// dlg.txt

begintalkscript;

variables;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(76,1) == 0;
	question = "special";
	text1 = "You enter the subterranean northern wing of Kayar's Spire. It is a labyrinth of long, dark stone galleries. You see cages and tracks, and the smell of sweat from penned-up creations is very strong.";
	text2 = "A lot of creations must be kept down here, for reasons that aren't immediately clear. It must be miserable for them, though the Dera Reaches is not noted for its empathy for these creatures.";
	text3 = "Of greater concern to you are the defenders of this area. You can hear, in the distance, the clunking echoes of many stone feet, walking up and down the galleries.";
	text4 = "There are many golems down here. It is impossible to reason with these mindless creatures. If they haven't been specifically told to let you pass, they won't.";
	action = SET_SDF 76 1 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(76,2) == 0;
	question = "special";
	text1 = "These were the quarters for the keepers of the cells. Something went wrong. There are signs of a battle. The room is in great disarray.";
	text2 = "You think you can hear something. Whispered voices come from farther inside. You try to listen to them, but then someone says, very quietly, _Shhhh._ Then it is silent.";
	action = SET_SDF 76 2 1;

begintalknode 3;
	state = -1;
	nextstate = -1;
	condition = get_sdf(76,3) == 0;
	question = "special";
	text1 = "As you move farther into the abandoned quarters, a human warrior pokes his head around the corner ahead. He looks terrified. You try to greet him, but he panics.";
	text2 = "_Intruders! The intruders!_ he shouts. You try to calm him down, but then several of the Dera Reaches' finest come charging around the corner.";
	action = SET_SDF 76 3 1;
	code =
		set_attitude(1005,10);
		set_act_at_dist(1005,1);
	break;
	
begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Someone recently smashed the control creature in this stone cradle. It is quite dead.";

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You try to talk to this servile, but she says, simply, _Talk to Parla. Is leader._";

begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "Unfortunately, one of the defense golems has gotten close enough to sense you. Nobody has communicated to it that you are not an intruder. It reacts instantly.";
	text2 = "It turns toward you. Its eyes begin to glow. Traces of lightning begin to roam all over its body. And then, as the power begins to radiate in all directions, it lumbers toward you.";
	

begintalknode 7;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You consult this book. It contains a record of all of the different creations that have been kept in these three cells. Each creation has the same final fate: _Taken To Spire For Agent Efficiency Testing._";
	text2 = "The current contents of the cells are:";
	text3 = "  N. Cell - Available";
	text4 = "  C. Cell - Rotdhizon";
	text5 = "  S. Cell - Available";

begintalknode 8;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You consult this book. It contains a record of all of the different creations that have been kept in these cells. Each creation has the same final fate: _Taken To Spire For Agent Efficiency Testing._";
	text2 = "According to the journal, the current contents are:";
	text3 = "  NE Block, NW Cell - Four augmented serviles. Use extra guards, restraint.";
	
begintalknode 9;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You consult this book. It contains a record of all of the different creations that have been kept in these cells. Each creation has the same final fate: _Taken To Spire For Agent Efficiency Testing._";
	text2 = "According to the journal, the current contents are:";
	text3 = "  NE Block, SE Cell - Malfunctioning construct.";


begintalknode 10;
	state = -1;
	nextstate = 10;
	condition = 1;
	question = "Mind Vant";
	text1 = "There is a servant mind in this alcove. It seems to be reasonably well tended to. It has been properly fed. It still looks healthy and properly moist. However, something is wrong with it.";
	text2 = "It seems very uncomfortable. If shifts about nervously in its tray and twitches slightly. It keeps its eyes closed most of the time. You have to poke it lightly to get it to realize that you are there.";
	text3 = "Its eyes spring open. _I ... I ... Visitor. You are visitor. From Sage Taygen? Or not. Am ... I am Mind Vant. Controller of Spire Cell Blocks._";
	text5 = "Mind Vant watches you alertly, embarrassed about having been caught unawares earlier. The creature still seems very nervous and distracted.";
	action = INTRO;

begintalknode 11;
	state = 10;
	nextstate = 11;
	condition = 1;
	question = "Describe the purpose of this complex.";
	text1 = "_Is cells. Cell for creations. Creations kept for research use. For Kayar's Spire. Needed for research there._";

begintalknode 12;
	state = 10;
	nextstate = 13;
	condition = 1;
	question = "Why are you so nervous?";
	text1 = "_Nervous? Upset? Me? No ... no. Only ... Find what Kayar's Spire is for. What it does ... I must not speak of it. No more talk._";

begintalknode 13;
	state = 10;
	nextstate = 15;
	condition = get_stat(20) >= 5;
	question = "What do you do exactly?";
	text1 = "You are authoritative enough to get an answer out of the creature. _Watch over control creatures. To west. Control access to them._";

begintalknode 14;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "What exactly happens to the creations?";
	text1 = "_Kept here. Examined. Samples taken. Eventually taken away. Into Kayar's Spire. Don't come back. Don't know what happens to them then._";

begintalknode 15;
	state = 11;
	nextstate = 12;
	condition = 1;
	question = "How are the cells defended?";
	text1 = "_Patrols. Golem patrol. Very powerful. Dangerous. Best to avoid them. Yes._";

begintalknode 16;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "What sort of research is going on in the Spire?";
	text1 = "_Research ... Studying ... They are trying to ... Can't say. Barred from saying. Great sanction. Will not say. Am sorry._ It is twitching more. This line of conversation is upsetting to it.";

begintalknode 17;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "Can you tell them not to attack me?";
	text1 = "_No ... No ... Agent Caluma. Only she can give that order. They attack on sight. Stay away from them._";
	text2 = "";

begintalknode 18;
	state = 13;
	nextstate = -1;
	condition = 1;
	question = "Surely you can tell me something?";
	text1 = "_No ... No ... Direct orders, I ... Want to ... Can't say. No. Leave it be. Do not ask. Is ... painful._";
	text2 = "Servant minds, because of their powerful intellects, are designed to be of the most loyal, obedient creation types. The work in Kayar's Spire must be incredibly distressing to it to get it to even consider disobeying orders.";

begintalknode 19;
	state = 10;
	nextstate = -1;
	condition = get_stat(20) < 5;
	question = "What do you do exactly?";
	text1 = "You aren't authoritative enough to get an answer out of the creature. _Can't say. I don't know you. Agent Caluma must give permission to speak with you._";
	
begintalknode 20;
	state = 15;
	nextstate = -1;
	condition = 1;
	question = "What are the control creatures for?";
	text1 = "_Control paths of golem defenders. Yes. Control golem routes. Can't deactivate them. But can steer them._";

begintalknode 21;
	state = 15;
	nextstate = -1;
	condition = gf(76,4) == 0 && get_stat(20) >= 9;
	question = "Give me access to the control creatures.";
	text1 = "You use your calmest, most reassuring voice to try to convince Mind Vant to give you access to the controls. It is so afraid of whatever is happening in Kayar's Spire that it bends the rules for you.";
	text2 = "_Yes ... Can let you use controls for you. Can do no more. Do not ask. I hope ... I hope you are from outside. I hope something is ... Just ... That is all._";
	code =
		sf(76,4,1);
		award_party_xp(100,30);
	break;
	
begintalknode 22;
	state = 15;
	nextstate = -1;
	condition = gf(76,4) == 0 && get_stat(20) < 9;
	question = "Give me access to the control creatures.";
	text1 = "You use your calmest, most reassuring voice to try to convince Mind Vant to give you access to the controls. It isn't enough. It clearly wants to help you, but it is too afraid of disobeying.";
	text2 = "_No ... If you have permission from Agent Caluma, would be different. But ... No. Can't help._";

begintalknode 23;
	state = 15;
	nextstate = -1;
	condition = 1;
	question = "I want to ask about something else.";
	text1 = "_I ... No ... Have talked to you too much. Must be careful. Must not disobey. Leave me. Leave this zone. Too dangerous. You must go._";
	action = END_TALK;

//

begintalknode 29;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You consult this book. It is not a record of the creations kept in this complex, but of the research of the Shaper that once lived in this chamber. He seems to have been working on crafting.";
	text2 = "_The best binding agent for a rotghroth fang (undamaged, of course) is saltweed. This is not universal. Wiry moss, for example, blends more effectively with an eyebeast eye._";
	text3 = "_When applied to the standard mundane components on a properly enchanted anvil, wands of great effectiveness can be made. I think. Caluma won't confirm my theories, curse her._";
	
//

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Name";
	text1 = "There are four serviles imprisoned in this cell. They are not the meek serviles kept around by the Shapers. They are rebel, tribal serviles, complete with tattoos, battle scars, and passionate hatred.";
	text2 = "When you enter the cell, they stand, but they don't attempt to run. They are very hungry and they have been beaten, but they still have the strength to flee. They don't, though.";
	text3 = "Instead, their leader steps forward. _I am Parla. I do not know who you are. You will not get us to break. Use us for your tests, but we will not submit._";
	text5 = "Parla and the other serviles watch you silently. Parla says, _What do you want? Whatever happens, we will never submit._";
	action = INTRO;

begintalknode 31;
	state = 30;
	nextstate = 31;
	condition = 1;
	question = "What are you doing here?";
	text1 = "_We were infiltrating the Dera Reaches. We were captured. The Shapers trapped us in a valley and their vlish paralyzed us. We were brought here._";
	text2 = "_We will never submit, though._";

begintalknode 32;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "What have the Shapers done to you?";
	text1 = "_What have they not done? Hunger. Torments. Trying to seize our minds. But we will prevail. We will stay free until we are killed._";

begintalknode 33;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "Why were you infiltrating the Dera Reaches?";
	text1 = "_We will not tell you. No matter what you do to us._";
	text2 = "_You are a servile, but we still can't trust you. The Shapers have many tricks._";
	text3 = "_Ghaldring sent us to kill Sage Taygen. We lost our blades, but our powers remain. We can still help in this, if we have the chance._";
	code =
		if (gf(76,5) == 0) {
			rs(3);
			if (creature_type(pc_num()) != 46) 
				rs(2);
			}
			else {
				rs(1); rs(2);
				}
	break;
			
begintalknode 34;
	state = 30;
	nextstate = 32;
	condition = 1;
	question = "Tell me about this complex?";
	text1 = "_It is a place of torment for creations. Kayar's Spire is a weapon of the Shapers against us._";
	text2 = "_And against you, servile._";
	text3 = "_One day, it will be destroyed._";
	code =
		if (creature_type(pc_num()) != 46) 
			rs(2);
	break;
	
begintalknode 35;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "Do you know what Sage Taygen is doing here?";
	text1 = "_No. That has nothing to do with us. With why we are here._ He doesn't elaborate.";

begintalknode 36;
	state = 30;
	nextstate = -1;
	condition = gf(76,5) == 0;
	question = "You are rogues. I'd better just kill you to be safe. (Attack.)";
	text1 = "You draw your weapon. Parla is not surprised. Or scared. The serviles hold their hands wide. They start to glow. They don't have blades, but they are not unarmed.";
	action = END_TALK;
	code =
		set_attitude(1004,10);
	break;

begintalknode 37;
	state = 30;
	nextstate = -1;
	condition = gf(100,5) != 2;
	question = "I want you to come with me.";
	text1 = "Parla shakes his head. _We fight alone. We do not know you. We cannot trust you._";
	text2 = "_True, you are a servile. But the Shapers have many tricks. You might be loyal to them._";
	text3 = "_I say we stay in our cell until the right time comes to be free._";
	code =
		if (creature_type(pc_num()) != 46) 
			rs(2);
	break;

begintalknode 38;
	state = 30;
	nextstate = -1;
	condition = gf(100,5) == 2 && get_stat(20) < 10 && creature_type(pc_num()) != 46;
	question = "I am working for Ghaldring. I want you to help me.";
	text1 = "You try to convince them that you work for Ghaldring. You aren't convincing enough. Your being human doesn't help. Parla shakes his head. _This is just a trick, I think._";

begintalknode 39;
	state = 30;
	nextstate = 34;
	condition = gf(100,5) == 2 && (get_stat(20) >= 10 || creature_type(pc_num()) == 46);
	question = "I am working for Ghaldring. I want you to help me.";
	text1 = "You are able to convince them that you work for the drakon, but that isn't enough to get them to follow you. _It is good that we are on the same side, but your mission and mine might not match._";
	text2 = "_We wish to slay Sage Taygen. What are you trying to do?_";

begintalknode 40;
	state = 34;
	nextstate = -1;
	condition = 1;
	question = "Destroy the research in Kayar's Spire.";
	text1 = "_We can't help you with that. It is our orders. If we attack Taygen's work, we might release it instead of destroying it. This can't be risked._";

begintalknode 41;
	state = 34;
	nextstate = 35;
	condition = gf(64,10) == 0;
	question = "I want to kill Sage Taygen as well.";
	text1 = "_Then you came to the wrong place. Like we did. He is not here. We think he is still in his palace in the Zephyr Oasis._";
	text2 = "_If he were to come here, we would help you to kill him._";

begintalknode 42;
	state = 35;
	nextstate = -1;
	condition = 1;
	question = "How might I get him here?";
	text1 = "_We do not know. We were traveling to meet a drakon who is hiding to the west when we were caught. He might have advice._";
	text2 = "_Now leave us. You put us all at risk by being here._";
	action = END_TALK;
	
begintalknode 43;
	state = 34;
	nextstate = 30;
	condition = gf(64,10) > 0;
	question = "I want to kill Sage Taygen as well. And I have driven him here.";
	text1 = "_Then we will fight alongside you. Give the word, and we will leave this cell and storm Kayar's Spire together._";
	text2 = "_We have no blades, but ..._ They raise their hands. A blue nimbus surrounds them. _We still maintain the powers the drakons Shaped into us. The Shapers underestimated us. We will make them pay for it._";
	text3 = "(Note that, if you were counting on stealth to slip through Kayar's Spire, sending a servile horde in first might not be wise.)";
	code =
		sf(76,5,1);
	break;
	
begintalknode 44;
	state = 34;
	nextstate = -1;
	condition = 1;
	question = "I don't have a particular mission at the moment.";
	text1 = "_You only wish to spread carnage among the Shapers? I approve. But we can't go with you. We have a mission, and we will die, if necessary, completing it._";
	text2 = "_Now leave us. You put us all at risk by being here._";
	action = END_TALK;

begintalknode 45;
	state = 30;
	nextstate = -1;
	condition = gf(76,5) == 1 && gf(75,27) == 0;
	question = "All right. Begin the assault. I will come with you.";
	text1 = "_Good. And you have deactivated the spires to the southeast? We saw them when we were brought to this cell. We will need them gone to reach the Spire._";
	text2 = "You say that you haven't. _Then do so. We will not leave this cell if it only means being charred by the Shaper traps._";
	action = END_TALK;

begintalknode 46;
	state = 30;
	nextstate = -1;
	condition = gf(76,5) == 1 && gf(75,27) > 0;
	question = "All right. Begin the assault. I will come with you.";
	text1 = "_Good. And you have deactivated the spires to the southeast? We saw them when we were brought to this cell. We will need them gone to reach the Spire._ You say that you have.";
	text2 = "_Then we go. We will run at top speed, trying to outpace any golems that we meet. Any distractions you can provide will be helpful. We will reform again once we have entered the Spire. Now, no more delay!_";
	text3 = "They move to the doorway. Parla says, _Death! To Taygen or to us!_ Then they run.";
	action = END_TALK;
	code =
		set_attitude(1004,3);
		sf(76,5,2);
	break;
	
begintalknode 47;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "That is all. (Leave.)";
	text1 = "The serviles watch you silently as you go.";
	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 examine this peculiar control creature, nestled comfortably in its stone shell. There is only one control on its surface, a bony knob emerging from its back.";
	text2 = "Two labels have been tattooed in the creature's skin, one on either side of the knob. One says, 'JK'. The other says, 'KLI'.";
	text3 = "The knob is currently pointed at 'JK'.";
	text4 = "The knob is currently pointed at 'KLI'.";
	code =
		rs(3); rs(4);
		as(3 + gf(76,10));
	break;
	
begintalknode 71;
	state = 70;
	nextstate = -1;
	condition = gf(76,4) == 0;
	question = "Try to turn the knob.";
	text1 = "The moment you touch the knob, the creature lets out a long, squealing screech. The knob doesn't move. You let go. The creature stops screaming.";
	text2 = "For some reason, the creature won't let you use it.";
	action = END_TALK;

begintalknode 72;
	state = 70;
	nextstate = -1;
	condition = gf(76,4) > 0 && get_stat(21) < 9;
	question = "Try to turn the knob.";
	text1 = "The creature lets you touch the knob. However, it isn't as simple as just turning it. As the creature emits pained, irritated noises, you try to jostle the knob into a different position. It refuses to move.";
	text2 = "For some reason, you don't know how to manipulate the thing. You must just not know enough about these creatures.";
	action = END_TALK;

begintalknode 73;
	state = 70;
	nextstate = -1;
	condition = gf(76,4) > 0 && get_stat(21) >= 9;
	question = "Try to turn the knob.";
	text1 = "The creature lets you touch the knob. However, it isn't as simple as just turning it. Fortunately, you know some things about these creatures. You pet it and reassure it. You give it a tiny bit of food.";
	text2 = "Then you delicately pinch the knob, push it down slightly, and turn it. It moves slowly into the new position. The creature lets out a satisfied squeak.";
	text3 = "It is now pointing to 'JK'.";
	text4 = "It is now pointing to 'KLI'.";
	action = END_TALK;
	code =
		if (gf(76,10) == 0)
			sf(76,10,1);
			else sf(76,10,0);
		rs(3); rs(4);
		as(3 + gf(76,10));
	break;
	
begintalknode 74;
	state = 70;
	nextstate = -1;
	condition = 1;
	question = "Leave the creature alone.";
	text1 = "Much to the creature's relief, you decline to paw and poke at it.";
	action = END_TALK;

// 

begintalknode 80;
	state = -1;
	nextstate = 80;
	condition = 1;
	question = "Name";
	text1 = "You examine this peculiar control creature, nestled comfortably in its stone shell. There is only one control on its surface, a bony knob emerging from its back.";
	text2 = "Two labels have been tattooed in the creature's skin, one on either side of the knob. One says, 'DFE'. The other says, 'HGD'.";
	text3 = "The knob is currently pointed at 'DFE'.";
	text4 = "The knob is currently pointed at 'HGD'.";
	code =
		rs(3); rs(4);
		as(3 + gf(76,11));
	break;
	
begintalknode 81;
	state = 80;
	nextstate = -1;
	condition = gf(76,4) == 0;
	question = "Try to turn the knob.";
	text1 = "The moment you touch the knob, the creature lets out a long, squealing screech. The knob doesn't move. You let go. The creature stops screaming.";
	text2 = "For some reason, the creature won't let you use it.";
	action = END_TALK;

begintalknode 82;
	state = 80;
	nextstate = -1;
	condition = gf(76,4) > 0 && get_stat(21) < 9;
	question = "Try to turn the knob.";
	text1 = "The creature lets you touch the knob. However, it isn't as simple as just turning it. As the creature emits pained, irritated noises, you try to jostle the knob into a different position. It refuses to move.";
	text2 = "For some reason, you don't know how to manipulate the thing. You must just not know enough about these creatures.";
	action = END_TALK;

begintalknode 83;
	state = 80;
	nextstate = -1;
	condition = gf(76,4) > 0 && get_stat(21) >= 9;
	question = "Try to turn the knob.";
	text1 = "The creature lets you touch the knob. However, it isn't as simple as just turning it. Fortunately, you know some things about these creatures. You pet it and reassure it. You give it a tiny bit of food.";
	text2 = "Then you delicately pinch the knob, push it down slightly, and turn it. It moves slowly into the new position. The creature lets out a satisfied squeak.";
	text3 = "It is now pointing to 'DFE'.";
	text4 = "It is now pointing to 'HGD'.";
	action = END_TALK;
	code =
		if (gf(76,11) == 0)
			sf(76,11,1);
			else sf(76,11,0);
		rs(3); rs(4);
		as(3 + gf(76,11));
	break;
	
begintalknode 84;
	state = 80;
	nextstate = -1;
	condition = 1;
	question = "Leave the creature alone.";
	text1 = "Much to the creature's relief, you decline to paw and poke at it.";
	action = END_TALK;

// 

begintalknode 90;
	state = -1;
	nextstate = 90;
	condition = 1;
	question = "Name";
	text1 = "You examine this peculiar control creature, nestled comfortably in its stone shell. There is only one control on its surface, a bony knob emerging from its back.";
	text2 = "Two labels have been tattooed in the creature's skin, one on either side of the knob. One says, 'ECB'. The other says, 'CBA'.";
	text3 = "The knob is currently pointed at 'ECB'.";
	text4 = "The knob is currently pointed at 'CBA'.";
	code =
		rs(3); rs(4);
		as(3 + gf(76,12));
	break;
	
begintalknode 91;
	state = 90;
	nextstate = -1;
	condition = gf(76,4) == 0;
	question = "Try to turn the knob.";
	text1 = "The moment you touch the knob, the creature lets out a long, squealing screech. The knob doesn't move. You let go. The creature stops screaming.";
	text2 = "For some reason, the creature won't let you use it.";
	action = END_TALK;

begintalknode 92;
	state = 90;
	nextstate = -1;
	condition = gf(76,4) > 0 && get_stat(21) < 9;
	question = "Try to turn the knob.";
	text1 = "The creature lets you touch the knob. However, it isn't as simple as just turning it. As the creature emits pained, irritated noises, you try to jostle the knob into a different position. It refuses to move.";
	text2 = "For some reason, you don't know how to manipulate the thing. You must just not know enough about these creatures.";
	action = END_TALK;

begintalknode 93;
	state = 90;
	nextstate = -1;
	condition = gf(76,4) > 0 && get_stat(21) >= 9;
	question = "Try to turn the knob.";
	text1 = "The creature lets you touch the knob. However, it isn't as simple as just turning it. Fortunately, you know some things about these creatures. You pet it and reassure it. You give it a tiny bit of food.";
	text2 = "Then you delicately pinch the knob, push it down slightly, and turn it. It moves slowly into the new position. The creature lets out a satisfied squeak.";
	text3 = "It is now pointing to 'ECB'.";
	text4 = "It is now pointing to 'CBA'.";
	action = END_TALK;
	code =
		if (gf(76,12) == 0)
			sf(76,12,1);
			else sf(76,12,0);
		rs(3); rs(4);
		as(3 + gf(76,12));
	break;
	
begintalknode 94;
	state = 90;
	nextstate = -1;
	condition = 1;
	question = "Leave the creature alone.";
	text1 = "Much to the creature's relief, you decline to paw and poke at it.";
	action = END_TALK;




//


begintalknode 250;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You examine this short, roughly hewn marker. A single symbol is carved into its side:";
	text2 = "  _A_";

begintalknode 251;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You examine this short, roughly hewn marker. A single symbol is carved into its side:";
	text2 = "  _B_";
	
begintalknode 252;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You examine this short, roughly hewn marker. A single symbol is carved into its side:";
	text2 = "  _C_";
	
begintalknode 253;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You examine this short, roughly hewn marker. A single symbol is carved into its side:";
	text2 = "  _D_";
	
begintalknode 254;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You examine this short, roughly hewn marker. A single symbol is carved into its side:";
	text2 = "  _E_";
	
begintalknode 255;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You examine this short, roughly hewn marker. A single symbol is carved into its side:";
	text2 = "  _F_";
	
begintalknode 256;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You examine this short, roughly hewn marker. A single symbol is carved into its side:";
	text2 = "  _G_";

begintalknode 257;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You examine this short, roughly hewn marker. A single symbol is carved into its side:";
	text2 = "  _H_";
	
begintalknode 258;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You examine this short, roughly hewn marker. A single symbol is carved into its side:";
	text2 = "  _I_";
	
begintalknode 259;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You examine this short, roughly hewn marker. A single symbol is carved into its side:";
	text2 = "  _J_";
	
begintalknode 260;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You examine this short, roughly hewn marker. A single symbol is carved into its side:";
	text2 = "  _K_";
	
begintalknode 261;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You examine this short, roughly hewn marker. A single symbol is carved into its side:";
	text2 = "  _L_";
			