// dlg.txt

begintalkscript;

variables;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(68,3) == 0;
	question = "special";
	text1 = "You enter the White Wastes, a barren stretch of dry land in the southwest corner of the Dera Reaches. The ground here has heavy chalk deposits. The long, light gray streaks in the ground and cliff walls give this region its name.";
	text2 = "Much of the land to the southwest has been occupied by a large, crude stockade. It was heavily built, probably by servile labor. And it was attacked not long after that. The cracked and scorched walls show the signs of a fierce battle.";
	text3 = "If this camp was in Shaper control, it is no longer. You can see shapes moving around inside, but they are not human. To see more, you will have to get closer.";
	action = SET_SDF 68 3 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(68,4) == 0 && gf(68,11) == 0 && gf(68,13) < 2;
	question = "special";
	text1 = "You are just outside the camp. A nearby sign identifies it as _Camp Dranir,_ one of the camps where the creations of the Dera Reaches live. Or are imprisoned.";
	text2 = "There is a trash barrel just outside the camp. Looking inside, you see whips and shackles, the tools of the former masters of this place. There has been a riot. The Shapers have been thrown out, but the creations are still trapped within.";
	text3 = "Looking through the open gate, you can see several armed serviles. Though they aren't trained warriors, they stand at attention, ready to do what they can to defend the camp.";
	text4 = "They watch you through the opening, waiting for you to make the first move.";
	action = SET_SDF 68 4 1;

begintalknode 3;
	state = -1;
	nextstate = -1;
	condition = get_sdf(68,5) == 0;
	question = "special";
	text1 = "This farm was once for the breeding of the simpler creations. Living tools, batons, and so on. The farm has been abandoned, and the pens are neglected.";
	text2 = "It takes a moment to see the two men to the north. Their faded clothes make them almost blend into the rock wall. They quietly watch you as you approach.";
	action = SET_SDF 68 5 1;

begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The rebellion has been successfully put down. The leader of this little band of rebels is dead.";
	text2 = "Now the victory will be reported back to the Zephyr Oasis. This will reflect very well upon you with the Shapers.";
	code =
		inc_flag(100,0,3);
	break;

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The leader of the Shaper assault has fallen. The ring of loyalists surrounding Camp Dranir has been broken. The surviving rebels, some of them horribly wounded, begin to prepare for their harrowing (and probably doomed) journey to safer lands.";
	text2 = "You have risked much to save some rebels from the Shapers. This will reflect very well upon you with them.";
	code =
		inc_flag(100,0,-3);
	break;

begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "As you return to the front gate, you hear the sound of horns in the distance. Armored warriors, leading creations on chains, are running down the road to the north. The Shaper assault on this rebellious camp has already begun.";

begintalknode 7;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You have gone too far into Camp Dranir for the creations's comfort. They decide to expel you.";

begintalknode 8;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  CAMP DRANIR";
	text3 = "  CHECK IN ALL CREATIONS AT SOUTH HALL";
	text4 = "Below this, someone has scrawled,";
	text5 = "  DEATH TO THE SHAPERS";

// entry serviles

begintalknode 10;
	state = -1;
	nextstate = 10;
	condition = 1;
	question = "Name";
	text1 = "You get closer to the serviles guarding the gate. They are powerfully muscled creations, probably mine workers. They have had little training with the weapons they are holding, but they hope to make up for this with suicidal fury.";
	text2 = "One of them points at you. _Stop. This free land. No Shapers. None enter. What you want?_";
	
begintalknode 11;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "Tell me about this camp.";
	text1 = "_Is bad place. We kept here. Creations kept here. Hot. Dust. Little food. We hate it. Keepers beat us, and Shapers no stop them. Rebels come, they help us. We are free now._";
	text2 = "_Now want to escape. Can't. Too many Shaper servants out there. Waiting for us. Need help._";

begintalknode 12;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "I am a rebel. I want to help you.";
	text1 = "The serviles look at you. You plainly don't look like a Shaper. You also don't look like someone they want to fight if they can help it.";
	text2 = "One of them points to the south. _Vattik that way. She leads. You want help, talk to her._";
	action = END_TALK;
	code =
		sf(68,7,2);
	break;
	
begintalknode 13;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "You are a pack of rogues. You must be destroyed.";
	text1 = "The serviles immediately jump into action. _What? Alarm! Alarm! The Shapers are here! Attack!_";
	action = END_TALK;
	code =
		sf(68,11,1);
		set_attitude(1002,10);
		set_act_at_dist(1002,1);
		alert_char(1002);
		set_attitude(1003,10);
		set_act_at_dist(1003,1);
		alert_char(1003);
		set_attitude(1004,10);
		set_act_at_dist(1004,1);
		set_attitude(1005,10);
		set_act_at_dist(1005,1);
	break;

begintalknode 14;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "I'm not here to help you. I am just exploring.";
	text1 = "_Then go. You go. Not place for you. Help us, or leave. You go in, we fight._";
	action = END_TALK;

begintalknode 20;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "The servile guard waves you by. _See Vattik. Vattik leads._";
	action = END_TALK;

begintalknode 21;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "This servile is clearly a rebel. He is young. The tattoos are still fresh, and he bears very few scars. However, he has never known a moment of Shaper control.";
	text2 = "He points at the woman sitting on a nearby log. _Talk to Vattik. Vattik leads us._";
	action = END_TALK;

begintalknode 22;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "";
	action = END_TALK;
	
//

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Name";
	text1 = "There are several battle betas in this cave. They are very skinny and poorly tended to, but there is a fair amount of food in here for them. They must have gotten it after the revolt, but they are not yet back up to full strength.";
	text2 = "One of the betas snarls at you. _Hrrrr. What you want?_";

begintalknode 31;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "I want to talk to you.";
	text1 = "_Ghrrrr. No talk. You not Vattik. No talk._";

begintalknode 32;
	state = 30;
	nextstate = -1;
	condition = gf(68,10) == 0;
	question = "You are a rogue. You need to be destroyed.";
	text1 = "The betas leap to their feet and start howling. _Ahhrrrr! Help us! Help us! Shaper! Shaper!_";
	action = END_TALK;
	code =
		sf(68,11,1);
		set_attitude(1002,10);
		set_act_at_dist(1002,1);
		set_attitude(1003,10);
		set_act_at_dist(1003,1);
		set_attitude(1004,10);
		set_act_at_dist(1004,1);
		set_attitude(1005,10);
		set_act_at_dist(1005,1);
	break;

begintalknode 33;
	state = 30;
	nextstate = -1;
	condition = gf(68,10) > 0 && get_stat(20) < 6;
	question = "The Shapers may attack soon. We will need your help.";
	text1 = "Your will is not strong enough to compel this creature. _Hrrrr. We too weak. Too tired. You go. We come soon. Not yet._";
	action = END_TALK;

begintalknode 34;
	state = 30;
	nextstate = -1;
	condition = gf(68,10) > 0 && get_stat(20) >= 6;
	question = "The Shapers may attack soon. We will need your help.";
	text1 = "You exercise your will. It is barely strong enough to compel this creature. _Hrrrr. We weak. So tired. But we fight. We fight off Shapers._";
	text2 = "The betas rise and start to file out of the cave.";
	action = END_TALK;
	code =
		sf(68,8,1);
	break;
	
begintalknode 35;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "(Leave.)";
	text1 = "You walk away. The creations ignore you as you go.";
	action = END_TALK;

begintalknode 40;
	state = -1;
	nextstate = 40;
	condition = 1;
	question = "Name";
	text1 = "There are several large roamers in this cave. The months of neglect and mistreatment in this camp doesn't seem to have affected them greatly. Roamers are hardy creatures, well-made for life in the desert.";
	text2 = "This one looks up at you calmly. It is calm, and nobody has ordered it to attack you.";

begintalknode 41;
	state = 40;
	nextstate = -1;
	condition = 1;
	question = "I want to talk to you.";
	text1 = "The creature looks up at you curiously. Roamers can't talk.";

begintalknode 42;
	state = 40;
	nextstate = -1;
	condition = gf(68,10) == 0;
	question = "You are a rogue. You need to be destroyed.";
	text1 = "Roamers can't talk, but they have a crude understanding of your tongue. When they determine your intention, they immediately let out a long, keening howl.";
	action = END_TALK;
	code =
		sf(68,11,1);
		set_attitude(1002,10);
		set_act_at_dist(1002,1);
		set_attitude(1003,10);
		set_act_at_dist(1003,1);
		set_attitude(1004,10);
		set_act_at_dist(1004,1);
		set_attitude(1005,10);
		set_act_at_dist(1005,1);
	break;

begintalknode 43;
	state = 40;
	nextstate = -1;
	condition = gf(68,10) > 0 && get_stat(20) < 8;
	question = "The Shapers may attack soon. We will need your help.";
	text1 = "You extend your will, trying to gain enough control to compel this creature. It doesn't work. The roamer stares up at you mutely. You won't be able to get it to help you.";
	action = END_TALK;

begintalknode 44;
	state = 40;
	nextstate = -1;
	condition = gf(68,10) > 0 && get_stat(20) >= 8;
	question = "The Shapers may attack soon. We will need your help.";
	text1 = "You extend your will, trying to gain enough control to compel this creature. You succeed. You send a mental image of the roamers standing at the gate, fending off intruders. The message is understood.";
	text2 = "The roamers rise and start to file out of the cave.";
	action = END_TALK;
	code =
		sf(68,9,1);
	break;
	
begintalknode 45;
	state = 40;
	nextstate = -1;
	condition = 1;
	question = "(Leave.)";
	text1 = "You walk away. The creations ignore you as you go.";
	action = END_TALK;
	
//

begintalknode 50;
	state = -1;
	nextstate = 50;
	condition = 1;
	question = "Vattik";
	text1 = "There is a servile sitting by this fire, poking it with a stick. She is clearly a rebel, probably born a free creature. Her baton sits at her side, loaded and ready for immediate use.";
	text2 = "She looks you up and down as you approach. _So. You are help from the rebels? I am Vattik. I am suspicious. We think you are Shaper spy. But we are trapped. We must take risk._";
	text3 = "_So we see. You want to help?? And can you help?_";
	text5 = "Vattik sits and stares into the fire. Her muscles are tense. She is ready to leap up and fight at any moment. _So. You want to help rebels? And can you help?_";
	action = INTRO;

begintalknode 51;
	state = 50;
	nextstate = 51;
	condition = 1;
	question = "Tell me about this camp?";
	text1 = "She spits into the fire. _Camps. Curse Sage Taygen. Curse his cruelty and his servants. They fear all creations. Put them in these camps. Punish them for what they are. And I think is only first step._";
	text2 = "_But we rebels, we help. Help to free camps. Camp to north, and this camp. Our brothers and sisters will not be penned._";

	
begintalknode 52;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "What do you think Sage Taygen's plans are?";
	text1 = "_They hate and fear creations. So much. They can think no more. I think they do not feel safe as long as creations live. Is horrible truth, but I think is true._";
	
begintalknode 53;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "What happened to the camp to the north?";
	text1 = "_When we slip into Dera Reaches, we bring wingbolts with. Good creatures for stealth. Can fly. Help us cross mountains._";
	text2 = "_Wingbolts destroy Camp West Alpha. Serviles come here._";
	
begintalknode 54;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "And you helped to overthrow this camp?";
	text1 = "_Creations, servile and battle, all were eager to be free of lash. Was far easier than we thought. They rose up and slew Keepers within hour of us arriving. But now, escape. Escape is hard._";
	
begintalknode 55;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "How long have you been a rebel?";
	text1 = "_Never anything else! Was born free, in mountains beyond Storm Plains. And will die free._";
	text2 = "_Way things seem now, dying free seems more likely._";
	
begintalknode 56;
	state = 50;
	nextstate = 53;
	condition = 1;
	question = "I would like to help you.";
	text1 = "_I am glad. Camp is free. Now, what we need is escape. Loyalist soldiers out there in desert, hiding in cliffs. Watching. Waiting for us to try to escape. Have killed others who fled. Are ready to slay us._";
	text2 = "_But they are impatient. Think they will tire of desert and attack soon. That is what we wait for. Readying defenses. Need help with defenses._";
	
begintalknode 57;
	state = 53;
	nextstate = -1;
	condition = 1;
	question = "Some creations already fled?";
	text1 = "_Dumber ones. Wilder ones. As soon as camp falls, many leave. Others leave in following days. Most caught and killed in sight of camp. Horrible. I want some of us to escape this fate._";
	
begintalknode 58;
	state = 53;
	nextstate = -1;
	condition = 1;
	question = "Where will you go?";
	text1 = "_War creations, I don't know. Serviles go north. North to river. Make raft. Float east to near rebel lands._";
	text2 = "_Is difficult, but I think we can survive. If we escape loyalist ring around fort._";

begintalknode 59;
	state = 53;
	nextstate = -1;
	condition = gf(68,10) == 0;
	question = "What do you want me to do?";
	text1 = "_Go look at defenses. See if you can convince scared and weak creations to aid in fight. Prepare yourself. When ready, talk to me._";
	action = END_TALK;
	code =
		sf(68,10,1);
	break;
	
begintalknode 60;
	state = 50;
	nextstate = -1;
	condition = gf(68,10) == 1;
	question = "I think that we are ready for the attack.";
	text1 = "_Is good. We have watched. Seen more movement. People in distance. Creations. Attack is soon. Go to gate. Be ready._";
	action = END_TALK;
	code =
		sf(68,10,2);
	break;

begintalknode 61;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "You are a rogue. You must die. (Attack.)";
	text1 = "_A trick! Knew this would happen! Betraying trust is way of Shapers. But we fight ... We die free!_";
	action = END_TALK;
	code =
		sf(68,11,1);
		set_attitude(1002,10);
		set_act_at_dist(1002,1);
		alert_char(1002);
		set_attitude(1003,10);
		set_act_at_dist(1003,1);
		alert_char(1003);
		set_attitude(1004,10);
		set_act_at_dist(1004,1);
		set_attitude(1005,10);
		set_act_at_dist(1005,1);
	break;

begintalknode 62;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "That is all I need to know.";
	text1 = "_Then I hope you help. Is desperate life as rebel. Never a good day, it seems._";
	action = END_TALK;


//

begintalknode 70;
	state = -1;
	nextstate = 70;
	condition = 1;
	question = "Sergeant Polan";
	text1 = "There are several loyalist soldiers sitting here, keeping a watchful eye on the camp to the south. It doesn't look like they are strong enough to fight the rebels, but the rebels don't seem inclined to leave the safety of their outpost.";
	text2 = "The leader of the small band, a mage with sergeant's insignia pinned to the outside of his robe, rises to greet you.";
	text3 = "_Greetings, traveler. I am Sergeant Polan, of the Dera Guard. This is a restricted area. Heavy rebel activity. I have to warn you to turn back. It's not a good idea to be here._";
	text5 = "Sergeant Polan sits by the fire and gnaws on a roll. _What else do you want? There's not much I'm allowed to tell you._";
	action = INTRO;

begintalknode 71;
	state = 70;
	nextstate = 71;
	condition = creature_type(pc_num()) != 46;
	question = "What is going on here?";
	text1 = "He points to the camp to the south. _That is Camp Dranir. We've lost control of it. It's currently under rebel control._";
	text2 = "_We are scouts. Our main force is behind us. Soon, we'll strike and rub those creatures out._";

begintalknode 72;
	state = 71;
	nextstate = -1;
	condition = 1;
	question = "Where are the rest of your troops?";
	text1 = "_I'm not saying. When we crush those creatures, it will be a complete surprise._";

begintalknode 73;
	state = 71;
	nextstate = -1;
	condition = 1;
	question = "What was that camp for?";
	text1 = "_Locking up creations. When we weren't using them, they were kept locked up there. We were safe from them, and they were safe from rebels and their subversive ideas._";
	text2 = "_But it didn't work. The ungrateful creatures rose up and killed the people who were looking after them. And they will pay for it._";

begintalknode 74;
	state = 71;
	nextstate = -1;
	condition = 1;
	question = "Will you attack soon?";
	text1 = "He taps the side of his nose with his finger and smiles. _That will be a surprise._";

begintalknode 75;
	state = 70;
	nextstate = 72;
	condition = creature_type(pc_num()) == 46;
	question = "What is going on here?";
	text1 = "_What? You think I'm going to say anything to an unrestrained servile?_";

begintalknode 76;
	state = 72;
	nextstate = 70;
	condition = 1;
	question = "What?";
	text1 = "_You should be in a camp, not out here. If I didn't have orders, we'd put you in chains._";
	text2 = "_Now say what you have to say, quickly, or move on._";

begintalknode 77;
	state = 70;
	nextstate = -1;
	condition = gf(64,7) != 1;
	question = "I want to help you to destroy the rebels.";
	text1 = "_This is a Dera Guard operation. We can't just have mercenaries wandering around. I'll have to ask you to move on._ He waves you off.";
	action = END_TALK;

begintalknode 78;
	state = 70;
	nextstate = 73;
	condition = gf(64,7) == 1 && gf(68,13) == 0;
	question = "Sage Taygen sent me here. I am to destroy the rebels.";
	text1 = "_What? You? A servile? What nonsense!_";
	text2 = "_What? You? You're not even in the Dera Guard!_";
	text3 = "_But, if you want to fight some rebels, they're that way._ He points to the south. _Help yourself._";
	code =
		if (creature_type(pc_num()) == 46)
			rs(2);
			else rs(1);
	break;
	
begintalknode 79;
	state = 73;
	nextstate = -1;
	condition = 1;
	question = "Any advice you can give me?";
	text1 = "_Well, it's mainly serviles in there. Most of the other sorts ran out after they rebelled and we picked them off easy._";
	text2 = "_Don't be complacent, though. They're serviles, but they're tough._";

begintalknode 80;
	state = 73;
	nextstate = -1;
	condition = get_stat(20) < 7;
	question = "You need to help me attack the fort.";
	text1 = "_What? A member of the Dera Guard, taking orders from you? Not likely. Fight the rebels if you want, but we are staying here and following our orders!_";

begintalknode 81;
	state = 73;
	nextstate = 70;
	condition = get_stat(20) >= 7;
	question = "Sage Taygen wants you to help me attack the fort.";
	text1 = "This is a tweaking of the truth, but you are utterly convincing. _What? I'm supposed to ... We're ordered to leave our post and ..._ He shakes his head.";
	text2 = "_I suppose Sage Taygen knows what he's doing. When you're ready, give the order. You'd better support us, though. I don't want to commit suicide on your say so._";
	code =
		sf(68,13,1);
		award_party_xp(100,30);
	break;
	
begintalknode 82;
	state = 73;
	nextstate = 70;
	condition = 1;
	question = "I need to know something else.";
	text1 = "_Make it fast. There's not much I can tell you._";

begintalknode 83;
	state = 70;
	nextstate = -1;
	condition = gf(68,13) == 1;
	question = "I am ready. Let's kill those rebels.";
	text1 = "The soldiers stand up. _All right. We'll go. And none of us will turn back until the last rebel is dead._";
	text2 = "After a quick check to make sure all of their arms and armor are ready for the task ahead, they charge.";
	action = END_TALK;
	code =
		sf(68,13,2);
		sf(68,11,1);
		sf(68,6,1);
		set_act_at_dist(1001,1);
		set_new_abil(1001,20);
		set_attack_bonus(1001,8);
	break;

begintalknode 84;
	state = 70;
	nextstate = -1;
	condition = 1;
	question = "Actually, I'm a rebel. Die, loyalist scum!";
	text1 = "_Hah! We will make you pay for this insult, rebel trash!_ After trading a few more such insults, the battle commences.";
	action = END_TALK;
	code =
		set_attitude(1001,10);
	break;
	
begintalknode 85;
	state = 70;
	nextstate = -1;
	condition = 1;
	question = "I'll be going now.";
	text1 = "_Good. And, if you're smart, you'll head north or east. This isn't the place for you._";
	action = END_TALK;

	
begintalknode 88;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "The soldier points at the sergeant sitting across the fire. _Talk to him. He's in command._";
	action = END_TALK;
	
//

begintalknode 90;
	state = -1;
	nextstate = 90;
	condition = 1;
	question = "Name";
	text1 = "These two men are short and stocky, with round faces and rough features. You don't see their kind often these days. They are nomads, descendants of the desert folk who lived out here before the Shapers came.";
	text2 = "They watch you silently, occasionally drinking ale from their bottles. They seem completely unconcerned with the drama between the Shapers and the rebels that has been playing out to the southeast.";

begintalknode 91;
	state = 90;
	nextstate = -1;
	condition = 1;
	question = "Greetings.";
	text1 = "They nod. They don't say anything.";

begintalknode 92;
	state = 90;
	nextstate = -1;
	condition = 1;
	question = "What was this farm for?";
	text1 = "One of the men raises his eyebrows slightly. They don't say anything else.";

begintalknode 93;
	state = 90;
	nextstate = -1;
	condition = 1;
	question = "I need to know something.";
	text1 = "They watch you emotionlessly. It is becoming increasingly clear that they don't want to talk to you.";

begintalknode 94;
	state = 90;
	nextstate = -1;
	condition = gf(49,2) > 0 && get_stat(20) < 5;
	question = "I'm looking for Bennhold. Where is he?";
	text1 = "One of the men, without thinking, points at the cliff wall behind you. His hand wavers. He is not sober. Turning, you can see that what looked like a pile of brush actually concealed a small tunnel.";
	text2 = "The other nomad is furious. He finally speaks. _Fool. Those are no brigands. This is a trick!_ He looks at you. _What is the password?_";
	text3 = "Of course, you don't know it. And then the nomads have to follow their orders ...";
	action = END_TALK;
	code =
		set_attitude(47,10);
		set_attitude(48,10);
		sf(68,20,1);
	break;
	
begintalknode 95;
	state = 90;
	nextstate = 91;
	condition = gf(49,2) > 0 && get_stat(20) >= 5;
	question = "I have an urgent message for Bennhold.";
	text1 = "One of the nomads stands and actually speaks. _I will take it._ You make clear that it is to be delivered personally.";
	text2 = "_Then the password. What is the password?_";

begintalknode 96;
	state = 90;
	nextstate = -1;
	condition = 1;
	question = "I'll be going now.";
	text1 = "The nomads do nothing to discourage you from leaving.";
	action = END_TALK;

begintalknode 97;
	state = 91;
	nextstate = 92;
	condition = 1;
	question = "I was given no password. You will have to show me in.";
	text1 = "You are very convincing, and the nomads are not entirely sober. The other one stands and points at the wall. _We're going in. We'll come out for you. If you are lying, you are dead._";
	text2 = "Turning and looking where the nomad pointed, you can see that what looked like a pile of brush actually concealed a small tunnel. The nomads move ahead, no doubt to tell the bandits you are coming.";
	code =
		sf(68,20,1);
	break;

begintalknode 98;
	state = 92;
	nextstate = -1;
	condition = 1;
	question = "(Kill them.)";
	text1 = "Now that you know the way in, there is no reason to let these brigands live. You draw your weapon ...";
	action = END_TALK;
	code =
		set_attitude(47,10);
		set_attitude(48,10);
	break;

begintalknode 99;
	state = 92;
	nextstate = -1;
	condition = 1;
	question = "(Let them go.)";
	text1 = "The brigands disappear into the hole.";
	action = END_TALK;
	code =
		erase_char(47);
		erase_char(48);
	break;
	
