// TOWN DIALOGUE SCRIPT
//    Town 43: New Formello

begintalkscript;

variables;

short i,j,k,r1,choice;


begintalknode;
	tag = 5;
	state = -1;
	nextstate = -1;
	text1 = "Watch out for bugs.";
	text2 = "Not many come out here.";
	text3 = "We're building New Formello.";
	text4 = "Building is going slow.";
	text5 = "The sliths don't help.";
	text6 = "There were some murders.";
	text7 = "Everyone is scared.";
	text8 = "Two miners are dead.";
	action = SPEECH_BUBBLE;
	code =
		cs();
		if (gf(43,9) > 0)
			as(get_ran(1,3,8));
			else as(get_ran(1,1,5));
	break;


// McDonald

begintalknode;
	tag = 40;
	state = -1;
	nextstate = 1;
	question = "McDonald";
	text1 = "You meet a tall, thin, gawky man with curly dark hair. He is polishing the rough stone bar. _I am McDonald. Who are you?_ He has a high pitched, nervous voice.";
	text5 = "McDonald continues to fail to polish the bar. The stone slabs are uneven. All of this was set up very quickly. _What else do you want?_";
	action = INTRO;

begintalknode;
	state = 1;
	nextstate = 2;
	question = "_What do you serve here?_";
	text1 = "_I take care of the food here. That's all I do, so don't get mad at me if anything goes wrong! Lord knows everything is messed up, and I didn't do it!_";

begintalknode;
	state = 1;
	nextstate = -1;
	question = "_Can we get some rations?_";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("McDonald's Rations","McDonald sells fine examples of Avernite cuisine. This means that his goods will sustain life, but not happiness or hope.",11,5,3);
	break;

begintalknode;
	state = 2;
	nextstate = 3;
	question = "_No one said that you did anything. What's the matter?_";
	text1 = "_Everything's behind schedule! Everyone hates each other! Bugs keep attacking! It's not my fault!_";
	text3 = "_Well we were behind schedule, and there were bugs and everything, and that wasn't enough! Now we've had these murders! I didn't do it!_";
	action = DEP_ON_SDF 43 9 0;

begintalknode;
	state = 3;
	nextstate = -1;
	question = "_What's behind schedule?_";
	text1 = "_We were supposed to have all the buildings up by now. That wasn't my job! It wasn't my fault!_";

begintalknode;
	state = 3;
	nextstate = -1;
	question = "_Who hates who?_";
	text1 = "_Some of the humans really hate sliths. They don't want to work together. I have no problem with the lizards, and I wish they could just all get along._";
	text3 = "_Some of the humans really hate sliths. They don't want to work together. I hear you've arranged things so they'll be better, though. I hope it works out._";
	action = DEP_ON_SDF 43 12 2;

begintalknode;
	state = 3;
	nextstate = -1;
	question = "_Tell me about these bug attacks._";
	text1 = "_Those chitrachs have been moving into every cave we can get into, and they grow big and mean. They keep walking up and chomping down on us. Two appear for every one we kill. It's a big mess._";
	text3 = "_Those chitrachs have been moving into every cave we can get into, and they grow big and mean._ He thinks. _Actually, it's not been so bad lately. Someone cleared out the big nest of them to the south. But they'll be back. Oh, yes. They'll be back._";
	action = DEP_ON_SDF 270 2 0;

begintalknode;
	state = 3;
	nextstate = 4;
	condition = gf(43,9) >= 1;
	question = "_Murder? What happened? What's being done to bring the guilty to justice?_";
	text1 = "He looks frantically nervous. _I know nothing about it! Honest! Foley and Thompson went north to survey. We had to go look for them a few days later, because they didn't come back._";
	text2 = "_We found their bodies, and ran for it and called for help. You would have run too! We were afraid of getting attacked by bugs at any moment._";

begintalknode;
	state = 4;
	nextstate = -1;
	condition = has_spec_item(11) > 0;
	question = "_I've explored that cave. There's nobody there now._";
	text1 = "_That's too bad. I liked Foley and Thompson. I wish you could have brought horrible justice to their killers. I hope you still can._";

begintalknode;
	state = 1;
	nextstate = 4;
	question = "_Why are you so nervous?_";
	text1 = "_I ... I'm ... nervous? Yes, I guess I am. Been for a long time. Since ... since ... you know. You know what Avernum does to you._";

begintalknode;
	state = 4;
	nextstate = 5;
	question = "_What does going to Avernum do to you?_";
	text1 = "_It affects people. It makes us all ... funny. The monsters. The dark. I just started shaking when I got sent down and never stopped._";

begintalknode;
	state = 5;
	nextstate = -1;
	question = "_When did you get sent down?_";
	text1 = "_Just before the Empire invaded and they closed off the portal. I was in one of the last groups sent down. For speaking against the Empire. Saying things. Me. Not the rest of the group. Just me. I was sent down for saying things._";

begintalknode;
	state = 1;
	nextstate = -1;
	question = "_I need a room. Can you help me?_";
	text1 = "_Well, we aren't open, but we love to help out Avernite officials. Go ahead and use our unused room to rest._ He points to the east. _It's the room with the unlocked door._";

begintalknode;
	state = 1;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "_Oh. All right. Bye!_";
	action = END_TALK;

// Foley

begintalknode;
	tag = 60;
	state = -1;
	nextstate = 29;
	question = "Foley";
	text1 = "There is a young man with short hair and a broad smile sitting at the table. He is very friendly. _Hi there! I'm called Foley._";
	text5 = "Foley smiles and takes a bitter pull from his mug of mushroom beer. _How may I be of service?_";
	action = INTRO;

begintalknode;
	state = 29;
	nextstate = 30;
	condition = gf(43,9) <= 0;
	question = "_Why are you here in New Formello?_";
	text1 = "He grins and shrugs, setting you at ease. _Well you know, I'm here to help build things._";

begintalknode;
	state = 30;
	nextstate = 31;
	condition = gf(43,9) <= 0;
	question = "_Really. You seem to have your work cut out for you._";
	text1 = "_Oh yes, I'd absolutely love to talk about what I spend all day doing. Stacking bricks on each other. I would really, really love that. I can't get enough of it._ His voice drips with sarcasm, but his expression remains perfectly open and friendly.";
	text2 = "_Maybe I want to hear about somebody else's life. Like maybe I want to hear about your adventures!_";

begintalknode;
	state = 31;
	nextstate = 32;
	condition = gf(43,9) <= 0;
	question = "_Well ok. It all started a while back when we got summoned ..._";
	text1 = "He interrupts you. _You know, come to think of it I don't want to hear about your adventures. I want to talk about other things._ His smile remains undisturbed.";

begintalknode;
	state = 32;
	nextstate = 33;
	condition = gf(43,9) <= 0;
	question = "_What sorts of other things did you have in mind?_";
	text1 = "_Oh, all sorts of things. Just nothing I want to talk about with you._ He pauses, still smiling. _Wait a moment! I know something about magic!_";

begintalknode;
	state = 33;
	nextstate = 34;
	condition = gf(43,9) <= 0;
	question = "_Magic interests me greatly. What do you know of it?_";
	text1 = "_No, I don't really. I'm just trying to make conversation, you big idiot!_ You start to suspect that his friendly manner was not entirely sincere. All of the burly workers laugh at you. You keep from killing him.";

begintalknode;
	state = 34;
	nextstate = -1;
	question = "_Fine. If you won't be social, this conversation is over._";
	text1 = "_Awww. That's soooo sad._ He puts on a fake pout, and the other workers laugh. _I'll just stay here and think how sad it is that the surface explorers don't like me._ He smiles and returns to his drink.";
	action = END_TALK;

begintalknode;
	state = 34;
	nextstate = -1;
	question = "_Why don't you step outside and say that?_";
	text1 = "He doesn't budge. _No, I think I'll just stay in here. You're such big adventurers, I wouldn't want to inconvenience you. You're so important._ The other builders snicker at you. Foley returns to his drink.";
	action = END_TALK;

// Thompson

begintalknode;
	tag = 80;
	state = -1;
	nextstate = 57;
	question = "Thompson";
	text1 = "You meet a tall, burly prospector. He's drinking mushroom beer from a slender glass. _I'm Thompson. But I answer to Buddy._";
	text5 = "Thompson sighs and stares into his murky beer.";
	action = INTRO;

begintalknode;
	state = 57;
	nextstate = 58;
	condition = gf(43,9) <= 0;
	question = "_So, Thompson, how do you keep busy?_";
	text1 = "_Call me Buddy. I've been doing a lot of surveying. That's mainly what I'm up here for._";

begintalknode;
	state = 57;
	nextstate = -1;
	condition = gf(43,9) <= 0;
	question = "_Buddy is sort of an unusual nickname for Thompson._";
	text1 = "He grins wickedly. _Yesss?_";

begintalknode;
	state = 58;
	nextstate = 59;
	condition = gf(43,9) <= 0;
	question = "_So, Buddy, what have you been surveying?_";
	text1 = "_I prefer to be called Thompson._ He looks you up and down and sighs. _Well, I survey the caves around here, mainly. Looking for places to build, and resources, and all those other useful things. Foley and I have been going north lately._";

begintalknode;
	state = 59;
	nextstate = -1;
	condition = gf(43,9) <= 0;
	question = "_Who's Foley?_";
	text1 = "_Sweet guy. You ought to go chat with him._";

begintalknode;
	state = 59;
	nextstate = 60;
	condition = gf(43,9) <= 0;
	question = "_What's north of town?_";
	text1 = "_Lots of little caves and tunnels up there. Very lovely and private. We can't guess what treasure we might find._";

begintalknode;
	state = 60;
	nextstate = -1;
	condition = gf(43,9) <= 0;
	question = "_Is there really treasure up north?_";
	text1 = "He rolls his eyes. _But of course, Avernum's most abundant treasure. Rocks. All we'll find are big piles of rocks. What else, around here?_";

begintalknode;
	state = 60;
	nextstate = 61;
	condition = gf(43,9) <= 0;
	question = "_So few people travel north of town?_";
	text1 = "_Of course. Why would anyone go up there? That area is just right to get eaten up by all sorts of insects._ He seems worried about something.";

begintalknode;
	state = 61;
	nextstate = -1;
	question = "_What's wrong? Does something to the north bother you?_";
	text1 = "He seems irritated by the question. He obviously doesn't want to look scared in front of the other workers. _Sure I hear things sometimes, but so what. Nothing unusual around here. Nothing to worry about._";
	text2 = "He returns to his beer, ignoring you.";
	action = END_TALK;

// Flanagan

begintalknode;
	tag = 100;
	state = -1;
	nextstate = 85;
	question = "Flanagan";
	text1 = "You meet a burly man with a lot of hair and a lot of gut. He looks you up and down as you approach. _I'm Flanagan, with Unspecified Services. Pleased to meet you. Glad you made it up here._";
	text5 = "Flanagan smiles at you. His nice clothes make him look very out of place in this rough village. _Anything else I can help you with? How's the investigation going?_";
	action = INTRO;

begintalknode;
	state = 85;
	nextstate = 86;
	question = "_We're members of Unspecified Services. What are you engaged in currently?_";
	text1 = "_I'm sort of an investigating agent._";

begintalknode;
	state = 85;
	nextstate = -1;
	question = "_Maybe you can tell me, what is Unspecified Services?_";
	text1 = "_You know. Everyone who works for Avernum but doesn't have a specific pigeonhole. Spies. Investigators. Researchers. Important but nonspecific._";

begintalknode;
	state = 86;
	nextstate = 87;
	question = "_Investigating anything interesting?_";
	text1 = "_Well no, I'm too big and loud to be much of a spy. So I wait here. Then, when something goes wrong or gets weird, I'll go look it over and figure out what's going wrong._ He taps his head. _I got more up here than you might think._";
	text3 = "_Well, right now I'm investigating a pair of messy murders. I'm glad you're here. I could use some help._";
	action = DEP_ON_SDF 308 4 0;

begintalknode;
	state = 87;
	nextstate = 88;
	condition = gf(43,9) >= 1 && gf(308,4) >= 1;
	question = "_Has there been any progress in the murder investigation?_";
	text1 = "_Here's what we know. Not long ago, two men here went north to do some surveying. Not long after that, there was an earthquake. Not long after that, they were found in a cave up there, dead. I sure could use another brain to find out what happened._";
	text3 = "_Well, I don't think we'll find out much else about those earlier murders, but I'm waiting here, just in case something else happens._";
	action = DEP_ON_SDF 308 4 4;

begintalknode;
	state = 85;
	nextstate = -1;
	condition = gf(308,4) <= 3 && gf(308,4) >= 1;
	question = "_Anaximander ordered us to confer with you regarding some murders._";
	code =
		run_hardcode(107);
	break;

begintalknode;
	state = 85;
	nextstate = -1;
	condition = gf(308,4) == 4;
	question = "_Did anyone ever find out more information about those murders?_";
	code =
		run_hardcode(107);
	break;

begintalknode;
	state = 87;
	nextstate = -1;
	condition = gf(308,4) == 0;
	question = "_Why have you been sent out here?_";
	text1 = "_Because, sadly, an ugly pair of murders has just happened. You should go to Fort Emergence and talk to Anaximander. I could use some assistance here. I can't give you orders to take time helping me out, but he can._";

begintalknode;
	state = 85;
	nextstate = 89;
	question = "_It looks like there are both sliths and humans working here._";
	text1 = "_Yes, and there has been a bit of strife because of it. Unspecified Services would work to solve the problems, but we have much more important issues to deal with._";

begintalknode;
	state = 89;
	nextstate = -1;
	condition = gf(43,12) >= 1;
	question = "_A slith named Ahsoth asked us to intercede on their behalf._";
	text1 = "_That's all right, I suppose. But remember, your main job is on the surface. You should leave this trivia to others._";
	text3 = "_Yes, and I hear that you did a wonderful job helping them out. But remember, your main job is on the surface. You should leave the trivia to others._";
	action = DEP_ON_SDF 43 12 2;

begintalknode;
	state = 85;
	nextstate = -1;
	condition = has_spec_item(11) > 0;
	question = "_I found this key inside the caves where the murders happened._ (Show it to him.)";
	text1 = "He looks at it carefully. _Interesting. I don't recognize the style of construction. You should show it to Anaximander. He might be able to tell you more about it._";
	text3 = "He looks at it carefully. _Interesting. I don't know anything about it. I will continue to investigate here, but I am not optimistic about learning any more than you have. Good luck in your travels._";
	action = DEP_ON_SDF 308 4 3;

begintalknode;
	state = 85;
	nextstate = -1;
	condition = gf(43,9) >= 1 && gf(308,4) == 0;
	question = "_What has been happening here lately?_";
	text1 = "_Upsetting things. You should go to Fort Emergence and speak with Anaximander. I'm not sure whether I am authorized to tell you what has been happening._";

// McKinley

begintalknode;
	tag = 120;
	state = -1;
	nextstate = 113;
	question = "McKinley";
	text1 = "There is a short, stout woman sitting at the bar, working on her fifth mug of mushroom beer. She looks very uninterested in your presence. _I'm McKinley. Make this quick. OK?_ she grunts.";
	text5 = "McKinley looks over at you and rolls her eyes. _Speak or leave me alone._";
	action = INTRO;

begintalknode;
	state = 113;
	nextstate = 114;
	question = "_Do you work in New Formello?_";
	text1 = "_Yes. I'm a laborer here._";

begintalknode;
	state = 114;
	nextstate = 115;
	question = "_Do you like your job?_";
	text1 = "She turns to you, annoyed. _Look, I'm trying to drink here, OK? You want my time, get me a drink!_";
	text3 = "She turns to you, angry. _Look, two of my friends just got murdered, OK? Idiot!_";
	action = DEP_ON_SDF 43 9 0;

begintalknode;
	state = 115;
	nextstate = 116;
	condition = gf(43,9) >= 1;
	question = "_I'm sorry about your friends._";
	text1 = "_Yeah stuff happens. They went north. I think some bugs got 'em. That's all I know._";

begintalknode;
	state = 116;
	nextstate = -1;
	question = "_What sort of bugs do you think did it?_";
	text1 = "_Chitrachs, they're called. They snuck into Upper Avernum with the humans somehow. That's all I know, OK? Let me get blasted in peace._";
	action = END_TALK;

begintalknode;
	state = 115;
	nextstate = -1;
	condition = 1;
	question = "_There's more I'd like to know._";
	text1 = "_Go bother someone else. Not everyone wants to talk to you all the time. Can't you see I'm busy?_";
	action = END_TALK;

begintalknode;
	state = 115;
	nextstate = 117;
	condition = coins_amount() > 4;
	question = "_Can I buy you a drink?_ (Pay five coins.)";
	text1 = "You buy her another beer. _Thanks. OK. I'll talk to you. Let's make this quick. We're building New Formello. It's a pain. We keep getting attacked. Whaddaya wanna know?_";
	code =
		change_coins(-5);
	break;
	
begintalknode;
	state = 117;
	nextstate = -1;
	question = "_Who is the town being attacked by?_";
	text1 = "_Chitrachs. They're big, nasty bugs. There's tons of them to the south. A huge nest._";
	text3 = "_Chitrachs. They're big, nasty bugs. Things haven't been so bad lately. Someone wiped out the nest of them to the south. That was a relief._";
	action = DEP_ON_SDF 270 2 0;

begintalknode;
	state = 117;
	nextstate = 118;
	question = "_This is New Formello, so where is the original Formello?_";
	text1 = "_There's a Formello down in Avernum. Big city. Never been there. I'm from Dharmon myself._";

begintalknode;
	state = 118;
	nextstate = 117;
	question = "_Where's Dharmon?_";
	text1 = "_That's another town down in Avernum._ She takes a deep swig of beer.";

begintalknode;
	state = 117;
	nextstate = 119;
	question = "_Why is building New Formello a pain?_";
	text1 = "_Well, you try to build a city, from scratch, in the middle of nowhere, with a bunch of dumb lizards to help, while being attacked by bugs all the time, and see how much fun you have!_";

begintalknode;
	state = 119;
	nextstate = -1;
	question = "_Umm, dumb lizards?_";
	text1 = "_Oh, sorry. We have to call them slithzerikai. I forgot. Big deal._ She takes another swig of beer.";
	text3 = "_Sure. You've made things all nicey nice between us and them, I suppose, but I still don't have to like them. They're slow and dumb. Sorry, but if that's what I see, I have to say it._";
	action = DEP_ON_SDF 43 12 2;

begintalknode;
	state = 116;
	nextstate = -1;
	condition = has_spec_item(11) > 0;
	question = "_I explored the cave where they were murdered. I'm trying to find out who killed them._";
	text1 = "For a moment, she looks very tired and very sad. _Well, I guess we appreciate it. We hope you succeed. But we doubt you will. Now please leave me in peace. I need to spend some time remembering them._";
	action = END_TALK;

// Dominique

begintalknode;
	tag = 140;
	state = -1;
	nextstate = 141;
	question = "Dominique";
	text1 = "This small and delicate woman seems a little out of place in this construction site in the middle of nowhere surrounded by hostile monsters.";
	text2 = "She sits at the bar, perfectly at home. She nods to you. _Greetings, fellow Avernites. I am Dominique._";
	text5 = "Dominique smiles. _Perhaps I can still help you?_ She seems eager to chat with a visitor.";
	action = INTRO;

begintalknode;
	state = 141;
	nextstate = 142;
	question = "_What's your job in New Formello?_";
	text1 = "She takes a delicate sip of her mushroom beer. _I spend most of my time on watch duty._";

begintalknode;
	state = 142;
	nextstate = 143;
	question = "_Is that exciting?_";
	text1 = "_Lately, yes. Too much so. I have sharp eyes and a long attention span. I can spot a chitrach from twice as far away as anyone else. That can be the difference between life and death!_";
	text3 = "_I can spot a chitrach twice as far away as anyone else. It's a good thing. I have to be especially on my guard now, after the killings._";
	action = DEP_ON_SDF 43 9 0;

begintalknode;
	state = 143;
	nextstate = -1;
	question = "_What are chitrachs like?_";
	text1 = "_Nasty, nasty creatures. They used to only live down with the vahnatai. Now they're spreading everywhere. I hear someone brought a few of them up to Avernum as an experiment, and they escaped and spread everywhere!_";
	text2 = "_At least that's what I heard. Is it true? Beats me. At least they keep me in a job!_ At that, she raises her mug and takes a hearty swig.";

begintalknode;
	state = 143;
	nextstate = -1;
	question = "_What happens when a chitrach attacks?_";
	text1 = "_A loud alarm sounds. Every moment counts when a chitrach shows up. Everyone needs to be brought inside, and the guards need to run out. A second too slow, and we might lose a worker, and nobody wants that._";

begintalknode;
	state = 143;
	nextstate = 144;
	condition = gf(43,9) >= 1;
	question = "_Know anything about the killings?_";
	text1 = "_They call them murders, but I don't buy that. Foley and Thompson went out. They got careless. They were too slow. A chitrach ate them. End of story._";
	text2 = "_You'll hear lots of weird rumors about magic and evil and stuff, but don't buy it. And the earthquake was just a coincidence!_";

begintalknode;
	state = 144;
	nextstate = 145;
	condition = gf(43,9) >= 1;
	question = "_Earthquake?_";
	text1 = "_A day before the bodies were found, there was a big rumbling, like an earthquake. But that sort of thing happens often enough. Dumb to think there was a connection._";

begintalknode;
	state = 145;
	nextstate = -1;
	question = "_Did the earthquake cause any damage?_";
	text1 = "_Not much. A few walls fell over. The sliths got scared. And there was a rockslide to the north. To the north out of town, that is. About ten, twenty miles in that direction._";

begintalknode;
	state = 146;
	nextstate = -1;
	question = "_Sounds interesting. Where were the bodies found?_";
	text1 = "She jerks her thumb at the man sitting at the table by the door. _Ask that Flanagan guy. He showed up and asked all sorts of questions. He can tell you where to go._";

begintalknode;
	state = 141;
	nextstate = -1;
	question = "_How goes the work building New Formello?_";
	text1 = "_Well, it is going. Can't say much more than that. There have been more slowdowns than you can imagine, but the work continues._";
	text3 = "_Well, it is going. Can't say much more than that. I hear, by the way, that you're trying to straighten things out between the sliths and the humans. If you do, remember, Commander Ace is gruff, but she's a woman of her word._";
	action = DEP_ON_SDF 43 12 1;

begintalknode;
	state = 141;
	nextstate = -1;
	condition = gf(0,11) == 1;
	question = "_Say, I met someone in Krizsan named Benedict. Know him?_";
	text1 = "Her eyes light up. _We're near Krizsan? You've met Benedict? Please tell him I'm well and I'll return to the surface as soon as I can!_ After you spend a few minutes answering her questions, she gives you a kiss on the cheek. _Thank you!_";
	text2 = "_Yes, as I said before. Thank you for telling me that he's all right, and please tell him that I'm well._";
	code =
		if (gf(43,13) == 0) {
			sf(43,13,1);
			rs(2);
			}
			else rs(1);
	break;

// McCullouch

begintalknode;
	tag = 160;
	state = -1;
	nextstate = 169;
	question = "McCullouch";
	text1 = "There is a short man with short hair on his hands and knees here, cementing stone floor tiles. He looks up at you and cocks his head. _I am McCullouch. Welcome to my work place._";
	text5 = "McCullouch places some mortar between two floor tiles and slowly, lovingly smoothes it out. _Watch your step. I want this floor to be perfect._";
	action = INTRO;

begintalknode;
	state = 169;
	nextstate = 170;
	question = "_What are you doing?_";
	text1 = "_I am assembling a floor, as you can see. Alone._";

begintalknode;
	state = 170;
	nextstate = -1;
	question = "_Looks like demanding work._";
	text1 = "_And rewarding work. I'm good at it. You see, someday, it will be walked on constantly. I can relate._";

begintalknode;
	state = 170;
	nextstate = 171;
	question = "_Are you supposed to have help?_";
	text1 = "_Yes. Normally, there would be a slith named Ahsoth helping me. However, it is absent, as you can see._";

begintalknode;
	state = 171;
	nextstate = 172;
	question = "_Do you know why Ahsoth is absent?_";
	text1 = "_Normally, one might be inclined to take this as evidence of the laziness of slithzerikai, especially considering how often it has been happening lately. And how lousy the work they've been doing has been._";
	text2 = "_However, I'm sure you wouldn't come up with the idea that the sliths are just big dumb lizards. That wouldn't be a conclusion we would come to, right?_";

begintalknode;
	state = 172;
	nextstate = -1;
	question = "_You don't like the sliths, do you?_";
	text1 = "He takes a good, long look at the slith in your group. _Why no. I love sliths. I'd love nothing more than for my sister to marry one. I wouldn't say anything bad about them with an armed one here. No way._";
	text3 = "_No, I don't. Not a bit. I'm glad that you don't travel with them. There's been a lot of mixing lately, between them and the humans, and I don't like it. I just don't trust them._";
	text4 = "_Now excuse me. More tiles to lay. Lots of tile._";
	code =
		if (species_in_party(3))
			remove_string(3);
			else remove_string(1);
	break;

// Ahsoth

begintalknode;
	tag = 180;
	state = -1;
	nextstate = 197;
	question = "Ahsoth";
	text1 = "There is a muscular slithzerikai standing on a mat. It looks like it's meditating. When you approach, he comes out of it and looks at you with unblinking eyes. _I am Ahsoth. Greetingsss to you, human._";
	text5 = "Ahsoth nods lazily. You notice how cold it is in the room. Sliths are cold-blooded. They hate cold. _How can I assissst?_";
	action = INTRO;

begintalknode;
	state = 197;
	nextstate = 198;
	question = "_May I ask what your job is?_";
	text1 = "His face remains expressionless but his eyes are filled with fury. _I wasss sent here by my people as a gesture of peace to humanssss. I help them build this city._";
	text3 = "His face remains expressionless. _You know well enough. We buildsss things. It has been hard. But you help usss, and now things may be better._";
	action = DEP_ON_SDF 43 12 2;

begintalknode;
	state = 198;
	nextstate = -1;
	question = "_Why was a gesture of peace necessary?_";
	text1 = "_Not long ago, our two peoplesss warred, but now we have a sort of peace, and work together. We asssked to help you build this place, and some of usss came up here to help build this city._";

begintalknode;
	state = 198;
	nextstate = 199;
	question = "_You sound unhappy with your work._";
	text1 = "_We slithsss are not used to buildings. Cavesss are our natural homes. We only started making building not long ago, and we are unused to the work. The humansss do not understand thisss._";

begintalknode;
	state = 199;
	nextstate = 200;
	question = "_Humans can be slow to understand._";
	text1 = "_Maybe many humansss are good. You have a slith who fightsss to help humansss, so humansss not all bad. But humansss here call us lazy, and stupid, and insssult usss as we work. And lately, they keep it always so cold._";
	text3 = "_Maybe many humansss are good, so our leadersss say. But humansss here call us lazy, and stupid, and insssult usss as we work. And lately, they keep it always so cold._";
	code =
		if (species_in_party(3))
			remove_string(3);
			else remove_string(1);
	break;

begintalknode;
	state = 200;
	nextstate = 201;
	question = "_I'm sorry to hear that. Does the cold bother you?_";
	text1 = "_We slithsss are, as you call it, cold-blooded. We need much heat, but the humansss do not create it. There are fewer firesss now, and we are alwaysss cold. This only worsens problem!_";
	text3 = "_It bothersss usss as alwaysss. Ace promisesss to get wood and bring heat, but it takess time. Still, she is a woman of her words. We are patient and wait. It will be better._";
	action = DEP_ON_SDF 43 12 3;

begintalknode;
	state = 201;
	nextstate = -1;
	question = "_How does it make the problem worse?_";
	text1 = "_When we are cold, we slow down, and they call usss lazier. And think we deserve less heat, which makes us slower still, and so it goes. We complain, but they do not listen._";
	text2 = "_Oh, we long to return to our home. We will share with our leaders the other side of their beloved humanssss._";

begintalknode;
	state = 201;
	nextstate = -1;
	condition = gf(43,12) <= 1;
	question = "_Maybe I can help you. I can talk to the humans for you._";
	text1 = "_Commander Ace is the leader here. If anyone could help, she could. I do not think you can help, but I appreciate the effort._";
	text2 = "_You are welcome to keep trying. But, as I said, I do not think you can help. The humans mistrust and dislike usss, and I do not think it will change. If anyone can help, though, it is Commander Ace._";
	code =
		if (gf(43,12) == 0) {
			sf(43,12,1);
			rs(2);
			}
			else rs(1);
		toggle_quest(23,1);
	break;

begintalknode;
	state = 197;
	nextstate = -1;
	condition = gf(43,12) == 2;
	question = "_Commander Ace said that, if we destroy some chitrachs to the south, she will get you more heat._";
	text1 = "His head drops. _I figured asss much. Plenty of soldiers have tried to wipe those bugsss out. Much bravery. No success. There are multitudesss. Still, it was nice of you to try._";

begintalknode;
	state = 197;
	nextstate = -1;
	condition = gf(43,12) == 3;
	question = "_I did it! As soon as wood can be gathered, Commander Ace will give you more heat!_";
	code =
		run_hardcode(7);
	break;

begintalknode;
	state = 197;
	nextstate = -1;
	condition = gf(43,12) >= 4;
	question = "_Have you gotten new heat yet?_";
	text1 = "_Commander Ace is a woman of her word, but her speed isss not all I could hope for. Still, I believe that, one day, thingsss will improve. Thanks to you._";

// Hsska

begintalknode;
	tag = 200;
	state = -1;
	nextstate = 225;
	question = "Hsska";
	text1 = "There is a slith curled up here. He's clearly miserable and almost completely dormant. When you speak to him, he raises his head weakly and looks at you. _Hsska,_ he whispers. You notice that there are stone-working tools scattered about him.";
	text5 = "Hsska moans quietly. He's so cold that he can barely move, and his tools remain unused. The small fire in front of him does very little to ward off the pervasive chill.";
	action = INTRO;

begintalknode;
	state = 225;
	nextstate = 226;
	question = "_Are you ok?_";
	text1 = "He sighs, a long, drawn out hissing sound. _Alwaysss so cold here. Can't do what they want._";

begintalknode;
	state = 226;
	nextstate = 227;
	question = "_The cold is doing this to you?_";
	text1 = "_Alwaysss so cold. They won't build firesss. In Gnass, we alwaysss had fires. Many fires._";

begintalknode;
	state = 226;
	nextstate = 228;
	question = "_What do they want from you?_";
	text1 = "Its voice is very quiet. You have to struggle to hear it. _Cutting ssstone. Sssstacking stone. Making wallssss. Not good work for a slith. I make statuesss._";

begintalknode;
	state = 227;
	nextstate = 226;
	question = "_Where is Gnass?_";
	text1 = "_Our beautiful city, far below. In lower landsss. Volcanoesss in lower lands. Makess it hot. Heat good._";

begintalknode;
	state = 228;
	nextstate = 229;
	question = "_So you are a sculptor?_";
	text1 = "_Statues are noble thingsss for a slith to build. Remember our ancestorsss. Create beauty. I am also a priessst, and the statuesss are part of the faith. And I wish to go home now._";

begintalknode;
	state = 229;
	nextstate = -1;
	question = "_Why don't you just leave and go home?_";
	text1 = "A dreamy look appears in its reptilian eyes. However, it says nothing.";

begintalknode;
	state = 229;
	nextstate = 230;
	question = "_Did you say that you're a priest?_";
	text1 = "_Yessss. But I have no energy to do thingsss and heal here. I cannot guide or help. I am sssad._";

begintalknode;
	state = 230;
	nextstate = -1;
	condition = 1;
	question = "_Why don't you come travel with me? We're going to warm places._";
	text1 = "_No. I can't. Not now. Even weak, I can guide and provide wisssdom. Until the crisisss of the slithsss here has ended, I can't leave with honor. We swear we help. So we will help._";

begintalknode;
	state = 230;
	nextstate = -1;
	condition = gf(43,12) >= 3;
	question = "_Would you like to come travel with us? Your people here are safe. Ace will give them more warmth._";
	text1 = "_Now I mussst ssstay. Can help. Will help. We swear we help. So we will help._";

begintalknode;
	state = 225;
	nextstate = 231;
	question = "_Do you make statues?_";
	text1 = "He shivers. _Yesss. Slithsss love to have statuesss. We help remember and honor with them. And we honor our godsss with them as well._";

begintalknode;
	state = 231;
	nextstate = 232;
	question = "_What sort of statues do you make?_";
	text1 = "_Holy onesss. I am a priest and stone worker._ He stops to shiver a bit, and then continues. _The work focusesss my holy thoughtsss. But I am not wanted here._";

begintalknode;
	state = 232;
	nextstate = -1;
	question = "_Why not?_";
	text1 = "_The humansss do not respect our wanting the statuesss. They just want buildings but no statuesss. They want a town with no soul. A bad place for slithzerikai._";

begintalknode;
	state = 230;
	nextstate = -1;
	question = "_OK. Well, good luck to you._";
	text1 = "_I thank you for your kindness._";
	action = END_TALK;

// Commander Ace

begintalknode;
	tag = 240;
	state = -1;
	nextstate = 401;
	question = "Commander Ace";
	text1 = "This woman is middle-aged, but she walks with the stride and confidence of a warrior half her age. The steel sword at her side looks well worn. _My name is Ace. But you can call me Commander Ace._";
	text5 = "Ace watches you. She knows how important you are to Avernum now, but she's decided that she doesn't care. _Speak or leave me be._";
	action = INTRO;

begintalknode;
	state = 401;
	nextstate = 402;
	question = "_How fares New Formello?_";
	text1 = "_I oversee the defense of this town, and believe me, there have been nothing but troubles._";
	text3 = "She smiles. _Much better, now that there's less chitrach activity. Why, the rate of construction has increased greatly of late! However, despite your help, the troubles never end._";
	action = DEP_ON_SDF 270 2 0;

begintalknode;
	state = 402;
	nextstate = 403;
	question = "_What sort of troubles?_";
	text1 = "_Well, it's bad enough that there's ten chitrachs out here for every one of us, hungry for blood. But then there were problems with the sliths they sent to make up half our work force._";
	text3 = "_Well, first there were the problems with the chitrachs and the sliths, and now we have a murder investigation to deal with!_";
	action = DEP_ON_SDF 308 4 0;

begintalknode;
	state = 401;
	nextstate = -1;
	question = "_Ace is an unusual name._";
	text1 = "_It's not my real name. I chose it. It fits me. Just don't forget. It's Commander Ace to you._";

begintalknode;
	state = 403;
	nextstate = -1;
	question = "_What are chitrachs?_";
	text1 = "_They're big evil bugs. Migrated up here from Avernum. You don't want to know more. They're nasty._";
	text3 = "_They're big evil bugs. Migrated up here from Avernum. I know you killed a lot of them, but there's more where they came from. We can't let our guard down, or they'll be back in force._";
	action = DEP_ON_SDF 270 2 0;

begintalknode;
	state = 401;
	nextstate = 404;
	condition = gf(43,9) >= 1 && gf(308,4) >= 1;
	question = "_We were sent to investigate some murders. What do you know about them?_";
	text1 = "_Simple enough. Foley and Thompson went out to survey. Now they're dead. The bodies are in a cave up to the north, but nobody wants to go up there. Can't blame them._";
	text2 = "_I know nothing more about it, really, You should talk to that big-shot Flanagan guy._";

begintalknode;
	state = 404;
	nextstate = -1;
	condition = gf(43,9) >= 1 && gf(308,4) >= 1;
	question = "_Tell us more about Flanagan?_";
	text1 = "_He's Unspecified Services._ She looks you over you with distaste. _Like you. Come up from Fort Emergence to make everything all better. He's probably at the inn. Talk to him. We're busy trying to build a city._";

begintalknode;
	state = 403;
	nextstate = 405;
	question = "_What's wrong with the sliths?_";
	text1 = "_Now don't get me wrong. I got no problems with those lizards. They just shouldn't be here. They need lots of heat, and if we sent people out to forage stuff to burn, they'd be eaten by chitrachs! Plus, they're terrible laborers!_";
	text3 = "_Now don't get me wrong. I got no problems with those lizards. They just shouldn't be here. Still, maybe with more heat, they will start to perform better. I have hope. So far, they've been terrible laborers._";
	action = DEP_ON_SDF 43 12 2;

begintalknode;
	state = 405;
	nextstate = 406;
	question = "_Why do you say that?_";
	text1 = "_The lizards only started making buildings a few years ago, and they just don't have the knack! Plus, they keep insisting on putting statues up everywhere! They refuse to work unless they can make statues!_";

begintalknode;
	state = 406;
	nextstate = -1;
	question = "_Why do they insist on making statues?_";
	text1 = "She spits in irritation. _It's some religious thing. They can't make a city without statues. Look, I got nothing against them personally. They just shouldn't be here now!_";

begintalknode;
	state = 401;
	nextstate = -1;
	condition = gf(43,12) == 1;
	question = "_We talked to a slith named Ahsoth. He says that the sliths need more warmth to function._";
	text1 = "Ace shrugs. _And? There are too many chitrachs out there for us to gather wood. If it were different, I would be willing to give the sliths more heat to see if it would help._ ";
	text2 = "She thinks. _Actually, you might be able to help me. There is a massive chitrach infestation in the tunnels to the south. If you could eliminate it, then we could see our way clear to send out wood gatherers._";
	action = SET_SDF 43 12 2;

begintalknode;
	state = 401;
	nextstate = -1;
	condition = gf(43,12) == 2 && gf(270,2) == 0;
	question = "_Will you give the sliths more heat?_";
	text1 = "_Quid pro quo, friend. You destroy the chitrachs to the south, and it will be safe enough for us to gather wood._";

begintalknode;
	state = 401;
	nextstate = -1;
	condition = gf(43,12) == 2 && gf(270,2) >= 1;
	question = "_We destroyed those chitrachs. Make good on your end of the bargain. Give the sliths more warmth._";
	text1 = "She smiles. _Well, that is more than a fair trade. Less bugs means less work. It will take time to get the wood here, but I will gladly keep up my end of the bargain. Tell Ahsoth that his people will get more heat soon._";
	action = SET_SDF 43 12 3;

// Dossor

begintalknode;
	tag = 460;
	state = -1;
	nextstate = 429;
	question = "Dossor";
	text1 = "You meet a big, burly slith, skin dry from the heat of his forge. _I am Dossor. Welcome to my shop._ He holds a huge pair of steel tongs in a large, clawed hand.";
	text5 = "Dossor waits, massive hammer in hand, to see what you have to say. His reptilian skin is thick, but not thick enough to disguise the massive muscles underneath.";
	action = INTRO;

begintalknode;
	state = 429;
	nextstate = 430;
	question = "_What sort of shop is this?_";
	text1 = "_I am the blacksssmith for this new city. I run the first shop here._";

begintalknode;
	state = 430;
	nextstate = 431;
	question = "_Congratulations on being first._";
	text1 = "_Thank you. This is the first working shop in New Formello. It is necessary because the people here need metal goods to build the city._";
	text2 = "_Also, I provide a good place for slithssss to come and meet._";

begintalknode;
	state = 431;
	nextstate = -1;
	question = "_What sorts of metal goods can you make?_";
	text1 = "_Hammers and axes and weapons to fight monsters. I also have weapons for purchase by passerss by. Like you._";

begintalknode;
	state = 429;
	nextstate = -1;
	question = "_May I purchase something from you?_";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Dossor the Smith","Dossor makes human tools and weapons. He's not used to making them, but he does the best he can.",12,4,3);
	break;

begintalknode;
	state = 431;
	nextstate = 432;
	question = "_Ah, so this is the slith meeting spot._";
	text1 = "_We slithsss were sent here by our people as a peace gesture to humans. It was a very difficult idea._";

begintalknode;
	state = 432;
	nextstate = 433;
	question = "_Why was it difficult?_";
	text1 = "_It is too cold for us here, except in my forge. The humansss do not like usss and we are ill-suited to the work. When the city is done most of us will return home._";
	text2 = "_But alasss, few will have anything happy to say about the experience. Little peace came from this._";

begintalknode;
	state = 433;
	nextstate = -1;
	condition = gf(43,12) >= 1;
	question = "_We have told Ahsoth that we will try to improve the situation._";
	text1 = "_I know, and it saddensss us that we must count on humansss to solve slith problems._";
	text3 = "_Yesss, and you have done so. But all you have done is gotten the humansss here to give usss what we were due all along. It is not justice._";
	action = DEP_ON_SDF 43 12 3;

begintalknode;
	state = 429;
	nextstate = -1;
	condition = 1;
	question = "_I would like to sell something._";
	text1 = "You conclude your business.";	
	code = 
		begin_sell_mode();
	break;

begintalknode;
	state = 429;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "_I wish you peace then, Avernite._";
	action = END_TALK;

