// dlg.txt

begintalkscript;

variables;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(73,3) == 0 && gf(73,7) == 0;
	question = "special";
	text1 = "After a steep climb up into the foothills, you reach the outer gates of the Dera Purity Workshop. At least, that's what the obelisk says it is.";
	text2 = "The sounds of hissing and clanging come from over the wall. Whatever is going on inside here, it makes the air smell foul. Everything is covered with a faint orange haze. Your throat and eyes start to burn.";
	text3 = "As you approach the closed gate, a guard steps out into the road.";
	action = SET_SDF 73 3 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(73,4) == 0 && gf(73,7) == 0;
	question = "special";
	text1 = "Inside the workshop, the air only gets worse. There are basins and barrels everywhere, all full of caustic goo.";
	text2 = "You can see servile workers moving among them. They all wear heavy gloves and have wrapped wet towels around their noses and mouths.";
	text3 = "Now that you are inside, you can tell what this complex is for. Shapers use a lot of metal, tools, and alchemical reagents in their work. These frequently need to be cleansed and purified. This, in turn, requires great heat.";
	text4 = "This is where the Shapers of the Dera Reaches have their materials purified. And, of course, such difficult, noxious work is beneath them. The task falls to the serviles and outsiders who live here.";
	action = SET_SDF 73 4 1;
	code =
		if (gf(73,7) > 0)
			rs(2);
	break;
	
begintalknode 3;
	state = -1;
	nextstate = -1;
	condition = get_sdf(73,5) == 0 && gf(73,7) == 0;
	question = "special";
	text1 = "The southern workshop contains the main furnace for heating crystals and ore. Materials can be hauled into the two alcoves to the east, where they can then be bathed with incredible heat.";
	text2 = "However, the workshop is not in use. There are four serviles in the southern alcove, but they are not working. They are watching you. And they are armed.";
	text3 = "One of them shouts, _No! Stay away! We work no more. No more!_";
	action = SET_SDF 73 5 1;

begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = get_sdf(73,6) == 0;
	question = "special";
	text1 = "You enter a hall in the northern building. It is a peculiar workshop. It looks like it is for the mixing of different reagents, probably to make the substances that Shapers will use to make essence.";
	text2 = "The goop isn't mixed from a safe distance. Instead, the alchemist stands in the center of the room, right in the middle of it. An odd device projects a magical protective field, shielding the worker from the acidic gasses.";
	text3 = "Whoever works here has to rely on the protective shield staying intact. It is obviously horribly dangerous work. But the Shapers require it, so it must be done.";
	action = SET_SDF 73 6 1;

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The obelisk says:";
	text2 = "  DERA PURITY WORKSHOP";
	
begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  Welcome to the Purity Workshop!";
	text3 = "  Please protect hands and face.";
	text4 = "  Submit all work orders to Cyrus (South Workshop)";

begintalknode 7;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  South Workshop";
	text3 = "  Heat Processing";

begintalknode 8;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  North Workshop";
	text3 = "  Reagent Synthesis";

begintalknode 9;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  WARNING! CAUSTICS!";
	text3 = "  STAY CLEAR OF VATS!";

begintalknode 10;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are several serviles walking around out here. They carry around buckets of bubbling substances, haul supplies around on carts, and look after the pools of caustic goo.";
	text2 = "This is a miserable place to work. Their exposed skin is cracked and raw, their eyes and noses are swollen and red, and they cough constantly.";
	text3 = "When you get close to one to try to talk, he (or she, it's hard to tell under all of the clothing) quickly scuttles away. They must be instructed to avoid outsiders.";

begintalknode 11;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The Dera Purity Workshop must make a concerted effort to bring in only the haughtiest, most unhelpful outsiders anywhere. Or perhaps obnoxious people tend to get sent to this miserable place.";
	text2 = "Either way, this person doesn't want to talk to you. You get only a brief, unhelpful bit of conversation before the workshop worker wanders off.";

begintalknode 12;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The creation guards of the workshop are highly agitated, probably because of the harsh environment. You keep a safe distance from them.";

begintalknode 13;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "This book has been left in this old storeroom and forgotten. It is covered with dust. You flip through it. It mostly describes techniques for purifying base metals, but one section is of interest:";
	text2 = "_Once steel is purified and infused with essence, it can be used to reinforce a piece of armor that has already been enchanted. Greaves and gauntlets are best for this sort of treatment._";
	text3 = "_This reinforcing increases the enchantments already on the item. Once such a piece of armor has been repeatedly improved, however, the steel will no longer be of use. One piece of armor can only hold so much raw magic._";
	
begintalknode 14;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "This heavy hardwood box is covered with dust and carved with the symbol of the Shapers. It looks like it's been forgotten back here for a while.";
	text2 = "You open it and look inside. It's still empty.";
	text3 = "You open it and find something wrapped in a sheet of leather.";
	text4 = "It is a ring of metal. Like steel, but slightly warm to the touch. It doesn't reflect light well. Illumination seems to fall into it.";
	text5 = "This is puresteel, a very rare and difficult-to-work component of high-quality blades and armor. You put it in your pack.";
	code =
		if (gf(73,10) == 0) {
			sf(73,10,1);
			rs(2);
			set_spec_item(8,1);
			}
			else {
				rs(3); rs(4); rs(5);
				}
	break;


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

	
//

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Sergeant Farivar";
	text1 = "When you greet this sergeant, she lifts the visor of her helmet. You can see that her eyes are red and puffy, and she has a strip of wet cloth over her mouth. The foul atmosphere is clearly affecting her.";
	text2 = "Her voice is muffled by the cloth, but you manage to understand her. _I am Sergeant Farivar,_ she says. _The Dera Purity Workshop is closed to visitors, by order of Sage Taygen. You need permission to enter._";
	text5 = "Sergeant Farivar is still here and still miserable. _Yes? What is it? I am not supposed to chat when on duty._";
	action = INTRO;

begintalknode 31;
	state = 30;
	nextstate = 31;
	condition = 1;
	question = "What is going on in here?";
	text1 = "_This is the Dera Purity Workshop._";

begintalknode 32;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "What is a Purity Workshop?";
	text1 = "_I don't know. They never told me. I'm smart enough not to ask._";

begintalknode 33;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "Is this where the foul air is coming from?";
	text1 = "_Foul air? I haven't noticed any foul air. And, if I did, I wouldn't be foolish enough to complain about it._";

begintalknode 34;
	state = 30;
	nextstate = 32;
	condition = gf(73,12) == 0 && has_spec_item(21);
	question = "I have a delivery for Platano. (Show the scrolls.)";
	text1 = "She looks at them. _Ah. A delivery. Give them to me and I will take them in later._";

begintalknode 35;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "I am supposed to deliver them myself.";
	text1 = "_Oh. Well, in that case, I have to let you in._ She walks over to the gate and raps on it five times with a mailed hand. The gate slowly begins to open.";
	code =
		sf(73,12,1);
	break;
	
begintalknode 36;
	state = 30;
	nextstate = -1;
	condition = gf(73,12) == 0 && gf(64,7) == 3;
	question = "Sage Taygen sent me. I need to help Platano with something.";
	text1 = "_Oh?_ She pulls some scraps of paper out of her pouch and looks at them. One of them is newer than the others. The foul air hasn't yellowed it yet.";
	text2 = "She reads it and looks at you. _Yes, word did arrive. You can go in._ She walks over to the gate and raps on it five times with a mailed hand. The gate slowly begins to open.";
	code =
		sf(73,12,1);
	break;

begintalknode 37;
	state = 30;
	nextstate = -1;
	condition = gf(73,12) == 0 && get_stat(20) >= 6;
	question = "I am here on Shaper Council business. You have to let me in. (Show Rawal's pass.)";
	text1 = "You use your more imperious, Shaper-like voice. Farivar, who is, after all, only a sergeant, is properly cowed. _The Council? I don't want to anger the Council. If I do, I might never get out of here._";
	text2 = "She reads Rawal's paper. Then she walks over to the gate and raps on it five times with a mailed hand. The gate slowly begins to open.";
	code =
		sf(73,12,1);
		award_party_xp(100,30);
	break;

begintalknode 38;
	state = 30;
	nextstate = -1;
	condition = gf(73,12) == 0;
	question = "I demand that you let me in.";
	text1 = "You use your more imperious, Shaper-like voice. Farivar is amused. _Don't try to bluff your way past me. If I let you in, I might get stuck on duty here forever. Just move on._ She lowers the visor of her helmet and waves you away.";
	action = END_TALK;
	
begintalknode 39;
	state = 30;
	nextstate = -1;
	condition = gf(73,12) > 0;
	question = "There is something I need to know.";
	text1 = "She shakes her head. _I'm not supposed to stop and chat. You can enter. Find someone in there to talk to._ She lowers the visor of her helmet and waves you away.";
	action = END_TALK;

// Cyrus

begintalknode 50;
	state = -1;
	nextstate = 50;
	condition = 1;
	question = "Name";
	text1 = "There is an old alchemist walking around the workshop. His face is mostly covered, and he wears thick gloves. He carries around a pen and a scroll and keeps track of what has been brought in here to be purified.";
	text2 = "You stand near him for a while before he notices you. You soon find that he is very uncomfortable talking to others. Whether he is antisocial or has just been affected by many years of exposure to the workshop isn't clear.";
	text3 = "_Ah ... Ahhhh ... Visitor. A visitor. I do not know you. I am Cyrus. What do you want? Speak. Speak quickly. Am very busy._";
	text5 = "Cyrus continues to walk around the cluttered room, making notes on his scroll and muttering to himself. He occasionally uses his foot to shove a basket of ore or a beaker to a new location.";
	action = INTRO;

begintalknode 51;
	state = 50;
	nextstate = 51;
	condition = 1;
	question = "What is your job here?";
	text1 = "_I'm the master of the ... the ... I am in charge here. I tell the serviles what to put in the box. And turn on the heat. And tell them to get it out when it's done._";
	text2 = "_When I have serviles, that is._";

	
begintalknode 52;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "Put in the box?";
	text1 = "_That's what we call the alcoves. Where the heat is applied._";
	
begintalknode 53;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "What does the heat do?";
	text1 = "_It burns away impurities. Or, at least, the sort of impurities that are burned away by heat. There are other steps. Some involve the acid vats. Or great polishing._";
	text2 = "_Fire doesn't solve everything. It only seems that way sometimes._";
	
begintalknode 54;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "Who is in charge here?";
	text1 = "_Questions. Questions. I am busy. You want Platano. In the north workshop._";
	
begintalknode 55;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "Can I buy any potions?";
	text1 = "_What a foolish question. This is not that sort of workshop. We make base materials here, not finished potions._";
	
begintalknode 56;
	state = 50;
	nextstate = 52;
	condition = gf(73,8) == 0 && gf(73,13) <= 3;
	question = "Have you been having any problems lately?";
	text1 = "_I've been having problems my whole life. That's why I ended up here. But yes, lately, things are worse. My serviles have turned on me. They refuse to work. They're hiding in the box. And they have weapons!_";
	text2 = "_I try to get Platano to help, but he just smiles. He says he wants someone else to help. Whatever that means._";
	
begintalknode 57;
	state = 50;
	nextstate = -1;
	condition = gf(73,8) > 0 || gf(73,13) > 3;
	question = "Those rogue serviles are gone now.";
	text1 = "_Oh? And how am I going to get work done? You think I can move around huge baskets of ore? At my age? With my back the way it is?_";
	text2 = "_Just leave. You've done nothing for me. Nothing at all._";
	action = END_TALK;
	
begintalknode 58;
	state = 52;
	nextstate = 53;
	condition = 1;
	question = "Hiding in the box?";
	text1 = "_In the purification cells. It's the only place the guards won't go. Too hot. Too dangerous. They won't come out. They say they want to be let free. As if that will ever happen._";

begintalknode 59;
	state = 52;
	nextstate = -1;
	condition = 1;
	question = "Why have they rebelled?";
	text1 = "_Who cares? It's not like I talk to serviles._";

begintalknode 60;
	state = 52;
	nextstate = -1;
	condition = 1;
	question = "Perhaps I can solve the problem for you.";
	text1 = "_What? Isn't that why you were sent here? If not, stop wasting my time. Go! Go get them to return to work!_";
	action = END_TALK;

begintalknode 61;
	state = 53;
	nextstate = -1;
	condition = get_stat(20) > 4;
	question = "What if the box was turned on?";
	text1 = "_Then our problems would all instantly be solved. I wish I could do it myself, but I'm afraid they'll stab me if I go in there._";


//

begintalknode 70;
	state = -1;
	nextstate = 70;
	condition = 1;
	question = "Name";
	text1 = "There are four armed serviles hiding in this alcove. A dangerous place to be, but perhaps a wise choice. None of the guards have been willing to go in here after them.";
	text2 = "One of them raises a baton and points it at you. _Why you here? We no help no more! No help with bad thing. Bad, bad thing. Go and leave us alone. Kill if want, but we never help again._";

begintalknode 71;
	state = 70;
	nextstate = 71;
	condition = 1;
	question = "Bad thing? What do you mean?";
	text1 = "_I overhear. I hear Cyrus talk. I know what Shapers do. We help no more. We help, we die._";

begintalknode 72;
	state = 71;
	nextstate = -1;
	condition = 1;
	question = "You overheard Cyrus?";
	text1 = "_We simple. No real smart. No read. No talk good. But we hear. We think. They forget them. We hear Platano say plan to Cyrus. No we help no more ever._";

begintalknode 73;
	state = 71;
	nextstate = 72;
	condition = 1;
	question = "What is their plan?";
	text1 = "_We no know. We know this. They kill all creations everywhere. That what they want. All creations. Even us, good loyal creations._";

begintalknode 74;
	state = 72;
	nextstate = 70;
	condition = 1;
	question = "And how do they plan to do that?";
	text1 = "_No know! Not say. Just say what all this work is for. And we no help. Even if we die!_";

begintalknode 75;
	state = 70;
	nextstate = -1;
	condition = get_stat(20) < 10;
	question = "Maybe I can help you escape.";
	text1 = "You aren't able to convince the creature of your sincerity. _You trick us. This trick tried before. You want us to leave here, away from fire. No go!_";

begintalknode 76;
	state = 70;
	nextstate = 73;
	condition = get_stat(20) >= 10;
	question = "Maybe I can help you escape.";
	text1 = "You are able to convince the creature of your sincerity. _We loyal. We no want be rebel. No want be free. But no choice. We have no choice. We try to escape._";
	text2 = "_Help us? Help us run?_";
	text3 = "If you help them, this whole place will turn on you and you will gain a lot of enemies. If you don't help them, they will undoubtedly be killed.";

begintalknode 77;
	state = 73;
	nextstate = -1;
	condition = 1;
	question = "I will help you. Let's fight our way out.";
	text1 = "The serviles smile. At last, they have a little bit of hope. They turn and run screaming for the gate. Soon after that, the alarm starts.";
	action = END_TALK;
	code =
		make_zone_hostile();
		set_attitude(1006,3);
		set_act_at_dist(1006,1);
		set_flag(73,7,1);
		set_flag(73,8,1);
		sf(73,1,1);
	break;
	
begintalknode 78;
	state = 73;
	nextstate = -1;
	condition = 1;
	question = "I can't help you, but you can't stay here forever. Fighting your way out is your only hope.";
	text1 = "The serviles look miserable. All hope is gone. And yet, they know that you speak the truth. They turn and run screaming for the gate. Soon after that, the alarm starts.";
	text2 = "Of course, it's possible that some of them might escape. If you want them all dead, you might want to make sure of it.";
	action = END_TALK;
	code =
		set_attitude(1006,10);
		set_act_at_dist(1006,1);
		set_flag(73,8,1);
		set_flag(73,1,1);
	break;

begintalknode 79;
	state = 73;
	nextstate = -1;
	condition = 1;
	question = "Let me think about it.";
	text1 = "_You no help. We hungry and tired and sad. Shapers hate us for no reason. Leave us._";
	action = END_TALK;
	
begintalknode 80;
	state = 70;
	nextstate = -1;
	condition = 1;
	question = "You are rogues. There is only one punishment for that.";
	text1 = "_No! No rogue! We loyal. We hungry and tired and sad. Shapers hate us for no reason. Please!_";
	text2 = "But, when they see that you don't believe them, they prepare to defend themselves.";
	action = END_TALK;
	code =
		set_attitude(1006,10);
		set_flag(73,1,2);
	break;

begintalknode 81;
	state = 70;
	nextstate = -1;
	condition = 1;
	question = "Just stay here for now.";
	text1 = "_This we do. We have no choice. We hungry and tired and sad. Shapers hate us for no reason. Leave us._";
	action = END_TALK;


//

begintalknode 90;
	state = -1;
	nextstate = 90;
	condition = 1;
	question = "Name";
	text1 = "The control creature in this stone cradle was a very hardy variety, able to endure harsh environments with great heat. Unfortunately, it was not able to handle the sharp blows someone recently gave it with a blunt instrument.";
	text2 = "Now it is dead. Without some repairs of great cleverness, nobody will be able to activate the devices in the alcoves to the west. Although it is not clear what would happen if you did.";

begintalknode 91;
	state = 90;
	nextstate = -1;
	condition = 1;
	question = "Try to revive the control creature.";
	text1 = "It is dead. Really, really dead. You don't know how to create or install a new one.";

begintalknode 92;
	state = 90;
	nextstate = -1;
	condition = gf(73,14) == 0 && get_stat(21) < 11;
	question = "Activate the machinery.";
	text1 = "You kneel and open the panel at the base of the pedestal. The clockwork machinery inside is still intact, but it's very complicated. You don't know what to do with it.";
	action = END_TALK;
	
begintalknode 93;
	state = 90;
	nextstate = 91;
	condition = gf(73,14) == 0 && get_stat(21) >= 11;
	question = "Activate the machinery.";
	text1 = "You kneel and open the panel at the base of the pedestal. The clockwork machinery inside is still intact, but it's very complicated. You think, if you tweaked it with a living tool, you can send a surge of power into the alcoves.";
	text2 = "It would happen extremely quickly, though, and you have very little fine control over the amount of power.";
	
begintalknode 94;
	state = 91;
	nextstate = -1;
	condition = 1;
	question = "Don't bother.";
	text1 = "You close the panel and stand back up.";
	action = END_TALK;
	
begintalknode 95;
	state = 91;
	nextstate = -1;
	condition = 1;
	question = "Do it.";
	text1 = "You don't have a living tool.";
	text2 = "You insert the tool into the machinery and use it as a bridge between two crystals. With a pitiful squeak, it is incinerated. There is a hum. Power starts to build up very, very quickly.";
	text3 = "You hear the serviles muttering to themselves. They are trying to figure out what is happening. They didn't think it was possible to activate the power with the control creature dead ...";
	action = END_TALK;
	code =
		if (has_item(255) == FALSE) {
			rs(2); rs(3);
			}
			else {
				take_item(255);
				rs(1);
				if ((gf(73,13) > 0) || (gf(73,8) > 0))
					rs(3);
				sf(73,14,3);
				}
	break;
	
begintalknode 96;
	state = 91;
	nextstate = -1;
	condition = gf(73,14) > 0;
	question = "Activate the machinery.";
	text1 = "It already is active. Tick, tock ...";
	action = END_TALK;
	
begintalknode 97;
	state = 90;
	nextstate = -1;
	condition = 1;
	question = "Leave the machinery alone.";
	text1 = "Nothing else you can do here. You give the poor, unfortunate control creature a sympathetic pat and back away.";
	action = END_TALK;

// 110 PLATANO


begintalknode 110;
	state = -1;
	nextstate = 110;
	condition = 1;
	question = "Name";
	text1 = "The head alchemist of the Purity Workshop stands on this platform, surrounded by a glowing, protective nimbus. It shields him from the harsh atmosphere. His skin is unblemished and his clothes are clean.";
	text2 = "He was directing the flow of substances from one vat to another with gestures of his hands. Somehow, the pipes and valves respond to his directions. When you get close, he ceases his efforts and looks down at you.";
	text3 = "_A visitor. Interesting, though not entirely unexpected. I am Platano. Assistant to Sage Taygen. What do you want to know? Be quick. My current task will grow very volatile if left unattended._";
	text5 = "Platano watches you calmly. Occasionally, one of the vats near him starts to smoke or hiss. He calms it with a motion of his finger. _More talk? What is it now?_";
	action = INTRO;

begintalknode 111;
	state = 110;
	nextstate = 111;
	condition = 1;
	question = "Tell me about the workshop.";
	text1 = "_We create the materials that Sage Taygen requires for his great work. It is difficult and dangerous, but we have an unbroken record of providing everything he needs, by the deadlines he gives._";
	
begintalknode 112;
	state = 110;
	nextstate = 112;
	condition = 1;
	question = "You assist Sage Taygen.";
	text1 = "_That is my honor. I was never able to become a Shaper, but I am overjoyed that he allows me to help him with his great work. I can be loyal and increase the honor of the outsiders at the same time._";

begintalknode 113;
	state = 110;
	nextstate = 113;
	condition = gf(73,15) > 0 && char_ok(48);
	question = "I'd like to talk about Lum.";
	text1 = "_What? That servile in the cell? I was going to send him to the Zephyr Oasis for questioning. Why do you ask about him?_";
	
begintalknode 114;
	state = 110;
	nextstate = -1;
	condition = has_spec_item(21) > 0;
	question = "I have some scrolls for you.";
	text1 = "Platano calls for an assistant, who comes to collect the scrolls. You are given a leather satchel. It contains two pods and two crystals.";
	text2 = "_Thank you for the delivery. I am sure that Commander Pritz would want you rewarded in a way that shows what generous employers we can be._";
	code = 
		set_spec_item(21,-1);
		set_flag(64,18,2);
		toggle_quest(93,3);
		award_party_xp(150,30);
		reward_give(122);
		reward_give(123);
		reward_give(224);
		reward_give(227);
	break;	
	
begintalknode 115;
	state = 110;
	nextstate = 115;
	condition = gf(64,7) == 3 && gf(73,9) < 2;
	question = "Sage Taygen sent me here to do something for you.";
	text1 = "_Ahhhhh ... Good. Good. You are not the first. Others have showed ... weakness. Serving the Shapers is good, honorable work, but it requires great ... focus of mind._";
	text2 = "_The task is simple. Four serviles in my employ have gone mad. They are hiding in the southern workshop. They are babbling, saying bizarre lies to any who will listen. They are rogues, and they need to be removed._";
	text3 = "_Kill them, and Sage Taygen will be impressed._";
	code =
		sf(73,9,1);
	break;
	
begintalknode 116;
	state = 110;
	nextstate = -1;
	condition = gf(64,7) == 3 && gf(73,1) == 1 && gf(73,9) == 1;
	question = "I could not kill those serviles.";
	text1 = "_Bah. I knew it. Another weakling. Another prospective burdened by excess sentimentality for these rebellious creatures._";
	text2 = "_Leave this place. You will not be trusted by our master. You will not be given the privilege of joining in our great work._";
	action = END_TALK;
	code =
		sf(73,9,2);
	break;
	
begintalknode 117;
	state = 110;
	nextstate = -1;
	condition = gf(64,7) == 3 && gf(73,1) == 2 && gf(73,9) == 1;
	question = "Those serviles are dead.";
	text1 = "Platano nods. _Excellent. You were not burdened by excess sentimentality for these rebellious creatures. You did what needed to be done._";
	text2 = "_I will send word of your triumph to Sage Taygen. He will be very pleased with you._";
	code =
		sf(73,9,2);
	break;
	
begintalknode 118;
	state = 110;
	nextstate = -1;
	condition = 1;
	question = "Can I get some supplies or training?";
	text1 = "_Not here. Not what we do. Return to the Zephyr Oasis. They can help you there._";
	
begintalknode 119;
	state = 111;
	nextstate = -1;
	condition = 1;
	question = "What is his great work?";
	text1 = "_You will have to hear about that from his lips. Its secret must be kept from the rebels. You can know about it when he thinks you should know._";
	text2 = "_But trust me. Sage Taygen is the one Shaper who knows how this war can be won. It is an honor to serve him._";
	
begintalknode 120;
	state = 111;
	nextstate = -1;
	condition = 1;
	question = "What sort of materials does he need?";
	text1 = "_Of course, I am not allowed to say specifics. A spy might be able to use them to determine what Sage Taygen is trying to do._";
	text2 = "_Suffice it to say that many things are required for Shaper research to take place._";
	
begintalknode 121;
	state = 111;
	nextstate = -1;
	condition = 1;
	question = "Are you in danger?";
	text1 = "_This shield around me protects me from acid and gas. It will not protect me from fire or shrapnel. One misstep and I will join all of the serviles and outsiders who have been lost here in the last few years._";
	
begintalknode 122;
	state = 112;
	nextstate = -1;
	condition = 1;
	question = "The honor of outsiders?";
	text1 = "_The Shapers have done countless things for us outsiders. They have made a marvelous world for us. To maintain our honor, we must do all we can to pay back the debt we have incurred._";
	
begintalknode 123;
	state = 112;
	nextstate = -1;
	condition = 1;
	question = "Do the serviles here feel the same way?";
	text1 = "_They serve. They are made to serve. It is what they owe to the Shapers in return for their being created in the first place. The debt of creations to their creators must be paid._";
	text2 = "_Of course, I feel for them. The life of a servile here is not pleasant or long. But that is the price that must be paid to make a distant future of peace for Shapers, outsiders, and creations._";
	
begintalknode 124;
	state = 113;
	nextstate = 110;
	condition = 1;
	question = "He is a Trakovite.";
	text1 = "_What? A Trakovite spy? In my workshop? Oh, I think not!_ He shouts for one of the assistants. When the mage enters, Platano says, _The servile Lum was sent by the Trakovites. Deal with this before a Shaper finds out._";
	text2 = "The assistant nods and leaves. Platano turns back to you. _I greatly appreciate your help in this. You are a loyal servant of the Shapers._";
	code =
		sf(73,2,2);
		erase_char(48);
	break;
	
begintalknode 125;
	state = 113;
	nextstate = 114;
	condition = 1;
	question = "He seems like a loyal servile. What did he do wrong?";
	text1 = "_He broke things. Valuable things. We gave him equipment to carry around, and he dropped delicate components more than we can credit to mere carelessness._";
	text2 = "_It seems prudent to have a Shaper ... inspect him. To make sure rogue spies have not been sneaking into my workshop._";
	
begintalknode 126;
	state = 114;
	nextstate = 110;
	condition = 1;
	question = "All right. I want to ask about something else.";
	text1 = "_Yes?_";
	
begintalknode 127;
	state = 114;
	nextstate = 110;
	condition = 1;
	question = "He is very scared. I honestly believe that he is loyal.";
	text1 = "_Hmmm. Well, I would prefer not to send him to the Oasis. It makes it seem like I am unable to control my servants._";
	text2 = "_All right. I will give Lum one more try and assign him to a less delicate task. But if he does turn out to be a ... harmful influence, I will be most annoyed._";
	text3 = "Platano gives the command to an assistant. You suspect that, once Lum is out of his cell, he won't be around for long.";
	code =
		sf(73,2,1);
		erase_char(48);
	break;
	
begintalknode 128;
	state = 115;
	nextstate = -1;
	condition = 1;
	question = "Why did they go mad?";
	text1 = "_Who knows? Exposure to the gases in the air. Instabilities in their design. It does not matter. They are rogue now._";
	
begintalknode 129;
	state = 115;
	nextstate = -1;
	condition = 1;
	question = "What sort of lies are they spouting?";
	text1 = "_Why does it matter? Lies are lies. Do not listen to them. It will only confuse you._";
	
begintalknode 130;
	state = 115;
	nextstate = -1;
	condition = 1;
	question = "Why haven't you killed them yet?";
	text1 = "_Because I know that Sage Taygen is looking for more helpers. I offered them to him, as a way of testing the dedication of prospective helpers._";
	text2 = "_Your test is before you. Do not flinch from it. Working for Sage Taygen will reward you very well._";	

begintalknode 131;
	state = 110;
	nextstate = -1;
	condition = gf(2,1) == 7;
	question = "I have been sent by Rawal. You must die.";
	text1 = "_What? You dare assault a servant of Sage Taygen? After you are dead, I am going to seriously evaluate our security!_";
	action = END_TALK;
	code =
		make_zone_hostile();
		sf(73,7,1);
	break;
	
begintalknode 132;
	state = 110;
	nextstate = -1;
	condition = 1;
	question = "That is all I need to know.";
	text1 = "Platano nods and, without another word, returns to work.";
	action = END_TALK;
	
///

begintalknode 150;
	state = -1;
	nextstate = 150;
	condition = 1;
	question = "Name";
	text1 = "You kneel and inspect this piece of machinery. It seems to be the projector that draws power from the conduits to create the shield around Platano.";
	text3 = "When you get close to it, Platano says, _Stay away from there. Or I will make you stay away._";
	text5 = "You kneel and inspect this piece of machinery. It is inactive.";
	code =
		clear_strings();
		if ((gf(73,16) > 0) || (gf(101,1) > 0))
			as(5);
			else {
				as(1);
				if (get_attitude(49) < 10)
					as(3);
				}
	break;
	
begintalknode 151;
	state = 150;
	nextstate = -1;
	condition = gf(73,16) == 0 && gf(101,1) == 0 && get_stat(21) < 10;
	question = "Deactivate the device.";
	text1 = "You poke and prod and try to find a way to get the panel at the base open, but all you get is a nasty shock. You don't know how to pass its defenses.";
	action = END_TALK;
	
begintalknode 152;
	state = 150;
	nextstate = -1;
	condition = gf(73,16) == 0 && gf(101,1) == 0 && get_stat(21) >= 10;
	question = "Deactivate the device.";
	text1 = "You poke and prod and try to find a way to get the panel at the base open, but all you get is a nasty shock. You grab a long metal hook from a nearby shelf and use it to short out the defenses.";
	text2 = "After that, it only takes a moment to open the panel and disrupt the delicate machinery. The glowing shield around Platano fades.";
	text4 = "Unfortunately, Platano is watching this process with alarm. _Help! Guards! Guards!_";
	action = END_TALK;
	code =
		if (gf(73,7) > 0)
			rs(4);
			else {
				make_zone_hostile();
				set_flag(73,7,1);
				}
		award_party_xp(100,30);
		sf(73,16,1);
	break;
	
begintalknode 153;
	state = 150;
	nextstate = -1;
	condition = 1;
	question = "Leave the device alone.";
	text1 = "You don't do anything with the peculiar machine.";
	action = END_TALK;
	
// 170

begintalknode 170;
	state = -1;
	nextstate = 170;
	condition = 1;
	question = "Lum";
	text1 = "There is a miserable servile sitting on the filthy bedroll at the back of this cell. He is quite young. He doesn't look like he has been working in the Purity Workshop for long. His skin is still relatively unblemished.";
	text2 = "He puts his hand over his eyes to block out the light. _Me Lum. Me in cell. What now? What want?_";
	text5 = "Lum sits in the corner, watching you silently.";
	action = INTRO;

begintalknode 171;
	state = 170;
	nextstate = -1;
	condition = gf(73,15) == 0;
	question = "Why are you in here?";
	text1 = "_Lum bad. Lum so bad. Lum drop things. They break. Lum punished._";
	
begintalknode 172;
	state = 170;
	nextstate = -1;
	condition = gf(73,15) == 0;
	question = "Can you tell me about the workshop?";
	text1 = "_Lum not know. Not know things. Lum just work. Lum good servile._";

begintalknode 173;
	state = 170;
	nextstate = -1;
	condition = gf(34,8) == 3;
	question = "Your name is Lum? Do you know Caretaker Eloise?";
	text1 = "Lum looks up at you. _Eloise? Eloise sent you?_ He drops the affected, crude servile speech in a moment. _You mean I have a chance of getting free from this horrible place?_";
	text2 = "_I am most grateful, if that is true._";
	code =
		sf(73,15,1);
	break;
	
begintalknode 174;
	state = 170;
	nextstate = 171;
	condition = gf(73,15) > 0;
	question = "Why are you in here?";
	text1 = "_I destroyed a few valuable pieces of equipment. Sabotage. I was too careless about it. I got greedy. I broke one too many. Now they're going to send me to the Oasis for questioning._";
	text2 = "He smiles. _Unless I get free._";
	
begintalknode 175;
	state = 171;
	nextstate = -1;
	condition = 1;
	question = "Why were you breaking things?";
	text1 = "_Because they are working on something down here. Something big. I don't know what yet. But I knew it was something I had to slow down._";
	text2 = "_I did, too. I bet I cost them a few weeks, at least. It really cost me, though._ He looks around the cell. _As you can see._";
	
begintalknode 176;
	state = 171;
	nextstate = -1;
	condition = 1;
	question = "What did you break?";
	text1 = "_Oh, who knows? A gizmo. A frammistan. I don't know what they did. Only that they were important. And nice and delicate._";
	
begintalknode 177;
	state = 170;
	nextstate = -1;
	condition = gf(73,15) > 0;
	question = "You are a Trakovite?";
	text1 = "_I am. Which makes it suicidal to come down to the Dera Reaches. At least, that's what Caretaker Eloise told me._";
	
begintalknode 178;
	state = 170;
	nextstate = 172;
	condition = gf(73,15) > 0 && gf(73,7) == 0;
	question = "How can I get you out of here?";
	text1 = "_If I could just get out of this cell, I know I could find a way to slip away. The mountains to the north should be passable, and, once I get to the river, I can swim it and head back north._";
	text2 = "_You just have to get me back with the other serviles._";
	
begintalknode 179;
	state = 172;
	nextstate = -1;
	condition = 1;
	question = "You really think you can make that journey?";
	text1 = "_I made it down here, didn't I? Same thing. Just a different direction._";
	
begintalknode 180;
	state = 172;
	nextstate = -1;
	condition = 1;
	question = "Who can free you?";
	text1 = "_Platano is the one who threw me in here. I think that means only he can set me free._";
	
begintalknode 181;
	state = 170;
	nextstate = 173;
	condition = gf(73,15) > 0 && gf(73,7) > 0;
	question = "How can I get you out of here?";
	text1 = "_The alarm is already going, so all I need to do is make it to the gate. Then I head north. The same journey I already took, only in the other direction._";
	text2 = "_Is it safe for me to run for it?_";
	
begintalknode 182;
	state = 173;
	nextstate = -1;
	condition = 1;
	question = "Not yet. Wait here.";
	text1 = "_All right._ He closes his eyes and conserves his strength, ready to flee when you give the word.";
	action = END_TALK;
	
begintalknode 183;
	state = 173;
	nextstate = -1;
	condition = 1;
	question = "All right. Go.";
	text1 = "Lum jumps to his feet. You are pleased to see that he retains a lot of his strength. _I'm running. I hope things are clear, because I'm not ready for a fight._";
	text2 = "He starts to run west, heading for the gate.";
	action = END_TALK;
	code =
		set_attitude(48,3);
		sf(73,17,1);
	break;
	
begintalknode 184;
	state = 170;
	nextstate = -1;
	condition = 1;
	question = "I'll be going now.";
	text1 = "Lum nods and closes his eyes, conserving his strength.";
	action = END_TALK;
