander Beloy looks up at you and sighs. _Still here? Anything I can say to get you to move on?_";
	action = INTRO;

begintalknode 11;
	state = 10;
	nextstate = -1;
	condition = gf(45,6) == 0 && has_spec_item(2) == 0;
	question = "I have papers of passage. (Show them.)";
	text1 = "She looks at them and snickers. _Papers from Rawal? Before, I thought I shouldn't trust you. Now I know I shouldn't. You can't be here. You have to go._";
	action = END_TALK;

begintalknode 12;
	state = 10;
	nextstate = -1;
	condition = gf(45,6) == 0 && has_spec_item(2) > 0;
	question = "I received an amulet from the hand of Alwan himself. (Show the amulet of passage.)";
	text1 = "She looks closely at it. _Ah. You're the one. The one the drakons asked for. I suppose you can pass through here. Though don't expect any trust from me._";
	text2 = "_I will make sure that the east gates open for you._";
	action = SET_SDF 45 6 1;
	code =
		sf(45,16,1);
	break;
	
begintalknode 13;
	state = 10;
	nextstate = 11;
	condition = gf(45,6) > 0;
	question = "How did the drakons ask for me?";
	text1 = "_I don't know. The messenger went to Fort Rockfall. We were lucky to get the message at all._";

begintalknode 14;
	state = 10;
	nextstate = 12;
	condition = gf(45,6) > 0;
	question = "Tell me about this fort.";
	text1 = "_Excellent question. And the first one any decent spy would ask, yes?_";
	text2 = "_This is the northernmost fort of the line. Under Alwan's leadership, we retook these mountains. Then we rebuilt the forts, and we were left with one mission._";

begintalknode 15;
	state = 10;
	nextstate = 13;
	condition = gf(45,6) > 0;
	question = "Anything I should know about the lands to the east?";
	text1 = "She laughs. _They are full of creations, constantly killing each other and anyone they don't recognize. Some are made by us, some by the rebels. I think you will find no difference in how they treat you._";
	text2 = "_That amulet might protect you. Once you get a ways from the fort. But don't put too much trust in trinkets._";

begintalknode 16;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "Why?";
	text1 = "_Because a rebel servile delivered it. Unidentified creations are lucky to get close to the forts of the line without instant incineration._";
	text2 = "_For all we know, a dozen serviles had tried to bring the message, and their bones are on the fields right now._";

begintalknode 17;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "Which was?";
	text1 = "_Hold the line. Or die. If another Unbound passes through here, it will leave our corpses behind it._";
	text2 = "One look at her face tells you that she is speaking in deadly earnest. Her determination to keep further chaos out of the Storm Plains is absolute.";

begintalknode 18;
	state = 13;
	nextstate = -1;
	condition = 1;
	question = "Will the amulet protect me from all the creations?";
	text1 = "_From what I heard, the drakon message included that amulet. It's like ones the Shapers had, but altered. Probably taken off a dead Shaper._";
	text2 = "_The drakons said that your amulet will protect you from the creations out in the wastes. I wouldn't put too much trust in it, though._";
	text3 = "_For example, the rogues that wander outside our east gate are a hungry, mad lot. I don't think that anything would keep them from dining on tasty humanoid flesh._";

begintalknode 19;
	state = 13;
	nextstate = -1;
	condition = 1;
	question = "Any advice for me?";
	text1 = "_Stay close to the road. That is usually where the freshest creations patrol, before they go mad and wander off._";
	text2 = "_Any rogues still sane enough to recognize the amulet will be there._";
	
begintalknode 20;
	state = 13;
	nextstate = -1;
	condition = 1;
	question = "What sort of creations are out there?";
	text1 = "_Big ones. Anything small, your artila, your fyoras, they get eaten by bigger creations pretty quickly._";

	
// addison

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Name";
	text1 = "There is an outsider sitting in this office. He wears the armor of a soldier, but there is no insignia of rank on his shoulder. This suggests that, whatever he does for the Shapers, it may not be savory.";
	text2 = "He looks you over with cold eyes, looking for signs of weakness or insufficient loyalty to the Shapers. He betrays nothing about his judgment.";
	text3 = "He says, simply, _Greetings. I am Captain Addison._";
	text5 = "Addison stares at you. Silently. A cloud of awkwardness slowly expands, filling his office. He waits for you to speak, no doubt preparing to analyze and dissect your words.";
	action = INTRO;

begintalknode 31;
	state = 30;
	nextstate = 34;
	condition = 1;
	question = "Tell me about this fort.";
	text1 = "_This is the northern fort in the line. The main bulwark against the filthy rebels. A good central post from which to watch ... events._";

begintalknode 32;
	state = 30;
	nextstate = 31;
	condition = 1;
	question = "What is your purpose here?";
	text1 = "_I have had the honor of being selected by the Shapers. I help to enforce their laws._";

begintalknode 33;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "Why did they pick you?";
	text1 = "_I do not presume to understand their reasoning. They are above us. We trust them, and they protect us._";

begintalknode 34;
	state = 31;
	nextstate = 32;
	condition = 1;
	question = "What laws do you enforce?";
	text1 = "_I look for those who question their wisdom, and I bring those individuals to their attention._";

begintalknode 35;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "And what of their wisdom do people question?";
	text1 = "_What an odd question. You grew up exposed to them and to their ideas. You should know by now what the Shapers expect in return for their generosity._";
	text2 = "_If you don't, they should know about it. I'm sure you agree._";

begintalknode 36;
	state = 32;
	nextstate = 33;
	condition = 1;
	question = "Any particular individuals you are interested in?";
	text1 = "He thinks, considering whether to share information with you. Finally, he shrugs. _I have been told to give extra attention to the Trakovites._";
	text2 = "_General Alwan takes the threat posed by their ideas very seriously. So I locate them._";

begintalknode 37;
	state = 33;
	nextstate = -1;
	condition = 1;
	question = "And then?";
	text1 = "_I bring them to the attention of my superiors. Something I have done with great success. What happens then is not my concern._";

begintalknode 38;
	state = 34;
	nextstate = -1;
	condition = 1;
	question = "What do you watch for?";
	text1 = "_Travelers. Disruptions. Spread of certain ideas. Anything that would concern the Shapers._";

begintalknode 39;
	state = 30;
	nextstate = 36;
	condition = gf(34,9) == 1 && gf(39,4) == 0;
	question = "I have heard that you are a hunter of Trakovites.";
	text1 = "Addison seems surprised. _That concerns me. Someone is spreading word of my success? I may need to find this person and ... have a discussion._";
	text2 = "_But you must mention this to me for a reason. What is it?_";

begintalknode 40;
	state = 30;
	nextstate = -1;
	condition = gf(34,9) != 1;
	question = "There is something I wish to discuss.";
	text1 = "Addison suddenly seems to lose interest in the conversation. _I would love to discuss every little thing with you, but I have duties to perform for the Shapers. Please leave me._";
	action = END_TALK;

begintalknode 41;
	state = 36;
	nextstate = -1;
	condition = get_stat(20) < 5;
	question = "I know where you can find a Trakovite. Southwest of here. Leave this fort and I'll show you where.";
	text1 = "You try to convince Addison to leave Fort Defiance, but you don't succeed. He isn't sure that you are lying, but he doesn't fully trust you.";
	text2 = "_That is interesting. But I think ... I think I will stay in the safety of this fort for now._";

begintalknode 42;
	state = 36;
	nextstate = -1;
	condition = get_stat(20) >= 5;
	question = "I know where you can find a Trakovite. Southwest of here. Leave this fort and I'll show you where.";
	text1 = "You try to convince Addison to leave Fort Defiance. You skillfully dangle the prospect of another Trakovite victim in front of him.";
	text2 = "_I believe that you are right. I have ... extracted information from prisoners. There may be a meeting point for Trakovites in the Hatra Ruins._";
	text3 = "He stands and grabs his pack. _I will go there right away. It is to the southwest. Join me quickly, and we will find this traitor._ He leaves.";
	action = END_TALK;
	code =
		erase_char(9);
		sf(39,4,1);
	break;

begintalknode 43;
	state = 36;
	nextstate = 37;
	condition = 1;
	question = "You have killed your last Trakovite. It's time to die.";
	text1 = "You rethink your decision. If you attack Addison and kill him quickly enough, you might be able to flee the fort before the alarm is raised. Otherwise, you will have to deal with the horde of creations outside.";
	text2 = "Are you sure you're ready for the attempt?";

begintalknode 44;
	state = 36;
	nextstate = -1;
	condition = 1;
	question = "Sorry. Never mind.";
	text1 = "Addison seems very suspicious, but he tries to hide it. _All right. Well, I am very busy. If you wish to discuss it more, I am usually here._";
	action = END_TALK;

begintalknode 45;
	state = 37;
	nextstate = -1;
	condition = 1;
	question = "(Attack him.)";
	text1 = "You quickly draw a weapon and lunge at him. Being an inherently suspicious creature, the advantage of surprise is minimal.";
	action = END_TALK;
	code =
		set_attitude(8,10);
		set_attitude(9,10);
		sf(45,13,1);
	break;
	
begintalknode 46;
	state = 37;
	nextstate = -1;
	condition = 1;
	question = "(Just leave.)";
	text1 = "You make your excuses and back away. Addison looks suspicious, but he lets you go.";
	action = END_TALK;

begintalknode 47;
	state = 30;
	nextstate = -1;
	condition = gf(39,4) > 1;
	question = "Any more luck hunting Trakovites?";
	text1 = "_Not yet. If only I had a dozen more like you, I could purge Terrestia of those wretches._";
	text2 = "_Oh, and your reward. Well earned._ He gives you a large satchel full of coins and several pouches of spores.";
	code =
		if (gf(45,7) > 0)
			rs(2);
			else {
				change_coins(500);
				reward_give(232);
				reward_give(233);
				reward_give(234);
				sf(45,7,1);
				}
	break;
	
// Captain Zoka

begintalknode 50;
	state = -1;
	nextstate = 50;
	condition = 1;
	question = "Name";
	text1 = "You meet a captain of the Shaper army, given the task of watching over a large group of serviles. They are working on constructing the northern buildings. He is following them, trying to keep them focused on the task at hand.";
	text2 = "When you try to speak with him, he reluctantly turns from his task. _You are passing through, yes? I am Captain Zoka. I ... No! Those bricks don't go there! The other building!_ A servile slowly begins to gather up bricks.";
	text3 = "_Apologies. We are very busy here._";
	text5 = "Captain Zoka continues to speak with you. His conversation is frequently interrupted by the need to shout at the serviles. The serviles, in turn, don't seem to pay much attention to him.";
	action = INTRO;

begintalknode 51;
	state = 50;
	nextstate = 51;
	condition = 1;
	question = "What are the serviles doing?";
	text1 = "_Rebuilding the northern buildings. They already took care of the walls. Next up is larger fortifications._";
	
begintalknode 52;
	state = 51;
	nextstate = 52;
	condition = 1;
	question = "They have been very busy?";
	text1 = "_Oh, yes. Amazing creatures, the serviles. Very strong. Very obedient. Capable of getting great things done, when they don't have a lot of rebel nonsense being poured into their heads._";
	text2 = "";
	
begintalknode 53;
	state = 52;
	nextstate = -1;
	condition = 1;
	question = "Have the rebels tried to recruit them?";
	text1 = "_Not on my watch! My serviles are as loyal as can ... No! Take the trowel to the other site!_ The servile he shouted at continues to go where it was going.";
	
begintalknode 54;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "Why do they need to be rebuilt?";
	text1 = "_Rebel attacks. You should have seen this fort as it was when I first got here. Holes in the walls. Ruined buildings. Wreckage everywhere. Now it's a trustworthy shield against the rebels._";
	
begintalknode 55;
	state = 50;
	nextstate = 53;
	condition = 1;
	question = "You look after the serviles?";
	text1 = "_Those are my orders. It's not what I was trained for. I don't know about serviles, or about building. But someone had to do it, and the commander picked me._";
	
begintalknode 56;
	state = 53;
	nextstate = -1;
	condition = 1;
	question = "Why don't you have someone trained for the task?";
	text1 = "_We did. She was killed. Artila spit over the walls. Pure bad luck._";
	
begintalknode 57;
	state = 53;
	nextstate = -1;
	condition = 1;
	question = "And what do the serviles think of you?";
	text1 = "_Think? Serviles? I ... We get along well. They respect ... No! Put a thicker layer of mortar between those blocks!_";
	text2 = "As far as you can tell, the servile completely ignores this outburst.";
	
begintalknode 58;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "Can you tell me anything about the fields to the east?";
	text1 = "He starts to speak, and then he shakes his head. _I probably shouldn't say anything. Commander Beloy's office is to the north. You should talk to her._";


//

begintalknode 70;
	state = -1;
	nextstate = 70;
	condition = 1;
	question = "Shaper Alexie";
	text1 = "This small Shaper laboratory has been laboriously dug out of the rock of the cliff face. Blast doors at the entrance can be closed in short notice, sealing it off in case of an accident.";
	text2 = "The one person in here is surprisingly cheery. She grins broadly when she sees you. Then she moves close to you, inspecting you as if you are a fascinating specimen.";
	text3 = "Then she remembers that you are an actual person. She steps back and says, _Oh, so sorry! I forget sometimes. I am Shaper Alexie, protector of this fort and gatherer of intriguing intelligence. It's interesting to see you._";
	text5 = "Shaper Alexie continues to chat brightly with you. And yet, though she tries to hide it, she is constantly inspecting you when she thinks you aren't looking. She finds you to be fascinating.";
	action = INTRO;

begintalknode 71;
	state = 70;
	nextstate = 71;
	condition = 1;
	question = "Why are you inspecting me like that?";
	text1 = "_Oh, it is all just part of my research. I hope I don't offend you. You're just so, so ... interesting._";

begintalknode 72;
	state = 71;
	nextstate = 72;
	condition = 1;
	question = "How so?";
	text1 = "_You are at the far border of Shaper knowledge. You have clearly been modified. Extensively! It's so interesting to be able to see someone like you close up. It is very, very difficult to speak with someone like you._";

begintalknode 73;
	state = 72;
	nextstate = -1;
	condition = 1;
	question = "Why?";
	text1 = "_Because they are all rebels. I'm usually busy telling my creations to kill them._";

begintalknode 74;
	state = 70;
	nextstate = -1;
	condition = gf(45,6) == 0;
	question = "There is something I would like to discuss.";
	text1 = "_Oh, I don't know. I mean, you are fascinating, but your ... nature ... It makes me think that I should send you to see the commander first. To make sure you can be here._";
	text2 = "_The commander is that way._ She points to the north.";
	action = END_TALK;

begintalknode 75;
	state = 70;
	nextstate = 73;
	condition = gf(45,6) > 0;
	question = "Tell me about this fort.";
	text1 = "_Oh, I don't know much about it. I'm always in here._ She giggles, a somewhat unusual gesture from the normally somber Shapers. _We keep the rebel invaders out of the Storm Plains._";
	text2 = "_As for me, I make the defenders. All those creations outside? They're mine!_";

begintalknode 76;
	state = 70;
	nextstate = 74;
	condition = gf(45,6) > 0;
	question = "What do you research here?";
	text1 = "_When I'm not busy defending the fort? I am tasked by the Council to study Barred creation types and illicit Shaping. My position here is very useful for that. That makes you fascinating to me._";
	text2 = "_That reminds me. If you are traveling Terrestia and would like to be well paid, you can help us._";

begintalknode 77;
	state = 73;
	nextstate = -1;
	condition = 1;
	question = "Only one Shaper defends this fort?";
	text1 = "_One Shaper is an army. As my creations die, I make more. With a good supply of essence, I can keep the glaahks coming to hold off the assault until reinforcements arrive._";
	text2 = "_My being here means we need fewer human soldiers. Humans have been in short supply lately._";

begintalknode 78;
	state = 73;
	nextstate = -1;
	condition = 1;
	question = "What was that big crystal in the central courtyard?";
	text1 = "_Marvelous, wasn't it? It was found in a nearby mine just as the rebellion reached the Storm Plains. Instead of taking it to the Foundry for research, it was brought here instead._";
	text2 = "_It keeps the creations pacified. Frees me up to make more of them._";

begintalknode 79;
	state = 74;
	nextstate = 75;
	condition = 1;
	question = "What sort of illicit creations do you study?";
	text1 = "_Barred types. Like the drayks that patrol the wastes. The podlings and the modified beetles. And the Unbound, of course._";
	text2 = "_From this fort, I can see Barred creations every day. It helps me understand how they are developing, and how they spread. For later elimination, of course._";

begintalknode 80;
	state = 75;
	nextstate = -1;
	condition = 1;
	question = "You would still wipe them out?";
	text1 = "Her cheery demeanor doesn't fade for a moment. _Of course. That is the law. Look at all the carnage in Terrestia. All caused by drayks. Drakons. Gazers. Barred creations, all._";

begintalknode 81;
	state = 74;
	nextstate = -1;
	condition = 1;
	question = "Tell me about illicit Shaping.";
	text1 = "_Canisters? Serviles with magical powers? Serviles who are even able to Shape? You have seen more of this than I._";

begintalknode 82;
	state = 74;
	nextstate = -1;
	condition = 1;
	question = "What can I do for you?";
	text1 = "_There is part of my task I have had a hard time completing. I need to gather lost Shaper documents and keep them out of rebel hands. Along with studying illicit Shaping, I must keep more of it from taking place._";
	text2 = "_If you find stray Shaper research notes, I will pay you well to give them to me. This will help improve your standing with my kind, and I may even give you additional rewards for good performance._";
	text3 = "_And, of course, this offer doesn't only apply to mere notes and scribbles. Any loose Shaper knowledge is of interest._";
	code =
		sf(45,8,1);
		toggle_quest(82,1);
	break;
	
begintalknode 83;
	state = 70;
	nextstate = -1;
	condition = gf(45,8) > 0 && num_of_item(212) > 0;
	question = "I found some research notes. (Give them to her.)";
	text1 = "Shaper Alexie gathers the notes and inspects them. _Excellent. This will keep them out of the hands of the rebels. You have done a good deed for the Shapers today._ In return, she counts you out a generous ration of gold coins.";
	text2 = "_Also, I will unlock our northern storeroom for you. I have studied the contents thoroughly already, and you seem loyal enough. If you are stronger, you will be able to recover more papers._";
	text3 = "_And you have done extremely well. Far better than I expected. As a reward, I will teach you something I probably shouldn't. If you make the creation I tell you about, remember, it must be destroyed when the war is over._";
	code =
		clear_strings();
		as(1);
		i = take_all_of_item(212);
		if (gf(45,9) == 0)
			inc_flag(100,0,3);
		inc_flag(45,9,i);
		change_coins(i * 100);
		award_party_xp(20,20);
		if ((gf(45,10) == 0) && (gf(45,9) >= 4)) {
			as(2); 
			sf(45,10,1);
			sf(45,18,1);
			}
		if ((gf(45,10) == 1) && (gf(45,9) >= 8)) {
			as(3); 
			sf(45,10,2);
			}
	break;

begintalknode 84;
	state = 70;
	nextstate = -1;
	condition = gf(45,10) > 1;
	question = "What can you teach me about Shaping?";
	text1 = "You conclude your training.";	
	code = 
		begin_shop_mode("Shaper Alexie",
		  "Shaper Alexie really shouldn't be teaching you about this. She must not be as much of a stickler about Shaper law as she claims.",
		  48,4,0);	
	break;
	
begintalknode 85;
	state = 70;
	nextstate = -1;
	condition = gf(45,8) > 0 && has_spec_item(12);
	question = "I found some Shaping notes in Helft. (Give them.)";
	text1 = "Shaper Alexie takes the papers and inspects them. _This is a real stroke of luck. In rebel hands, these papers could be very dangerous. You deserve generous payment for an act of such loyalty._";
	text2 = "You receive a large pouch of gold coins, an enchanted charm, and profuse thanks.";
	code =
		award_party_xp(200,18);
		set_spec_item(12,-1);
		reward_give(323);
		change_coins(1000);
		inc_flag(100,0,3);
	break;


begintalknode 86;
	state = 70;
	nextstate = -1;
	condition = 1;
	question = "I need to go now.";
	text1 = "_Well, thank you for the company._";
	action = END_TALK;
	
//


begintalknode 90;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The obelisk says:";
	text2 = "  FORT DEFIANCE";		

begintalknode 91;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  Commander's Office";
	
begintalknode 92;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  Shaping Laboratory";
	text3 = "  If doors are sealed, retreat to north half of fort.";
	
begintalknode 93;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  Servile Quarters";