// dlg.txt

begintalkscript;

variables;

short i;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(145,1) == 0;
	question = "special";
	text1 = "There is a small stone keep just ahead, a short hike from the food depot and the Castle. It's recent construction. The fort is small, but the walls are high and very thick. The sort of walls meant to contain a powerful explosion.";
	text2 = "There is powerful magic going on inside the fort. You sense it easily. Nobody could miss it. Your hair stands on end. Your skin itches. There is a constant, high-pitched whine, clearly audible no matter how hard you try to shut it out.";
	text3 = "You feel very fortunate that you spent your first year in the army in the food depot. Being near here for that long would drive you mad.";
	action = SET_SDF 145 1 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(145,2) == 0;
	question = "special";
	text1 = "You enter the Portal Keep. It is very cramped inside. Since the walls had to be so thick and resources were so scarce, it was deemed practical to keep the fort as small as possible. Thus, the portal looms over everything.";
	text2 = "You can see the portal just ahead to the south. It casts a sickly blue light over everything nearby. The constant whine is much louder here, and your skin itches even more. The magical field here is powerful and relentless.";
	text3 = "And yet, you need to learn how to use the thing. The guards point you to the western building. _Ahsss. Go there. That'sss where the Portmaster is._";
	action = SET_SDF 145 2 1;
	code =
		remove_quest_mark(341,650,0);
		mark_quest_dest(339,657,0,14);
	break;
	
begintalknode 3;
	state = -1;
	nextstate = -1;
	condition = get_sdf(145,3) == 0;
	question = "special";
	text1 = "You are almost to the portal. A ring of charged crystals surrounds it, feeding it energy and keeping it stable. Soon, it will disintegrate you, take the scattering of particles, fling them across Avernum, and reassemble them.";
	text2 = "At least, that is the theory. The basement of the food depot is looking better all the time.";
	action = SET_SDF 145 3 1;

begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = get_sdf(145,4) == 0;
	question = "special";
	text1 = "There is a large workshop under the fort. The thick stone overhead shields you from most (though not all) of the distracting effects of the portal.";
	text2 = "There is a crystal spire in the depression in front of you. Odd devices surround it. Flickers of energy travel from them into the spire, charging it. When one of the crystals above finally shatters from overuse, this stone will replace it.";
	text3 = "Alas, portals are infamous beacons for shades and similar creatures, parasites drawn by the presence of lingering magic. Such an infestation has taken root here.";
	text4 = "You can see several shades flitting in the shadows to the south. The stone servants wander among them, performing their menial tasks, unnoticed and unharmed. Other work here will be interrupted until they are destroyed.";
	action = SET_SDF 145 4 1;

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = get_sdf(145,5) == 0 && gf(145,7) == 0 && gf(145,8) == 0;
	question = "special";
	text1 = "This wall was hurriedly erected to isolate these workshops from the rest of the tunnel network. The builders wanted to keep pests out.";
	text2 = "And probably a good thing. When you get close to the wall, you feel a chill, as if there is some hostile presence on the other side. Looking for a way in.";	
	action = SET_SDF 145 5 1;

begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = get_sdf(145,6) == 0;
	question = "special";
	text1 = "Someone has gathered a bunch of bones, animal and goblin, and dumped them in this little clearing. Unfortunately, long exposure to the ambient magical fields has had an effect on them.";
	text2 = "When you get close, some of them start to shift around. And then knit together. And then rise, shambling awkwardly toward you.";
	action = SET_SDF 145 6 1;
	code =
		activate_hidden_group(31);
	break;
	
begintalknode 7; // proj lobber
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You inspect this device. It's quite intricate and interesting. It absorbs the ambient magical energy from these tunnels, concentrates it, and pours it into the crystal in the center.";
	text2 = "Not all places have strong natural magical energy, but such locations are far more common in Avernum.";

begintalknode 8; // inactive proj
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You inspect this magical device. It is inert and covered with dust, probably waiting for someone to repair it.";

begintalknode 9; // stone sevrnat
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "This is a stone servant, a magical simulacrum made to carry out menial tasks. They are frequently used in places like this, where the environment would be very harmful to living things.";
	text2 = "It doesn't talk or react to your presence. It lacks the capacity to think. It mindlessly performs the task it was created for.";

begintalknode 10;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "The portal pushes you away when you get close to it. Probably a good thing.";
	text2 = "(Once Portmaster Bronner explains how to use the portal, walk close to it to enter.)";
	
begintalknode 11;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "When you get close to the portal, the magical energy pushes you back. You try again. You are pushed back again.";
	text2 = "Odd. Maybe there is someone in charge here who can explain what's going on.";		

begintalknode 12;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "As you engage this powerful shade in battle, the crystals around it begin to glow and pulse with energy. Perhaps the shade was attracted to these stones. Or maybe they created it.";
	text2 = "Either way, wisps of light begin to emerge from the crystals. They float toward you, little sparks of lightning flying from them in all directions.";

begintalknode 13;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "The sign says:";
	text2 = "  Castle - Northeast";
	text3 = "  Portal Keep - Southwest";
	text4 = "  Castle Food Depot - East";
	
begintalknode 14;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "The obelisk says:";
	text2 = "  PORTAL KEEP";
	text3 = "  Unauthorized Visitors Forbidden";
	text4 = "  Warning! High Magical Radiation! Report All Unexpected Bodily Changes!";
	
begintalknode 15;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "The sign says:";
	text2 = "  ARRIVAL PAD";
	text3 = "  Do not stand on pad!";
	text4 = "  Move to distance when lights appear!";
	
begintalknode 16;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "There is a mage standing by this passage, staring with disapproval at the shades flitting to the southwest. When she sees you, she says, _What? Someone is finally here to help? There they are. Get rid of them._";	
	text2 = "You try to ask her what she is doing down here, but she's having none of it. _First get rid of the pests. Then we can talk._";
	
begintalknode 17;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "This private is a massive slithzerikai. He is young, but his scales are dry, cracked, and fading. The portal is not good for him. Hopefully, for his sake, he will be transferred away soon.";
	text2 = "When you approach him, he points at the building to the southwest. _Hssss. The Portmaster is in there. Issss where you go._";
	
begintalknode 18;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "The Portal Keep is defended by several magical sentinels. They are stone figures, with crystals for eyes and long sharp blades on their hands. The air around them is warm. They are remarkable pieces of magical engineering.";
	text2 = "They stand perfectly still, doing nothing to react to your presence. They must be activated by vocal commands. Hopefully, the magical radiation from the portal won't do anything to unhinge them.";
	
begintalknode 19;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "You stumble away from the portal, dazed. Your last memory of Formello is hordes of angry slithzerikai, smashing the pylon as you were pulled away. Using the portal to return will not be an option.";
	text2 = "The guards stare at you as you walk off of the landing pad. Filthy, wounded, exhausted, but alive. The rumors of what you might have achieved will probably start seconds after you leave the fort.";
	text3 = "You turn back and look at the pad, wondering if, somehow, Kerrorr will find a way to make it through. She doesn't. It is tragic, but she does get what she wanted. A noble death, and vengeance for her people.";
	text4 = "But now it is time for celebration. It is time to return to the Castle and report news of your triumph.";
	code =
		if (gf(41,29) == 0)
			rs(3);
	break;
//

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Sage Angela";
	text1 = "Now that the workshop is clear of pests, the mage has gotten back to work. There is a lot of it to do. Keeping the machines calibrated. Mixing up various alchemical concoctions. Watching for more shades.";
	text2 = "When she sees you, she says, _Thank you for your help I ..._ She puts her hand to her temple. _Sorry. Being down here always gives me headaches. Thanks for the help._";
	text3 = "_I am Sage Angela. I can take a moment off from my work, if needed. What do you want?_";
	text5 = "Sage Angela speaks with you, talking loudly to be heard over the sounds of the machinery. She frequently has to take a moment to stop talking and press her hands against her temples.";
	code =
		if (gf(145,20) == 0) {
			rs(5);
			sf(145,20,1);
			}
			else {
				rs(1); rs(2); rs(3);
				}
	break;

begintalknode 31;
	state = 30;
	nextstate = 31;
	condition = 1;
	question = "What are you doing down here?";
	text1 = "She waves at all of the contraptions and small workshops. _I keep all this running. Alone. Everything that keeps the portal upstairs stable._";
	text2 = "_I should be at the Great Portal. But they say I'm needed here._";

begintalknode 32;
	state = 30;
	nextstate = 32;
	condition = 1;
	question = "How is your head?";
	text1 = "_It hurts. It always hurts. It's been getting worse and worse. But I still have a few weeks left in my stint here. Then I'm off._";

begintalknode 33;
	state = 30;
	nextstate = 34;
	condition = 1;
	question = "Tell me about the shades.";
	text1 = "_The portal attracts them. Or makes them. We aren't sure which. Rest assured that Avernum's finest magical technicians are hard at work on the problem._";
	text2 = "_And the ones you killed weren't even the worst of them._";
	text3 = "_Thank you, by the way, for getting rid of the nasty one. That one was a real worry._";
	code =
		if (gf(145,12) > 0)
			rs(2);
			else rs(3);
	break;
	
begintalknode 34;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "What actually needs doing?";
	text1 = "_The portal needs to be fed. With energy._ She winces and rubs her temples for a moment. _We draw the power from crystals in the stone below us, and refine it, and ..._";
	text2 = "She shakes her head. _It's complicated. Just take my word for it. I keep things running._";
	
begintalknode 35;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "Tell me about the Great Portal.";
	text1 = "_It's the largest portal in Avernum, our lifeline to the surface. Everything depends on it. And they're overworking it, if you ask me. And so many people around ... The possibilities for sabotage ..._";
	text2 = "_I should be there. It's more important than here._";
	text3 = "_Everyone we can possibly spare should be there trying to rebuild it. Even with all our efforts, it might take years. Too long. It is the most important thing. But instead I'm here. Helping you._";
	action = DEP_ON_SDF 170 1 10;
	
begintalknode 36;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "Is there any way I can help you?";
	text1 = "_More than you have already? I don't ... Don't ... Oh, my head. If only someone could help ... Ah! I do have something you could do!_";
	text2 = "_I need small crystals. About the size of your fist. But flawless. Flawless little crystals. I can make them into lenses. But they are rare. Quite rare. I can't pay you as much as merchants might, but I can offer other rewards._";
	code = 
		set_flag(145,13,1);
		toggle_quest(61,1);
	break;
	
begintalknode 37;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "Off?";
	text1 = "_Nobody works near a portal for too long now before they get transferred away. It's to keep the portals from, you know, killing us._";

begintalknode 38;
	state = 32;
	nextstate = 33;
	condition = 1;
	question = "Will you go to another portal?";
	text1 = "_No! My skills should be used keeping the portals together, but I won't be anywhere near one. It's the rules. I'll probably be sent to fight sliths in the Eastern Gallery or something._";
	text2 = "_I should ... Should be at a portal._";

begintalknode 39;
	state = 33;
	nextstate = 30;
	condition = 1;
	question = "Even after all the pain it causes you?";
	text1 = "_Yes, there is that. But, sometimes, when you listen carefully ..._ She gets a wistful look in her eyes. _The sounds ... Sounds the portals make ... They are beautiful._";
	text2 = "She snaps out of it. _Sorry. Portals. What else did you want?_";

begintalknode 40;
	state = 34;
	nextstate = -1;
	condition = gf(145,12) == 0;
	question = "Where is the worst shade?";
	text1 = "_You'll have to talk to the Portmaster about that one. He's the one who can unlock the gate._";

begintalknode 41;
	state = 30;
	nextstate = -1;
	condition = gf(145,13) == 1 && party_has_item(214) == 0;
	question = "I don't have any flawless crystals.";
	text1 = "_Not surprising. They are very scarce._";

begintalknode 42;
	state = 30;
	nextstate = -1;
	condition = gf(145,13) == 1 && party_has_item(214) > 0;
	question = "I have some flawless crystals. (Sell one to her.)";
	text1 = "Sage Angela takes the crystal, nods approvingly, and counts out a small pile of coins for you. _Not as good as you would have gotten from a merchant, of course, but it will keep your portal running._";
	text2 = "She also takes another crystal out of her pocket and hands it to you. _Someone brought this one to me. Couldn't use it. Too much residual magic. But it might be helpful to you._";
	text3 = "_Since you have given us so many resources, the Portmaster wants me to give you a more valuable reward. I wanted to maintain the resources, but his mind has been addled by close exposure to the portal. So. Here._";
	text4 = "She pulls a charm out of her pouch and stuffs it into your hand.";
	action = REUSABLE;
	code =
		clear_strings();
		take_item(214);
		change_coins(30);
		award_party_xp(50,average_level());
		as(1);
		inc_flag(145,14,1);
		if ((gf(145,15) == 0) && (gf(145,14) > 1)) {
			sf(145,15,1);
			as(2);
			reward_give(241);
			}
			else if ((gf(145,15) == 1) && (gf(145,14) > 3)) {
				sf(145,15,2);
				as(2);
				reward_give(243);
				}
			else if ((gf(145,15) == 2) && (gf(145,14) > 5)) {
				sf(145,15,3);
				as(2);
				reward_give(244);
				}
			else if ((gf(145,15) == 3) && (gf(145,14) > 7)) {
				sf(145,15,4);
				as(2);
				reward_give(242);
				}
			else if ((gf(145,15) == 4) && (gf(145,14) > 10)) {
				sf(145,15,5);
				as(3);
				as(4);
				reward_give(374);
				}
	break;
begintalknode 31;
	state = 30;
	nextstate = 31;
	condition = 1;
	question = "What are you doing down here?";
	text1 = "She waves at all of the contraptions and small workshops. _I keep all this running. Alone. Everything that keeps the portal upstairs stable._";
	text2 = "_I should be at the Great Portal. But they say I'm needed here._";
	

	
//

begintalknode 50;
	state = -1;
	nextstate = 50;
	condition = 1;
	question = "Name";
	text1 = "You enter this office and meet the mage within. He is a native Avernite, well-fed and calm. The radiation from the portal hasn't started to wear him down yet.";
	text2 = "Before you can say anything, he leaps to his feet. _Finally! Someone has been sent to help us. I'm Portmaster Bronner, and I've been trying to get aid from the Castle for weeks._";
	text3 = "He looks you over. _A bit less than I expected. But you should manage._";
	text5 = "The Portmaster looks up at you from his desk. It takes a moment for him to focus on you. The constant hum from the portal makes it very difficult to concentrate.";
	text6 = "_Yes? Yes? What is it?_";
	action = INTRO;

begintalknode 51;
	state = 50;
	nextstate = 51;
	condition = gf(145,19) == 0;
	question = "I am here to learn how to use the portal.";
	text1 = "_What? You mean you want ... Oh, no! I need a soldier. I have a soldier. Help me out, or I won't tell you a thing. You can try using the portal without instructions. And you'll get where you're going without an arm. Hah!_";

begintalknode 52;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "You want me to do something?";
	text1 = "_Yes. We have an infestation of wisps downstairs. Nothing dangerous, but the sentinels aren't bright enough to go hunting. So I need soldiers. I have you._";
	text2 = "_Go down there and destroy my shades. And I'll teach you how to use the portals. Go!_";
	action = END_TALK;
	code =
		sf(145,19,1);
		toggle_quest(62,1);
	break;
	
begintalknode 53;
	state = 50;
	nextstate = -1;
	condition = gf(145,19) > 0 && gf(145,9) < 7;
	question = "I still need to use the portal.";
	text1 = "_You need to destroy my wisps! That's what you need to do! What's the use of having control of the portal if I can't use it to get the help I need? Go!_";
	action = END_TALK;
	
begintalknode 54;
	state = 50;
	nextstate = -1;
	condition = gf(145,19) == 1 && gf(145,9) >= 7;
	question = "I destroyed your wisps.";
	text1 = "Bronner nods. _Good. Good. That was simple enough, wasn't it? A fair trade for use of the portal, yes? Yes. Now I can teach you to use the portal. Yes._ He waves his hand as if to bat away something near his face.";
	text2 = "_It's a rare privilege. This is one of the best, stablest portals in Avernum._";
	code =
		sf(145,19,2);
		toggle_quest(62,3);
		award_party_xp(200,8);
	break;
	
begintalknode 55;
	state = 50;
	nextstate = 55;
	condition = gf(145,19) > 1 && gf(170,2) == 0;
	question = "Teach me how to use this portal.";
	text1 = "He sighs, regretfully preparing to surrender his leverage over you. _It is simple. You go outside and approach the portal. Walk up to it slowly, keeping your arms close to you, and concentrate on your destination._";
	text2 = "_It will suck you in and spit you out at the other end._";
	text3 = "_But that isn't the important part. To go to a destination, you need to be attuned._";
	
begintalknode 56;
	state = 50;
	nextstate = 57;
	condition = gf(145,19) > 1;
	question = "How long have you been here?";
	text1 = "_Not long. Not long enough for it to wear me down. The mages of Avernum take turns working near the portals. To prevent what happened to the first Portmaster._";
	
begintalknode 57;
	state = 50;
	nextstate = -1;
	condition = gf(145,19) == 2 && average_level() < 10;
	question = "Do you need any more help? Any other shades bothering you?";
	text1 = "He looks you over. He isn't impressed by what he sees. _There are, but I wouldn't let you attempt suicide by trying to hunt it._";
	
begintalknode 58;
	state = 50;
	nextstate = 58;
	condition = (gf(145,19) == 2 || gf(145,19) == 3) && average_level() >= 10;
	question = "Do you need any more help? Any other shades bothering you?";
	text1 = "He nods. _There is one. In a cavern below here. It seems to have been attracted to an unusual crystal formation. It has not moved, but it might decide to. I would prefer if it was removed._";
	text2 = "_I will have the gate to the cavern unlocked. Be wary. It seems like a powerful specimen._";
	code = 
		set_flag(145,19,3);
		sf(145,11,1);
		toggle_quest(63,1);
	break;
	
begintalknode 59;
	state = 50;
	nextstate = 53;
	condition = gf(145,19) > 1;
	question = "Tell me about the other portals in Avernum.";
	text1 = "_There are many of them, small ones, generally made by mad wizards to baffle invaders. And many major portals. The only other one of any scale remaining is the Great Portal._";
	text2 = "_Sorry. Was the Great Portal._";
	code =
		if (gf(170,1) < 12)
			rs(2);
	break;
	
begintalknode 60;
	state = 53;
	nextstate = -1;
	condition = 1;
	question = "Tell me about the Great Portal.";
	text1 = "_It is the hope of survival for Avernum. If enough people leave through it, we will have enough food to feed the rest. So they're putting everyone through it they can. I only hope they can maintain it._";
	text3 = "_They used it too much. Some say it was sabotage. No. They put too much strain on the crystals. I warned them. And now we will all pay ..._";
	action = DEP_ON_SDF 170 1 10;

begintalknode 61;
	state = 53;
	nextstate = -1;
	condition = 1;
	question = "What other portals have there been?";
	text1 = "_There was the original, in Fort Avernum, the one the Empire used to banish its malcontents._";
	text2 = "_Then there was the portal in the Tower of Magi, that was used to send Avernites everywhere. Until it exploded._";
	text3 = "_And the portal used to send assassins to slay Emperor Hawthorne, the tyrant._";
	text4 = "_And others. All gone. Portals truly have a pivotal role in the history of our land._";

begintalknode 62;
	state = 55;
	nextstate = 56;
	condition = 1;
	question = "Attunement?";
	text1 = "_It is far more dangerous to teleport somewhere you haven't been before. And more dangerous to use a portal that can send you to multiple destinations. You don't want the portal to send half of you one place and half of you the other._";
	text2 = "_So we have built pylons all throughout Avernum. The portal will only send you to those pylons. Once you have been attuned._";

begintalknode 63;
	state = 56;
	nextstate = 50;
	condition = 1;
	question = "How do I attune myself?";
	text1 = "_When you see one of the pylons, simply touch it. Magic does the rest. There is a pylon in the Food Depot and another in the laboratory in the Castle. I would find those first._";
	text2 = "_We have placed pylons in most of the cities of Avernum. Hopefully, the ones in the cities that have fallen to the slithzerikai are still active._";
	text3 = "_And that is all. You can now use the portal._ He shrugs.";
	text4 = "_Oh, and one other thing. Much of the magical work takes place down below. I just write orders and procure supplies. It's beneath me, but I often haggle like a fishwife for equipment. We get so much from arriving travelers._";
	code =
		sf(170,2,1);
		award_party_xp(200,6);
	break;
	
	
begintalknode 64;
	state = 57;
	nextstate = -1;
	condition = 1;
	question = "What will long exposure to the portals do?";
	text1 = "_The effects vary. Overpowering headaches. Madness. Joint pain. Skin peeling off in sheets._";

begintalknode 65;
	state = 57;
	nextstate = -1;
	condition = 1;
	question = "Tell me about the other Portmaster.";
	text1 = "_Portmaster Pirro. He operated the last pylon portal, in northern Avernum. Around the time of Empress Prazac's assassination. He was left near it too long._";
	text2 = "_Eventually, the magic was too much for him. He, well, he liquefied. Since then, nobody is allowed to work near a portal for more than a few months._";

begintalknode 66;
	state = 58;
	nextstate = -1;
	condition = 1;
	question = "Was the gate there to seal it in?";
	text1 = "_Oh, no. It was to keep anyone else from stumbling onto it._";

begintalknode 67;
	state = 58;
	nextstate = -1;
	condition = 1;
	question = "How can I reach it?";
	text1 = "_Go downstairs. The gate will be at the far southwest end of the workshop._";

begintalknode 68;
	state = 50;
	nextstate = -1;
	condition = gf(145,19) == 3 && gf(145,12) > 0;
	question = "The crystalspawn has been destroyed.";
	text1 = "_Has it? Well, one less thing to worry about before I depart. And I suppose you will be wanting some payment for your aid, yes? I suppose. I will have one of the storerooms downstairs unlocked for you._";
	text2 = "_I hope that is sufficient. There is little else we can spare._";
	code = 
		set_flag(145,19,4);
		toggle_quest(63,3);
		sf(145,21,1);
		award_party_xp(300,15);
	break;

begintalknode 69;
	state = 50;
	nextstate = -1;
	condition = gf(170,2) > 0;
	question = "I have obtained some useful items I would be willing to sell.";
	text1 = "You conclude your business.";	
	code = 
		begin_sell_mode();
	break;

begintalknode 70;
	state = 50;
	nextstate = -1;
	condition = gf(170,2) > 0;
	question = "I don't need anything else.";
	text1 = "_Then ... Then ..._ The constant buzzing keeps him from concentrating. He waves you away.";		
	action = END_TALK;
	
// 70

begintalknode 73;
	state = -1;
	nextstate = 70;
	condition = 1;
	question = "Name";
	text1 = "This is a small guardpost, where several soldiers come to rest and eat. Only one man is here. He's drinking from a large tankard of ale and trying to stuff wads of cloth into his ears.";
	text2 = "He fails to block out the portal sounds and yanks out the lumps of cloth in disgust. Then he sees you. _What? Visitors? Reporting to me? No. I think not. Here for the portal. Greetings. I am Sergeant Ethan._";
	text5 = "Sergeant Ethan takes a drink of ale and stares morosely at the table. He occasionally scratches his forearms. The portal must be making his skin itch too. His arms are scraped red and raw.";
	action = INTRO;

begintalknode 74;
	state = 70;
	nextstate = 71;
	condition = 1;
	question = "You are in charge here?";
	text1 = "He answers without bothering to look at your insignia and see if you outrank him or not. _I have one slith soldier. Answers to me. And I watch the sentinels. If that is being in charge, I'm in charge._";

begintalknode 75;
	state = 70;
	nextstate = -1;
	condition = 1;
	question = "Tell me about the portal.";
	text1 = "He shrugs. _It's a portal. I hear it all the time, even in my dreams._";

begintalknode 76;
	state = 70;
	nextstate = 72;
	condition = 1;
	question = "What are the sentinels?";
	text1 = "_They're from Patrick's Tower. Some wizard made them. They obey my orders. They're simple, but they can help us defend the gates if they need to._";
	text2 = "_But they can't do much beside that. Not very useful._";

begintalknode 77;
	state = 71;
	nextstate = -1;
	condition = 1;
	question = "Why so few soldiers?";
	text1 = "_They're needed elsewhere. The portal is bad for them. They've forgotten about us. Who can tell? We have what we have, and there's no point in asking for more._";

begintalknode 78;
	state = 72;
	nextstate = -1;
	condition = 1;
	question = "You can order them around?";
	text1 = "_I can point and give a few words of command. Who knows if it will work. Maybe the portal affects them like it affects us. Maybe they're waiting to turn on us. Who knows?_";

begintalknode 79;
	state = 72;
	nextstate = -1;
	condition = 1;
	question = "What can't they do?";
	text1 = "_They won't go downstairs. I don't know why. Part of their instruction, probably, to keep them from anything delicate._";
	text2 = "_And they need orders to act, so if I die ... Oh, who knows? They've never had to fight. Maybe they can't do anything._";

begintalknode 80;
	state = 70;
	nextstate = -1;
	condition = gf(145,19) == 1;
	question = "I need help destroying some shades.";
	text1 = "He shakes his head. _Can't help. Orders. Ressela and I have to keep ourselves safe, so we can direct the sentinels if there's a real attack. You'll have to take care of that yourself._";


////

begintalknode 299;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "Unfortunately, the Great Cave was a poor place to begin your life of crime. Most of the soldiers have had to travel northeast to fight the slithzerikai, but enough remain down here to hunt you down.";
	text2 = "You are jailed in Fort Remote. By the time you are able to get free, the multiple disasters that afflict Avernum have doomed you and all around you.";
			code =
		erase_char(30000);
	break;
