// TOWN DIALOGUE SCRIPT
//    Town 42: New Cotra

begintalkscript;

variables;

short i,j,k,r1,choice;

// Ostoth

begintalknode;
	tag = 40;
	state = -1;
	nextstate = 1;
	question = "Ostoth";
	text1 = "You meet a middle-aged mage, leaning back in a large, carved wooden chair. When you entered, he was meditating while staring into a small brazier. He lowers his hood and wipes sweat from his brow.";
	text2 = "He looks up at you as if he was expecting you. _I am Ostoth. Welcome to the Bunker. Sorry._ He wipes his brow again. _It gets warm in here._";
	text5 = "Ostoth looks up at you wearily. _What else do you need?_";
	action = INTRO;

begintalknode;
	state = 1;
	nextstate = -1;
	question = "_Why are you staring into the fire?_";
	text1 = "_Focusing. All of my mental faculties must be sharp. You see, I am in charge of the Bunker. It is a powerful resource for Upper Avernum, but only if I remain fully alert._";
	text3 = "_I am attempting to recover my energy. Making magical items of such power as we created is incredibly draining. If the bunker is ever to be useful again, though, I need to restore myself._";
	action = DEP_ON_SDF 42 16 0;

begintalknode;
	state = 1;
	nextstate = 2;
	question = "_What is this place?_";
	text1 = "_I shall explain what we are doing here. We are doing research. Enla, Pathass, and I are trying to craft tools to use against the enemies of Avernum._";
	text3 = "_Now? Now it is nothing. Enla and Pathass are gone. One day, though, we will again craft weapons to aid Avernum._";
	action = DEP_ON_SDF 42 16 0;

begintalknode;
	state = 2;
	nextstate = -1;
	question = "_Pathass and Enla?_";
	text1 = "_Powerful magicians from Avernum. They are my two research aides. I can think of no task they are not up to._";
	text3 = "_Pathass is dead. An accident slew him in the final hours of creating your weapon. He was a credit to his race. Enla has returned to Avernum. She can barely walk now, let alone weave spells._";
	action = DEP_ON_SDF 42 16 0;

begintalknode;
	state = 2;
	nextstate = 3;
	question = "_So this is a research center run by Avernum's crown?_";
	text1 = "_Yes, and a much-needed one. Avernum has always had many enemies. Always, we had few swords on our side, and it was only the skill of our mages that saved us. The existence of the bunker is how we recognize this fact._";

begintalknode;
	state = 2;
	nextstate = 4;
	question = "_Are you currently doing any research?_";
	text1 = "_Pathass, Enla, and I wait here, our magical powers waiting to be unleashed on whatever problems may come up. That is why we have been waiting for you. We felt that we might need to research on your behalf._";
	text3 = "_No. Not until we find replacements for Pathass and Enla._";
	action = DEP_ON_SDF 42 16 0;

begintalknode;
	state = 2;
	nextstate = 5;
	question = "_What can you research?_";
	text1 = "He looks uncomfortable. _When we found out about the monsters on the surface, we realized we may need to craft a weapon to help you fight them. But you must be warned of one key fact._";
	text3 = "He looks miserable. _Pathass and Enla are gone. Until I can get replacements, I can do nobody any good. At least we created one weapon for you._";
	action = DEP_ON_SDF 42 16 0;

begintalknode;
	state = 5;
	nextstate = -1;
	condition = gf(42,3) == 0;
	question = "_What warning?_";
	text1 = "_Be absolutely sure that you are right. Our resources are limited, and we can make only one powerful item. If your first guess is wrong, I strongly doubt that we will be able to help you again._";

begintalknode;
	state = 5;
	nextstate = -1;
	question = "_Please create a powerful weapon for me._";
	code =
		run_hardcode(111);
	break;

begintalknode;
	state = 1;
	nextstate = 6;
	condition = gf(309,0) >= 1 && gf(42,15) == 1;
	question = "_I am sure Erika is responsible for the surface plagues._ (Be sure before you choose this.)";
	code =
		run_hardcode(112);
	break;

begintalknode;
	state = 1;
	nextstate = 6;
	condition = gf(42,15) == 1 && gf(309,8) >= 1;
	question = "_The vahnatai must be the ones responsible for the problems on the surface._ (Be sure before you choose this.)";
	code =
		run_hardcode(113);
	break;

begintalknode;
	state = 1;
	nextstate = 6;
	condition = gf(309,1) >= 1 && gf(42,15) == 1;
	question = "_I am sure that the dragons from Avernum have caused the surface plagues._ (Be sure before you choose this.)";
	code =
		run_hardcode(114);
	break;

begintalknode;
	state = 1;
	nextstate = -1;
	condition = gf(42,16) >= 1;
	question = "_What can you tell me about the weapon you made?_";
	code =
		run_hardcode(115);
	break;

begintalknode;
	state = 1;
	nextstate = -1;
	condition = gf(42,15) >= 2 && gf(300,2) >= 1;
	question = "_How is the work on the weapon progressing?_";
	text1 = "_Night and day. It is very draining research. Very wearing. Sometimes dangerous. Return in a few days, and we may have progressed._";

begintalknode;
	state = 1;
	nextstate = 6;
	condition = 1;
	question = "_I will be going now._";
	text1 = "_Then I will marshall my power until it is needed._";
	action = END_TALK;
	
// Pathass

begintalknode;
	tag = 60;
	state = -1;
	nextstate = 29;
	question = "Pathass";
	text1 = "You meet a tottering old slith, his once-green scales darkening around the edges with age. He wears many amulets and teeth around his neck. _Ssss. Greetingsss. Welcome to the Bunker. I am Pathass._";
	text5 = "Pathass idly fingers one of his protective amulets with a clawed finger. _Ahsss ... How can I help you?_";
	action = INTRO;

begintalknode;
	state = 29;
	nextstate = 30;
	question = "_Why are you here?_";
	text1 = "He speaks in a shaky, sibilant voice. _At the asssking of Avernum, I have come to the Bunker. I help with their research._";

begintalknode;
	state = 29;
	nextstate = 30;
	question = "_What is the Bunker?_";
	text1 = "_Thissss was built here with the help of the New Cotransss, asss a ssssort of magical crisisss handling center. We wait here for some need for research, and then we resssspond. The people here have been a great assistance._";

begintalknode;
	state = 30;
	nextstate = -1;
	question = "_How do the locals help you out?_";
	text1 = "_They bring us food at night, and they keep thisss place secret. And they give ussss company sometimes. Thisss can be a lonely place to wait._";

begintalknode;
	state = 30;
	nextstate = 31;
	question = "_What sort of research can you perform?_";
	text1 = "He sighs. _I am a priessst of my people normally. But I am alssso one of their strongest magesss, and I know much of metal working too. That is why they asssked for me. I missss my temple._";
	text2 = "_Of course, it isss an opportunity too._";

begintalknode;
	state = 31;
	nextstate = -1;
	question = "_Where is your temple?_";
	text1 = "_Down in our city of Gnass, in the Great Cave, in Avernum. A beautiful city. I missss it._";

begintalknode;
	state = 31;
	nextstate = 32;
	question = "_Opportunities like what?_";
	text1 = "_For example, to meet the great magesss and mindsss of Avernum. Like Erika. I met her not long ago._";

begintalknode;
	state = 32;
	nextstate = 33;
	question = "_What do you think of Erika?_";
	text1 = "_She issss the greatessst mage of Avernum. She livesss up here now, in a tower to the northeassst. She isss very private and powerful. But she can never again go to the surface._";

begintalknode;
	state = 33;
	nextstate = 34;
	question = "_Why can she never go to the surface again?_";
	text1 = "_They cursssed her when they banished her, so much they feared her power, If ever again she sees the sssun, it will slay her inssstantly. That is why she hatesss the Empire so much._";

begintalknode;
	state = 34;
	nextstate = -1;
	question = "_What was your impression of Erika?_";
	text1 = "_It was an honor to meet her, but frightening asss well. The depth of her hatred isss hard to comprehend._";

// Enla

begintalknode;
	tag = 80;
	state = -1;
	nextstate = 57;
	question = "Enla";
	text1 = "This tiny woman would look like someone's friendly old grandmother, were it not for the aura of power emanating from her. Oddly, her chamber is decorated in the vahnatai style. _I am called Enla. Welcome to the Bunker. I do my research here._";
	text5 = "She cocks an eyebrow at you. _I know we are here to help you, but I am still very busy. What else do you need to know?_";
	action = INTRO;

begintalknode;
	state = 57;
	nextstate = 58;
	question = "_What are you working on?_";
	text1 = "_I was once studying dragons. Now I do research in the Bunker._";

begintalknode;
	state = 58;
	nextstate = 59;
	question = "_Why did you give up studying dragons?_";
	text1 = "She looks sad. _We studied poor old Motrax, oldest of the mighty serpents living in Avernum. Then he died. And the other dragons disappeared._";

begintalknode;
	state = 59;
	nextstate = 60;
	question = "_Does anyone know where they went?_";
	text1 = "_A great mystery. Sulfras, Khoth, and Athron were the other dragons in the underworld. However, after the Empire war, they all disappeared. We have few guesses regarding where they went._";

begintalknode;
	state = 60;
	nextstate = 61;
	question = "_Such as?_";
	text1 = "_Maybe down further into the caves. Or more likely, on the surface, although that would be an invitation for the Empire to attack them. The Empire despises any power it can't control, and they would despise the Empire back._";

begintalknode;
	state = 61;
	nextstate = -1;
	question = "_Why the mutual hatred?_";
	text1 = "_The Empire enslaved Sulfras and Khoth, and Athron dislikes all humans. They no doubt have much hatred for the humans on the surface._";

begintalknode;
	state = 57;
	nextstate = 62;
	question = "_What sort of research do you do?_";
	text1 = "_Well, I study vahnatai magic._";

begintalknode;
	state = 62;
	nextstate = 63;
	question = "_Why have you decided to specialize in vahnatai magic?_";
	text1 = "_It is amazing what they can do with a simple crystal. For example, they can make actual life in crystalline form._";

begintalknode;
	state = 63;
	nextstate = -1;
	question = "_How do they accomplish these things?_";
	text1 = "_We can do nothing near what they can do. But we have a few ideas. Nothing I want to talk about now, of course._";

// Elspeth

begintalknode;
	tag = 100;
	state = -1;
	nextstate = 85;
	question = "Elspeth";
	text1 = "You meet a small, intense woman. She has short hair and wears shiny black leather. Several vicious iron blades hang from her belt.";
	text2 = "She greets you with a proud smile and a sharp nod of her head. _I am Elspeth. Welcome to my shop._";
	text5 = "Elspeth busies herself sharpening one of the many knives on her belt. _The shop is open. Let me know if you want anything._";
	action = INTRO;

begintalknode;
	state = 85;
	nextstate = 86;
	question = "_Nice shop._";
	text1 = "_Well thanks, I run this shop with Nance. I make the best iron weapons you're likely to find, and you can purchase them, if you got the gold. You can also sell me other stuff. I'm sure I can unload it on somebody._";

begintalknode;
	state = 86;
	nextstate = 87;
	question = "_Who's Nance?_";
	text1 = "_Nance and I have been through a lot since the Empire sent us down. We were very close. So much so that we just weren't approved of on the surface. The Empire punished us for it. Then, when we arrived in Avernum, we got separated._";

begintalknode;
	state = 87;
	nextstate = 88;
	question = "_How did you get separated?_";
	text1 = "_We were living in Cotra when the Empire War hit. They blasted our town apart. We were lucky to escape, but got separated. We didn't find each other for months._";
	text2 = "_Then we heard about this settlement near the surface. There was no way we could stay away._";

begintalknode;
	state = 88;
	nextstate = -1;
	question = "_I take it you want to return to the surface._";
	text1 = "She grins viciously. _We will be back on the surface someday. There are no two ways around it. It was wrong of them to throw us down here. It's up to all of us to make them pay for their crimes._";

begintalknode;
	state = 85;
	nextstate = -1;
	condition = gf(42,19) > 0 && gf(42,0) == 0;
	question = "_Tell me about the bunker across the street?_";
	text1 = "She gets very nervous. _Don't know anything about it. None of my business._";

begintalknode;
	state = 85;
	nextstate = -1;
	question = "_Perhaps I can purchase some of your wares?_";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Elspeth's Ironworks","Elspeth has been selling weaponry to adventurers for years, first in Avernum and then up here.",9,3,3);
	break;

begintalknode;
	state = 85;
	nextstate = -1;
	condition = 1;
	question = "_I would like to sell something._";
	text1 = "You conclude your business.";	
	code = 
		begin_sell_mode();
	break;

begintalknode;
	state = 85;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "_All right. Thank you. Come again!_";
	action = END_TALK;

// Nance

begintalknode;
	tag = 120;
	state = -1;
	nextstate = 113;
	question = "Nance";
	text1 = "There is a gentle-looking blonde woman with a kind face sitting at the table. She is sharpening a small knife and sipping from a mug of ale.";
	text2 = "She smiles at you as you approach. _I am Nance. Greetings to you._";
	text5 = "Nance sets a newly sharpened knife off to the side and collects another. _Anything else you would like to know?_";
	action = INTRO;

begintalknode;
	state = 113;
	nextstate = 114;
	question = "_So what are you doing here?_";
	text1 = "She shrugs. _Oh, I mainly help Elspeth run her shop. Not what I'd choose as a path, but there you are._";

begintalknode;
	state = 114;
	nextstate = 115;
	question = "_What sort of shop does Elspeth have?_";
	text1 = "_Have you met Elspeth?_ She grins. _She runs the best smithy in Upper Avernum, if not Avernum._ She holds up the knife she's sharpening. _It's not quite my area, but it keeps me busy until we can reach the surface._";

begintalknode;
	state = 114;
	nextstate = 115;
	question = "_You don't seem very happy with your work._";
	text1 = "A dark look passes over her face. _I cared for horses when we lived on the surface. When the Empire exiled us, it took away my entire life's work. That is one of the many reasons I want to return to the surface._";

begintalknode;
	state = 115;
	nextstate = 116;
	question = "_You and just about everyone in Avernum._";
	text1 = "_All of us were sent to live in pits because of who we were, because we refused to fit in, to conform, to submit to unjust standards._ Nance's normally gentle face has a steely, determined expression.";
	text2 = "_Every day we live here is an injustice. An injustice we will all gladly face death to right._";

begintalknode;
	state = 116;
	nextstate = -1;
	question = "_That is a very brave statement._";
	text1 = "She looks a little embarrassed. _I've been told I have a bit of a tendency to go on and speechify._ Then she grins. _But it's fun, so I'm not going to stop!_";

begintalknode;
	state = 115;
	nextstate = 117;
	condition = gf(308,9) >= 1 && gf(42,17) == 0;
	question = "_I have been to the surface._";
	text1 = "She smiles wistfully. _Really? Could you tell me about it?_";

begintalknode;
	state = 117;
	nextstate = -1;
	condition = gf(42,17) == 0;
	question = "_I'm afraid not. I'm very busy._";
	text1 = "She frowns. _Oh. Fine._";
	action = SET_SDF 42 17 1;

begintalknode;
	state = 117;
	nextstate = -1;
	condition = gf(42,17) == 0;
	question = "(Spend an hour describing the surface to her.)";
	text1 = "Eventually, she smiles and wipes away a tear. Everyone nearby listens carefully, though they pretend not to. _It's amazing not to forget. Thank you. I appreciate your taking the time._";
	text2 = "_I would like to help you in your travels, since they are so important. There are some apartments in the southwest corner of town. We live in the southeast one. Look in the pots inside. You may take the crystal you find. Good luck to you._";
	action = SET_SDF 42 17 2;

// Crisper

begintalknode;
	tag = 140;
	state = -1;
	nextstate = 141;
	question = "Crisper";
	text1 = "The bar is being tended by a thin man with short black hair, a twitchy demeanor, and a lopsided smile. He wears the traditional sash of an Avernite mayor.";
	text2 = "_I'm Crisper. Crisper the barkeep, or Mayor Crisper. Whichever you prefer._";
	text5 = "Crisper idly wipes at a food stain on the mayor's sash with his towel. _What'll you have?_";
	action = INTRO;

begintalknode;
	state = 141;
	nextstate = 142;
	question = "_Why do you have two jobs?_";
	text1 = "_Well, I agreed to have two. I'm the mayor for now. Painful, but necessary. But I also run the Phoenix, which is a bit more satisfying. I do all the standard inn things. We have an excellent room for only ten gold, and a round of beer is only two._";

begintalknode;
	state = 142;
	nextstate = 143;
	question = "_Why is being the mayor such a pain?_";
	text1 = "_We pick a new mayor every year. That's the person who takes time off building this new, beautiful city to carry out tedious administrative tasks._";

begintalknode;
	state = 143;
	nextstate = 144;
	question = "_What sorts of administrative tasks do you have to deal with?_";
	text1 = "_Pushing papers. Organizing things. Meetings. Endless hell. And, worst of all, I occasionally have to press a gang of hapless adventurers to go on some mission or other._";

begintalknode;
	state = 144;
	nextstate = -1;
	condition = gf(42,6) <= 1;
	question = "_You're in luck. I'll volunteer to be a hapless adventurer pressed into doing a mission for you._";
	text1 = "_Excellent. A giant ice worm has infested the tunnels to the west. It's been trying to eat some people traveling this way. As mayor, I really should do something about this. Kill the thing, and I'll pay you well._";
	action = SET_SDF 42 6 1;
	code =
		toggle_quest(20,1);
	break;

begintalknode;
	state = 142;
	nextstate = 145;
	question = "_So you really like running the Phoenix?_";
	text1 = "_Yup. It's named the Phoenix because this Cotra rises from the ashes of the earlier Cotra._";

begintalknode;
	state = 145;
	nextstate = 146;
	question = "_What happened to the earlier Cotra?_";
	text1 = "_The former Cotra was destroyed by the Empire in the Empire War. Totally destroyed. I came up here to help build it, especially since it got me away from the spiders._";

begintalknode;
	state = 146;
	nextstate = -1;
	question = "_Umm, spiders?_";
	text1 = "_The giant, intelligent, friendly, talking spiders. They're... they're... just hope you never meet them._";

begintalknode;
	state = 141;
	nextstate = -1;
	condition = coins_amount() >= 10;
	question = "_Can I have a room?_ (Pay 10 coins.)";
	text1 = "You pay the fee and retire gladly to your room. Because of your celebrity status as the surface explorers, Crisper gives you the nicest room. Mercifully, there aren't any pests. You spend a restful night.";
	action = END_TALK;	
	code =
		revive_party();
		change_coins(-10);
		relocate_char(get_pc_id(0),49,24,FALSE);
		relocate_char(get_pc_id(1),50,24,FALSE);
		relocate_char(get_pc_id(2),50,25,FALSE);
		relocate_char(get_pc_id(3),49,25,FALSE);
	break;

begintalknode;
	state = 141;
	nextstate = -1;
	condition = coins_amount() >= 2;
	question = "_A round of beer for all, my good man._ (Pay 2 coins.)";
	text1 = "You buy some mushroom beer. It tastes awful, but in a pleasant sort of way. One of the curses of exile to the underworld is the loss of access to any sort of palatable beverage.";
	code =
		change_coins(-2);
		force_char_status(30000,1,20);
	break;

begintalknode;
	state = 141;
	nextstate = -1;
	condition = gf(288,1) >= 1 && gf(42,6) == 1;
	question = "_I killed the ice worm you mentioned._";
	code =
		run_hardcode(117);
	break;

begintalknode;
	state = 141;
	nextstate = -1;
	condition = gf(42,6) == 2;
	question = "_Got any more missions for us, Mayor?_";
	text1 = "He shrugs. _Nothing for you to do for me now. But thanks for offering! Want a beer?_";


begintalknode;
	state = 141;
	nextstate = 148;
	condition = gf(42,19) > 0 && gf(42,0) == 0;
	question = "_I saw a building without doors at the northwest corner of town. What is it?_";
	text1 = "Crisper looks torn. _I ... It's a secret. Nobody will talk about it. But ... You're the surface explorer here. Maybe you should know about it._";
	text2 = "_I ... I have a name. Sandra. She came to town. Entered the building. Left. I talked to her before she went. I can't tell you what I know. She might._";
	code =
		toggle_quest(102,1);
	break;
	
begintalknode;
	state = 148;
	nextstate = -1;
	condition = 1;
	question = "Where did she go?";
	text1 = "_To the surface! She is a spy! She said she was going somewhere called ... Sharmik? Lorali? One of those. Or both._";
	
begintalknode;
	state = 141;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything else._";
	text1 = "_Farewell, then. Watch out for spiders._";
	action = END_TALK;
	
// Miles

begintalknode;
	tag = 160;
	state = -1;
	nextstate = 169;
	question = "Miles";
	text1 = "There is an elderly man with graying hair and a neatly trimmed beard behind the counter. His fingers are permanently stained from years and years of working with herbs and mixing concoctions.";
	text2 = "_I am Miles. Miles the mage. Welcome to my shop._";
	text5 = "Miles grinds up some bitter, brown herbs in a mortar and pestle. The acrid smell makes you feel slightly faint. _Care to purchase anything?_";
	action = INTRO;

begintalknode;
	state = 169;
	nextstate = 170;
	question = "_What sort of shop is this?_";
	text1 = "He points to the bookshelves. _Each of those scrolls contains a recipe I have mastered. Every plant in these caves I have turned into a wondrous concoction of some sort. And I place all my knowledge at your disposal!_";

begintalknode;
	state = 170;
	nextstate = -1;
	question = "_That seems like a lot of recipes._";
	text1 = "_Hundreds of recipes! Of course, most of them are useless. But I've mastered them anyway!_";

begintalknode;
	state = 170;
	nextstate = -1;
	question = "_At my disposal for a price, right?_";
	text1 = "_Well yes. I make potions of all sorts, and you can obtain them for a modest price. More modest than usual, since you are, of course, the surface explorers. Let me know if you want to purchase some of them._";
	text2 = "_If you need custom potions made, go see Walner. He's in the Portal Fortress._";

begintalknode;
	state = 170;
	nextstate = 171;
	question = "_Every plant in Avernum?_";
	text1 = "_OK. Not all the plants. I still haven't found a use for black-spotted sponge moss. But I'm working on it._ He smiles and shrugs. _What's the point of being modest?_";

begintalknode;
	state = 171;
	nextstate = -1;
	question = "_Seems to me that modesty is a noble character trait._";
	text1 = "_I live in a cave. I mix mushrooms and lichen for a living. I get backaches all the time. With a life like this, why bother to be modest? Feh!_";

begintalknode;
	state = 169;
	nextstate = -1;
	condition = gf(42,19) > 0 && gf(42,0) == 0;
	question = "_Tell me about the bunker across the street?_";
	text1 = "_What? That? I ... Don't know anything about it. Sorry._";
	
begintalknode;
	state = 169;
	nextstate = -1;
	question = "_I want to purchase some of your potions._";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Miles the Alchemist","Potions are always in demand in an environment as dangerous as Avernum. Fortunately, there are always hard-working alchemists doing their best to meet the demand.",10,3,3);
	break;

begintalknode;
	state = 169;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "_All right. Thanks for stopping by._";
	action = END_TALK;
	
// Hmurrr

begintalknode;
	tag = 180;
	state = -1;
	nextstate = 197;
	question = "Hmurrr";
	text1 = "There is a nephilim sitting behind the counter chopping mushrooms. This is not too unusual. Some nephilim have made peace with humans and taken to living among them. A few, but not many.";
	text2 = "The wares in his shop smell delicious. _Mrrrr. My name is Hmurrr. Welcome to my shop._";
	text5 = "Hmurrr's tail twitches happily and he graces you with a toothy grin. _Hrrrm. Need a food?_";
	action = INTRO;

begintalknode;
	state = 197;
	nextstate = 198;
	question = "_What kinds of things do you make here?_";
	text1 = "He purrs excitedly. _I make all types of foodstuffs for my good human buyers. Mrrrr. You can purchase all of them that you want and be assured of their edibleness. Mrrr._";

begintalknode;
	state = 198;
	nextstate = -1;
	question = "_Why do you say Mrrrr so much?_";
	text1 = "It's whiskers twitch. _Mrrr. Excusing me... it is a noise we nephilim often make in speaking. Mrowr._";

begintalknode;
	state = 198;
	nextstate = 199;
	question = "_Why wouldn't your food be edible?_";
	text1 = "_Be assured that there are none of the delicious rats and bats in the fine foods I am making. All those things are saved for me and my mate. Only we appreciate them as one should. I only serve human food, which be hard to keep. Mrrrr._";
	text2 = "You look at the food it is preparing, and indeed, there is no sign of the sort of small animal a cat would find appealing.";

begintalknode;
	state = 199;
	nextstate = -1;
	question = "_You have a mate?_";
	text1 = "_Mrrr. We nephilim mate for life, like humans sometimes do. She is hunting. I preferrrr to cook. Mrrrr._";

begintalknode;
	state = 197;
	nextstate = -1;
	question = "_I'd like to do some shopping._";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Hmurr's Edibles","You inspect Hmurr's goods carefully. Apart from the occasional shedded whisker, they look basically edible.",11,2,3);
	break;

begintalknode;
	state = 197;
	nextstate = 200;
	question = "_It's not often that we see a peaceful nephil._";
	text1 = "_Many feel that about us. But I see a nephil in front of me who has had the honor of being chosen to go to the surface, and I know there is hope for peace. We and humans must work together. Empire is foe enough for both._";
	text3 = "_Some of us nephilim think we and humans fighting is foolish, when Empire is foe enough for us both. Hssss._ It doesn't like the thought of the Empire much.";
	code =
		if (species_in_party(2))
			remove_string(3);
			else remove_string(1);
	break;

begintalknode;
	state = 200;
	nextstate = -1;
	question = "_I agree about the Empire._";
	text1 = "It spits, annoyed. _Curse Empire, killer of mine!_";

begintalknode;
	state = 199;
	nextstate = 201;
	question = "_It's hard to prepare human food?_";
	text1 = "_Easy to cook it, but hard to get it. Mrrr. Bats are easy to find, but cows are hard. I lost a group of them not long ago, valuable, tasty cows. Hmrrr._";
	text3 = "_It is easy to cook it, when I get it, but it is hard to find the food and keep it from wandering away. Mrrr._";
	action = DEP_ON_SDF 42 18 0;

begintalknode;
	state = 201;
	nextstate = -1;
	condition = gf(42,18) <= 1;
	question = "_If I see your cows, we'll let you know._";
	text1 = "He makes a soft, purring noise. _That is kind. If you find them, you will know it because each has a pair of crosses branded into its thicker flesh. Do not trouble yourself too much, though. You have many important missions. Mrrr._";
	action = SET_SDF 42 18 1;
	code =
		toggle_quest(22,1);
	break;
	
begintalknode;
	state = 197;
	nextstate = -1;
	condition = gf(42,18) == 1 && gf(288,22) >= 1;
	question = "_I found your cows. They were wandering around about twenty miles to the south._";
	code =
		run_hardcode(6);
	break;
	
begintalknode;
	state = 197;
	nextstate = -1;
	condition = 1;
	question = "_I don't need any rations._";
	text1 = "_Mrrr. Thanks for come._";
	action = END_TALK;

// Gointz

begintalknode;
	tag = 200;
	state = -1;
	nextstate = 225;
	question = "Gointz";
	text1 = "This man is intensely unappealing. He has bushy whiskers, a distracting personal odor, and wartmoss stains on his shirt. (Wartmoss is chewed much like tobacco.)";
	text2 = "He fixes a beady eye on you as you approach. _Call me Gointz, kid._";
	text5 = "Gointz hawks and spits a grayish stream at a nearby spittoon. He isn't too picky about his aim.";
	action = INTRO;

begintalknode;
	state = 225;
	nextstate = -1;
	question = "_What are you chewing?_";
	text1 = "He hawks and spits enthusiastically. _Wartmoss. Live for the stuff. Want some?_ You decline.";

begintalknode;
	state = 225;
	nextstate = 226;
	question = "_Do you have a job in New Cotra?_";
	text1 = "He hawks and spits. _I sails the lake._";

begintalknode;
	state = 226;
	nextstate = 227;
	question = "_Oh really, what's on the lake? Anything interesting?_";
	text1 = "He hawks and spits. _Yep. Lotta' cave fish. Sell plenty of 'em. See some interesting sights too. Real interesting sights._";

begintalknode;
	state = 227;
	nextstate = -1;
	question = "_What are the cave fish like?_";
	text1 = "He hawks and spits. _White, clammy, and weird lookin'. But good eatin'._";

begintalknode;
	state = 227;
	nextstate = 228;
	question = "_Tell me more about the sights?_";
	text1 = "He hawks and spits. _Interesting, that's fer darn sure. Lots of peculiar goin's on out there. Lots of stuff to see, if maybe ya' got a boat._";

begintalknode;
	state = 228;
	nextstate = 225;
	condition = gf(42,14) <= 1;
	question = "_Know where I can get a boat?_";
	text1 = "He hawks and spits. Twice. Then he looks at you sharply. _Interesting ya' should mention it. I got an old boat I needs to unload. If you might be into some sort of purchase, let me know. I ain't goin' anywhere._ ";
	text2 = "_It's a bargain at 500 gold, after all. A bit steep I know, but hey, I'm the only guy with boats!_";
	action = SET_SDF 42 14 1;

begintalknode;
	state = 225;
	nextstate = -1;
	condition = gf(42,14) == 1;
	question = "_I am a warrior of Avernum! You should just loan me the boat._";
	text1 = "_I should. But I won't._";

begintalknode;
	state = 225;
	nextstate = -1;
	condition = gf(42,14) >= 1;
	question = "_I'd like to buy your boat._ (Pay 500 coins.)";
	code =
		run_hardcode(116);
	break;

begintalknode;
	state = 225;
	nextstate = -1;
	condition = gf(42,14) >= 1;
	question = "_That's all. Goodbye._";
	text1 = "_Eh. I'll be here._ He chews contentedly.";
	action = END_TALK;

// Asp

begintalknode;
	tag = 220;
	state = -1;
	nextstate = 253;
	question = "Asp";
	text1 = "This shifty-looking man wanders aimlessly around town. You follow him. He doesn't seem keen on talking to you at first.";
	text2 = "Then he turns and looks you over. Then he seems to recognize you. _Call me Asp._";
	text5 = "Asp looks nervous. _What else do you want?_";
	action = INTRO;

begintalknode;
	state = 253;
	nextstate = 254;
	question = "_Why are you wandering around?_";
	text1 = "He looks you up and down carefully. _I like wandering. And observing._";

begintalknode;
	state = 254;
	nextstate = -1;
	question = "_Where have you wandered?_";
	text1 = "_Here and there. Like you._";

begintalknode;
	state = 254;
	nextstate = 255;
	question = "_And what have your observations revealed?_";
	text1 = "_Well you know, there's a lot to be seen by someone who likes to pay attention. Like maybe you might have noticed something peculiar nearby._";

begintalknode;
	state = 255;
	nextstate = 256;
	question = "_Nearby where?_";
	text1 = "_Like in the northwest corner of town._";

begintalknode;
	state = 256;
	nextstate = -1;
	condition = gf(42,0) == 1;
	question = "_Oh that place. It's the Bunker. But I can't tell you any more, so don't ask._";
	text1 = "_That's what it's called, eh? Interesting._";

begintalknode;
	state = 256;
	nextstate = 257;
	condition = gf(42,0) == 0;
	question = "_What's there?_";
	text1 = "_There's a building up there with no doors. No entrances. Nobody in or out. Been watching for days. And you know what's really bizarre?_";

begintalknode;
	state = 257;
	nextstate = 258;
	condition = gf(42,0) == 0;
	question = "_What can be more bizarre then a building without doors?_";
	text1 = "_Nobody around here owns up to noticing it. Mention it and everyone gets real uncomfortable and pretends they don't know what you're wondering about. What's the big secret?_";

begintalknode;
	state = 258;
	nextstate = -1;
	condition = gf(42,0) == 0;
	question = "_Anyone in town know what's in there?_";
	text1 = "_There must be someone. They don't walk to me about it. They don't trust me._";

begintalknode;
	state = 258;
	nextstate = -1;
	condition = gf(42,0) == 0;
	question = "_Got any guesses about what it might be?_";
	text1 = "_It's some secret Avernum thing, I tell you. I shouldn't be goin' after it like I am, but I really want to know what's in there!_ He suddenly looks suspicious. _Wait! Do you work for Avernum? Never mind! I don't know anything about anything!_";
	text2 = "He backs away, and looks over at the dark stone building nervously.";
	action = END_TALK;

begintalknode;
	state = 253;
	nextstate = 259;
	question = "_What brings you up from Avernum?_";
	text1 = "_I look for opportunities. I like to be useful._";

begintalknode;
	state = 259;
	nextstate = -1;
	question = "_You are being vague._";
	text1 = "_What can I say? I do favors. Then I collect favors. I find people things they need. Like for Unspecified Services, for example. Finding supplies and maps for those they send to the surface._";
	text2 = "_I cashed in a few favors to get up here. Don't worry. I came to help._";
	
// _Spike

begintalknode;
	tag = 240;
	state = -1;
	nextstate = 281;
	question = "_Spike";
	text1 = "There is a small kitten here. It seems well-fed. It is also meowing an awful lot. There's a name tag around its neck. It says _Spike._ When you look, it says, _Meow. Mew. Mew. Meow. Meow._";
	text5 = "_Meow?_";
	action = INTRO;

begintalknode;
	state = 281;
	nextstate = 282;
	question = "Pet the cat.";
	text1 = "_Meow. Meow. Meow. Mew. Mew. Mew. Meow._ It's a very noisy kitten. You start to wonder if it ever stops for air.";

begintalknode;
	state = 282;
	nextstate = -1;
	question = "Pet the cat some more.";
	text1 = "It looks very pleased. _Meowmeowmeowmeow! Meowmeowmeow! Meowmeowmeowmeow!_ Eventually, you quit petting it. It looks up at you reproachfully and wanders off.";
	action = END_TALK;

// Eric

begintalknode;
	tag = 480;
	state = -1;
	nextstate = 461;
	question = "Eric";
	text1 = "There is a quiet man sitting at the table. He is drinking a mug of clear river water. When you get close, he looks up at you as if he recognizes you. _Greetings, adventurer. I am Eric._";
	text5 = "Eric takes a long sip of water and then looks up at you again. _Anything else?_";
	action = INTRO;

begintalknode;
	state = 461;
	nextstate = 462;
	question = "_What is your business in New Cotra?_";
	text1 = "_I am here to visit a place._";
	text3 = "_I am here to visit a place. I know you have heard of it. It is called the Bunker._";
	action = DEP_ON_SDF 42 0 0;

begintalknode;
	state = 462;
	nextstate = 463;
	condition = gf(42,0) == 0;
	question = "_What place?_";
	text1 = "_If you look around town, you will find a building you can't enter._";

begintalknode;
	state = 463;
	nextstate = 464;
	question = "_What is it?_";
	text1 = "_I know of you. You are from Unspecified Services. You should know that some knowledge is to be given, and some is secret. This is secret. When you need to know, you will know._";
	text2 = "You notice that Mayor Crisper, behind the bar, is trying to listen to your conversation. He is very interested in the building too.";
	
begintalknode;
	state = 464;
	nextstate = -1;
	question = "_Can we have a hint?_";
	text1 = "He smiles. _Not even that. Excuse me. I need to think about what I need to do here. Good day._";
	action = END_TALK;

begintalknode;
	state = 462;
	nextstate = 465;
	condition = gf(42,0) >= 1;
	question = "_I have been told about the Bunker._";
	text1 = "_Yes. I assist the bunker. I bring needed supplies for their experiments._";

begintalknode;
	state = 465;
	nextstate = -1;
	question = "_What sort of supplies?_";
	text1 = "_Ah, a question. Well, the Bunker is a place of secrets. Rest assured that, when Ostoth creates a weapon, you will know what I brought. Now, if you will excuse me, I need to go and find some rare reagents._";
	text2 = "He finishes his water, stands up, and leaves the pub.";
	action = END_TALK;
	code =
		erase_char(4219);
	break;


