// dlg.txt

begintalkscript;

variables;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(55,1) == 0;
	question = "special";
	text1 = "Now that you have passed through the entry hall into this dark chamber, the cold and the smell of rot have become very powerful. You shiver and begin to feel ill. The magic here must be very powerful to even be able to affect you.";
	text2 = "This chamber looks like it was dug out only recently. Or blasted out with magic. The result was to open up a large, underground complex, which extends into the bedrock to the north.";
	text3 = "The stone floor around you is heaped with rubble. Water has leaked in through the entrance and pooled in the low area in the center of the chamber.";
	text4 = "At the far end of the cave, you can see many skulls and bones, left here as a warning by those who constructed this place. And, considering the power you sense here, the warning is backed up by the ability to do great harm.";
	action = SET_SDF 55 1 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(55,2) == 0;
	question = "special";
	text1 = "As you step into this musty old hall, you see flickers of movement in the passage ahead. Spirits roam freely in and out of mausoleums to either side.";
	text2 = "They are translucent humanoid figures, the ghosts of those who were laid to rest here.";
	text3 = "Laid to rest after a natural death or, perhaps, an unnatural one. It is not unknown for the lost cultures of Terrestia to, when placing a leader in a tomb, bury servants alive so that the potentate would have helpers in the afterlife.";
	text4 = "The shades have not detected you yet. They walk back and forth mindlessly, following the habit of centuries. Of course, should you get close, they will probably try to work out their resentment at their undead state on you.";
	action = SET_SDF 55 2 1;

begintalknode 3;
	state = -1;
	nextstate = -1;
	condition = get_sdf(55,3) == 0;
	question = "special";
	text1 = "There is a crevice in the wall here, a natural corridor that wasn't used in the creation of this tomb. It was exposed by an earthquake some time in the last century or two.";
	text2 = "Inspecting the floor, you see that several humanoids dragged something large down this passage recently.";
	action = SET_SDF 55 3 1;

begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = get_sdf(55,4) == 0;
	question = "special";
	text1 = "Looking at the body, you deduce that it was serviles that snuck into this tomb recently. Looking at the walls, you figure out what they dragged in: a pair of barrels of noxious goo. And a power spiral.";
	text2 = "You aren't sure what they were trying to do. Whatever it is, it didn't work.";
	text3 = "You would guess that they were trying to blow this wall up. And, perhaps, destroy whatever lies beyond it. They didn't live long enough to complete the task, but the plan may have been sound.";
	action = SET_SDF 55 4 1;
	code =
		if (get_stat(21) < 6)
			rs(3);
			else rs(2);
	break;
	
begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = get_sdf(55,5) == 0;
	question = "special";
	text1 = "The supplies and equipment in this cave are surprisingly well preserved. The cold must have helped. This is where the sarcophagi were constructed and the bodies were embalmed. When the tomb was sealed, this stuff was just left here.";
	text2 = "There are a number of fresh tracks on the floor, all left by the same creature. A large reptile, walking on two legs.";
	action = SET_SDF 55 5 1;

begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = get_sdf(55,6) == 0;
	question = "special";
	text1 = "Looking at the moisture and the mold on the floor, you notice several very clear sets of tracks. You are far from the only person to pass through here recently.";
	text2 = "Something large, bipedal, and reptilian has passed in and out of the northwest corridor repeatedly.";
	text3 = "Other humanoids, at least four or five of them, have walked down the northeast corridor. They were dragging something large. You see no sign that they returned.";
	action = SET_SDF 55 6 1;

begintalknode 7;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are five lines of writing on this obelisk. You don't understand any of it. It is very old. The alphabet is similar to yours, but the words are foreign.";
	text2 = "One word is repeated several time, though, in larger letters than the others. The word is 'TRAVALD.'";

begintalknode 8;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "When one of the shade gets close to you, it detects you. It swoops to attack. Fortunately, this doesn't cause any of the other defenders to sense you.";

begintalknode 9;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "This is a Shaper's laboratory journal, obtained somehow by the drakon. The pages bear many scratches where he turned the pages with his claws.";
	text2 = "You flip through it and find an interesting section:";
	text3 = "_The many pairs of perfected boots I have destroyed have yielded valuable bits of information. Such boots can be augmented with pure quicksilver or unmelting ice._";
	text4 = "_The former makes the boots lighter, and their wearer as well. The owner will gain stealth and speed. The latter gives a warrior great strength, enabling physical blows of great force. This is very useful in physical combat._";
	text5 = "_Both substances, one after the other, can give a greater effect. Of course, order matters._";
	text6 = "_I believe that there are other rare components that can augment such boots. Too much magic makes the item unstable, however. If both the quicksilver and the ice are used, the boots can hold very little additional power._";
	
begintalknode 10;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Suddenly, the crypt door slams shut behind you, trapping you in this large chamber. You look at the throne in the middle of the chamber. Where there was nothing before, there is now another insubstantial figure.";
	text2 = "Where the previous defenders had power remaining, however, this spirit has none. It is so faint that you can barely see it. It flickers in and out of being. This is the spirit of Travald. It is barely on this side of nothingness.";
	text3 = "It says nothing. It does not react to you. As you watch it, other defenses become active. Several ghosts appear along the walls of the room. Then begin floating slowly along the edges of the chamber.";
	text4 = "While Travald is almost non-existent, these shades are powerful. This particular defensive spell has never been activated. It is still at full strength.";
	text5 = "They don't seem to react to you. They just float. Their senses don't seem to be very acute. You realize that this could change at any moment.";

begintalknode 11;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Something changes in the room. A brief surge of magic through the air makes your skin tingle. The ghosts change slightly. They grow more solid.";
	text2 = "Their heads begin to swivel around, as if looking for prey close to them.";

	
begintalknode 12;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "At last, the defensive power of this crypt has been exhausted. The shades fade away. Travald's spirit begins to dissipate. You hear clicking sounds. They come from the glowing pads on the floor surrounding the shade.";
		
begintalknode 13;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Finally, Travald fades away. You are alone in the chamber. Already, the air is growing warmer and the smell of rot is fading. The power of this crypt has been broken.";
	text2 = "Soon, it will be just another ruin, a pitiful remnant of a long-forgotten people.";
	text3 = "That does leave one mystery unsolved, however. Who is hiding in here? And why were the rebels trying so hard to break in?";
	code =
		erase_char(1002);
	break;
	
begintalknode 14;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The rat says, _Squeak._";

begintalknode 15;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "";

begintalknode 16;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "";

begintalknode 17;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "";

begintalknode 18;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "";

begintalknode 19;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "";

begintalknode 20;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "";

begintalknode 21;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "";

	
//

begintalknode 24;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Name";
	text1 = "It turns out that this crypt has one permanent resident who is not undead. A drakon has set up a small home by this pool. He has supplies, a desk, and a small nest. He is waiting patiently for you. Fortunately, he doesn't seem hostile.";
	text2 = "When you get close to him, you see that he actually looks old. Drakons are made to be very long lived, but this seems to be an early model. His scales are faded and cracked, and his eyes are milky.";
	text3 = "He says, _Ahssss. So you have destroyed my protectorsss. It isss a shame. They kept Ghaldring's creaturesss from inconveniencing me. Now I must move on._";
	text4 = "_But first, I would talk to you. I am Tholosss. I am curiousss. Are you just a grave robber, or more?_";
	text5 = "Tholosss watches you with interest. He has not yet begun his preparations to depart. He seems very calm. _What else do you wish to know, my little grave robber? I am too old to fight unless I have to._";
	action = INTRO;

begintalknode 25;
	state = 30;
	nextstate = 31;
	condition = 1;
	question = "What are you doing in here?";
	text1 = "He chuckles. _Hsss ... Hsssss ... It is a humble lair for a drakon. It is not what I would choose, but it is safe. Having the dead between me and my pursuers reducesss the pestsss I have to deal with._";

begintalknode 26;
	state = 30;
	nextstate = 32;
	condition = 1;
	question = "Why is Ghaldring hunting you?";
	text1 = "_Because I challenged his arrogance. I told him, to his face, before his Council, that they were trying to become more like the Shapersss._";
	text2 = "He laughs. A small cloud of sulfurous smoke comes out of his nose. _The look on his face was priceless. I was lucky to escape alive._";

begintalknode 27;
	state = 30;
	nextstate = 37;
	condition = gf(100,14) == 0 && gf(12,2) == 9;
	question = "I have been sent to find you by Astoria.";
	text1 = "The drakon nods slowly. _I have not met her. I have only dealt with envoys like you. She seemsss wise. I have done what she asked for. I have spoken with those I needed to. It was hard._";
	text2 = "_Now I am ready to send a message back._";

begintalknode 28;
	state = 30;
	nextstate = 35;
	condition = 1;
	question = "I've never seen a drakon as old as you.";
	text1 = "_You are a flattering creature._ He laughs. He is an unusual drakon. _I am old. I am one of the first of the drakonsss. One of the few who survived the dark daysss before the rebellion._";

begintalknode 29;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "I am no friend of yours. Prepare to die, creature. (Attack.)";
	text1 = "Tholosss nods. _I did not think my assassin would take your form. I expected something more ... fitting. That gives more honor to my status._";
	text2 = "_Ah, well._ He holds his claws wide. You smell essence. Shapes begin to take form around him. _Fight me. And my swarm. I will devour you and throw your head outside as a warning._";
	action = END_TALK;
	code =
		set_attitude(74,10);
	break;
	
begintalknode 30;
	state = 30;
	nextstate = -1;
	condition = gf(100,14) > 0;
	question = "Is there anything else you want Astoria to know?";
	text1 = "_Not that I can tell you. Now I must work on making defensesss. I can no longer leave this place. Not yet. I must be ready to fend off Ghaldring'sss creaturesss. Excuse me._";
	action = END_TALK;
	
begintalknode 31;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "How did you get past the undead?";
	text1 = "_I walked. They did not interfere. I do not think they recognized me as something they should defend against._";

begintalknode 32;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "Do you know who built this tomb?";
	text1 = "_Some old madman, who tried to defy the inevitability of death. Trapsss like these are scattered through all the known landsss, waiting for a clever enough grave robber._";

begintalknode 33;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "He would kill you for that?";
	text1 = "_I challenged him. It is the drakon way. He still suffersss a loss of face because I live. And, if he does not like that, he should hunt me himself, like an honorable creature._";

begintalknode 34;
	state = 32;
	nextstate = 33;
	condition = 1;
	question = "What did you mean by what you said to him?";
	text1 = "_I am old enough to see that the rebellion has many parts. Human. Servile. Drakon. Creation. The drakons wish to rule. They want to take the power of Shaping for themselves. They are arrogant like Shapersss. They want to be Shapersss._";

begintalknode 35;
	state = 33;
	nextstate = -1;
	condition = 1;
	question = "Why aren't you like the other drakons?";
	text1 = "_I am old. I was made before the drakons starting using canisters and the Geneforge. For power, they Shaped all of the sense out of themselves._";
	text2 = "_I did not let that be done to me. I value my sanity more than power._";
	text3 = "He looks at you closely. _You might consider the same._";
	code =
		if (gf(100,22) < 8)
			rs(3);
	break;

begintalknode 36;
	state = 33;
	nextstate = -1;
	condition = 1;
	question = "So what will you do now?";
	text1 = "_I wait. One day, partsss of the rebellion will need aid against the other partsss. And then I will emerge to fight for free creationsss._";
	text2 = "_Until then, I wait in this miserable cave, with no hoard. That is my fate._";
	
begintalknode 37;
	state = 35;
	nextstate = -1;
	condition = 1;
	question = "Where were drakons created?";
	text1 = "_In these very mountains. In Gazak-Uss, the old fortress, that has been expanded into Gazaki-Uss._";

begintalknode 38;
	state = 35;
	nextstate = -1;
	condition = 1;
	question = "What happened to the early drakons?";
	text1 = "_The Shapersss found that they had been created. Ghaldring escaped with a few othersss and the secretsss of Shaping. I and a few others hid, waiting for the rebellion to return._";
	text2 = "_The rest were butchered._";

begintalknode 39;
	state = 37;
	nextstate = 38;
	condition = 1;
	question = "And that is?";
	text1 = "_Tell Astoria that it is possible._";
	code =
		sf(100,14,1);
	break;
	
begintalknode 40;
	state = 38;
	nextstate = 40;
	condition = gf(60,9) == 11;
	question = "I was sent here to clear away your defenses by Ghaldring.";
	text1 = "_I see. But you will not do the honor of killing me? No. Ghaldring toysss with me. He wants me to come back. I get that special privilege._";
	text2 = "_Well, I will not. I will stay here. He can do what he wantsss. I have a purpose. I will not shrink from it._";
	
begintalknode 41;
	state = 40;
	nextstate = -1;
	condition = 1;
	question = "What is your purpose?";
	text1 = "_I have many goals for my long life. I will not tell Ghaldring's creature any more about them than I have to._";
	
begintalknode 42;
	state = 40;
	nextstate = -1;
	condition = 1;
	question = "You expect Ghaldring to kill you?";
	text1 = "_That is the usual fate of those who disagree with him. But me, he letsss live. Perhaps a rare, tiny piece of sentimentality. I have served the rebellion for a long time._";
	
begintalknode 43;
	state = 40;
	nextstate = -1;
	condition = 1;
	question = "You will not flee? While you can?";
	text1 = "_No. That isss not the way of my kind._";

begintalknode 44;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "I am leaving. Goodbye.";
	text1 = "_Goodbye, little creature. Should you return later, I may be gone. Or not. I may replace the defense with some of my own and ensnare a few of my pursuersss before I am gone._";
	action = END_TALK;
	

	
//

begintalknode 50;
	state = -1;
	nextstate = 50;
	condition = 1;
	question = "Name";
	text1 = ".";
	text2 = "";
	text5 = ".";
	action = INTRO;

begintalknode 51;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

	
begintalknode 52;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 53;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 54;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 55;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 56;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 57;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 58;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 59;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 60;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 61;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 62;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 63;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 64;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

//

begintalknode 70;
	state = -1;
	nextstate = 70;
	condition = 1;
	question = "Name";
	text1 = "You slowly and carefully approach this shade. It is fainter and more shapeless than the others you have encountered, but you aren't fooled. This one's power is far greater.";
	text2 = "It turns toward you. There is a long silence. Then you sense a voice. It is not spoken. It is in the form of images in your mind, which convey a rough marriage.";
	text3 = "_Travald? Husband? No. Not Travald. Not beloved. Is new intruder. Must do duty. Must fight. Bound here. Await your challenge._";
	text5 = "Once again, you sense the shade's message in your mind. _Not husband. Intruder. Must defend our crypt. So we do not starve in the beyond. Await your challenge._";
	action = INTRO;

begintalknode 71;
	state = 70;
	nextstate = -1;
	condition = 1;
	question = "Who are you?";
	text1 = "_I am Travald's beloved. I am the defender. Travald fades. I protect our crypt. We will not waste away in the afterlife._";

begintalknode 72;
	state = 70;
	nextstate = -1;
	condition = 1;
	question = "Let me enter. I swear I will not steal anything.";
	text1 = "_You are intruder. Thief. Your bones will be thrown out the entryway. Challenge or flee._";
	text2 = "You sense an undercurrent of hope in the creature's messages. You feel that she hopes you will challenge her. And win. The alternative is centuries more in this cold, dark place.";
	
begintalknode 73;
	state = 70;
	nextstate = -1;
	condition = 1;
	question = "I challenge you.";
	text1 = "_Yes. Challenge. The intruder will be destroyed. And my icy vigil continues forever. Come, servants. We will fight._";
	action = END_TALK;
	code =
		set_attitude(24,10);
	break;
	
begintalknode 74;
	state = 70;
	nextstate = -1;
	condition = 1;
	question = "I'll just leave.";
	text1 = "_Yes. Leave us safe. In the cold and dark forever. Leave us._ The shade turns away.";
	action = END_TALK;


begintalknode 77;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The shade waves a hand and mutters a word. Actually spoken, not placed in your mind. The lid of a nearby sarcophagus crumbles into powder. Something faint and glowing drifts out.";

begintalknode 78;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Travald's bride lets out a long, slow moan. Part relief, part terror. Little by little, she fades away.";
	text2 = "Whatever afterlife there is for her kind, she travels toward it. Her spirit is no longer trapped in this miserable place.";

begintalknode 79;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You try to open the sarcophagus, but something is holding it shut. It seems to suck the warmth out of everything nearby. Being close to it is to risk frostbite.";
	
begintalknode 80;
	state = -1;
	nextstate = 80;
	condition = 1;
	question = "Name";
	text1 = "You examine the power spiral. It's an unusually small one, made to be easy to carry.";
	text2 = "You tinker with it, but you can't figure out how to control it. Anything you did would probably result in an instant explosion.";
	text3 = "The control switches are peculiar and non-standard, but you think that you understand them. This spiral has one purpose: to explode.";
	text5 = "There is nothing else to do with this spiral. It's about to explode.";
	code =
		clear_strings();
		if (gf(55,13) > 0)
			as(5);
			else {
				as(1);
				if (get_stat(21) >= 10)
					as(3);
					else as(2);
				}
	break;
	
begintalknode 81;
	state = 80;
	nextstate = -1;
	condition = gf(55,13) == 0 && get_stat(21) >= 10;
	question = "Activate the spiral.";
	text1 = "You flip a switch, turn a knob, and press a button. There is a hiss and a hum. The power spiral starts to pulse with energy. Slowly at first, then faster.";
	text2 = "It appears to have a very short fuse ...";
	action = END_TALK;
	code =
		sf(55,13,1);
	break;
	
begintalknode 82;
	state = 80;
	nextstate = -1;
	condition = 1;
	question = "Leave it alone.";
	text1 = "You back away from the unstable device.";
	action = END_TALK;

begintalknode 84;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The crypt is shaken by an enormous explosion. The air fills with dust. Showers of stone chips fall from the ceiling.";
	text2 = "Fortunately, the ceiling holds.";
	
//

begintalknode 90;
	state = -1;
	nextstate = 90;
	condition = 1;
	question = "Travald's Advisor";
	text1 = "Once again, your way is blocked. Another insubstantial shade is watching you. Again, you receive the flow of images in your mind. However, this sentinel seems far more resentful than the one in the previous chamber.";
	text2 = "You see a picture of a throne room. Huge, made of rough stone, very tribal. Definitely from before Shaper days. A massive warrior sits in the throne. That must be Travald.";
	text3 = "Then you are made to focus on an old, feeble man standing behind him, holding a double armful of papyrus scrolls. It is his spirit that you face now.";
	text4 = "_Made to end here. Made to defend Travald. I am bound. Challenge me or go._";
	text5 = "The spirit of Travald's advisor still faces you. You can sense the creature's fatigue and resentment.";
	action = INTRO;

begintalknode 91;
	state = 90;
	nextstate = 91;
	condition = 1;
	question = "You advised Travald in life?";
	text1 = "_It was my life. It was my way to avoid a life in the muck, pulling roots. I did not think it would end here._";

begintalknode 92;
	state = 91;
	nextstate = -1;
	condition = 1;
	question = "How did your spirit wind up here?";
	text1 = "_The work of Travald's sorcerers. They seized me and practiced their arts on me. I was not asked for my opinion._";

begintalknode 93;
	state = 91;
	nextstate = -1;
	condition = 1;
	question = "Why were you put here?";
	text1 = "_It was decided that Travald needed an advisor in the afterlife. I was already old, so I was selected. Travald crumbles. He has not needed advice in many decades._";

begintalknode 94;
	state = 90;
	nextstate = -1;
	condition = 1;
	question = "Tell me about Travald.";
	text1 = "You see the image of Travald sitting in his throne again. _That is all I remember. That, and the fading shade beyond the door._";

begintalknode 95;
	state = 90;
	nextstate = 92;
	condition = get_stat(20) < 10 && gf(55,15) == 0;
	question = "I want you to let me by.";
	text1 = "You try to convince the spirit to let you pass. You can't get through to it. _I had a duty. That duty must be obeyed. Travald must be preserved. My spirit will rot here long after I have killed you._";

begintalknode 96;
	state = 92;
	nextstate = 90;
	condition = get_stat(20) > 6;
	question = "You don't have to fade, but you don't have to fight me as well as you can.";
	text1 = "This line of logic seems to appeal to him. _That ... That is true. Rest ... I could have rest. We will see._";
	code =
		sf(55,15,1);
		award_party_xp(100,18);
	break;

begintalknode 97;
	state = 90;
	nextstate = 93;
	condition = get_stat(20) >= 10;
	question = "I need you to let me by.";
	text1 = "_I had a duty. That duty must be obeyed. Travald must be preserved. My spirit will rot here long after I have killed you._";

begintalknode 98;
	state = 93;
	nextstate = 94;
	condition = 1;
	question = "You have been here for centuries. Your people have been forgotten.";
	text1 = "_I ... Has it been so long? So long ..._";

begintalknode 99;
	state = 94;
	nextstate = -1;
	condition = 1;
	question = "Your duty is done. You can go to your rest now.";
	text1 = "_I ... I hate this place. I was forced to be here. They asked ... Asked too much. I am done. It is time to leave._";
	text2 = "The sage begins to fade away. It crumbles before your eyes ...";
	action = END_TALK;
	code =
		sf(55,15,2);
	break;
	
begintalknode 100;
	state = 90;
	nextstate = -1;
	condition = 1;
	question = "Get out of my way, shade. I challenge you.";
	text1 = "_Yes. Finally. A chance to fight. A chance to end my time here. I am sworn to battle you. I hope to fail._";
	action = END_TALK;
	code =
		set_attitude(47,10);
	break;
	
begintalknode 101;
	state = 90;
	nextstate = -1;
	condition = 1;
	question = "I'll be going now.";
	text1 = "_Are you sure? Are you sure you don't want to fight me? I am so old and weak. You are sure to defeat me._";
	text2 = "You walk far enough away for the creature to stop speaking in your brain.";
	action = END_TALK;

begintalknode 103;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "The shade waves a hand. One of the doors surrounding its chamber begins to open.";
		
begintalknode 104;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "The pillars behind the shade begin to change. They glow briefly and brightly, and then they change color.";
	text2 = "You look at the spirit in the magic circle. Its hue has changed slightly too. Something is different about it, though you aren't immediately sure what.";
				