// dlg.txt

begintalkscript;

variables;

short i;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(152,0) == 0;
	question = "special";
	text1 = "At last, you leave the heat and swirling chaos of the portal lands behind you. It is immediately cooler and calmer. The road to the east slopes gently downward through a land of trees and algae-stained rock.";
	text2 = "There are thick woods to the northeast and long expanses of basalt to the south. And, farther down the road, you can find the Tower Colony and the Eastern Gallery.";
	text3 = "And, should you be courageous or foolhardy, the Slith Horde.";
	action = SET_SDF 152 0 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(152,1) == 0;
	question = "special";
	text1 = "The paths into the thick woods to the north are marked with totems and grisly trophies. You are at the border of ogre lands. It is amazing that Avernum tolerates these creatures so close to such a major road.";
	text2 = "Considering the signs you saw as you approached, perhaps someone in Avernum has a reason for wanting them here. Violent and unpredictable as they are.";
	action = SET_SDF 152 1 1;

begintalknode 3;
	state = -1;
	nextstate = -1;
	condition = get_sdf(152,2) == 0;
	question = "special";
	text1 = "You find what must be the main repository for the Tower Colony's waste and debris. Barrels and canisters are everywhere. The ogres must have been taking their waste and storing it away for quite a while.";
	text2 = "Some of them, due to corrosion or clumsy handling, have cracks. Softly glowing goo runs out of them and across the floor, looking for fissures to fill. Or groundwater to infiltrate.";
	text3 = "If the Tower Colony is not aware of the horrible mess they are creating, they should be made so. If the twisted ogres you've seen here are any indication, this stuff is far from harmless.";
	action = SET_SDF 152 2 1;

begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  WARNING - OGRE LANDS";
	text3 = "  OGRES CAN BE UNPREDICTABLE AND VIOLENT";
	text4 = "  ONLY THOSE AUTHORIZED TO DEAL WITH OGRES SHOULD ENTER";

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says, in a crude scrawl:";
	text2 = "  BAD THINGS!";
	text3 = "  STAY AWAY!";
	text4 = "  STAY AWAY!";



//

begintalknode 10;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  Great Portal, Great Cave - West";
	text3 = "  Tower Colony - Southeast";
	text4 = "  Mertis, Silvar, Eastern Gallery - Northeast";

begintalknode 11;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You make small talk with one of the soldiers guarding the road, but you don't learn anything new.";

begintalknode 12;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The ogres are tolerating you wandering around in their lands, but no more than that. Your efforts to talk to them are greeted only with snarls and bared teeth.";

begintalknode 13;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The moment you step away from the ladder, the chieftain appears in the dim square of greenish light above you. He looks angry.";
	text2 = "_Tower Colony come to us,_ he says. _Says Avernum no hurt us. Says we even paid. We just take goo. They no say what goo does to us. You go in shadows. See what goo does to my ogres._";
	text3 = "_And then, if you live, goo does same thing to you. Goodbye._ He slams the trapdoor shut. You hear it being locked from above. You're trapped.";

begintalknode 14;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The trapdoor above is locked. You can't open it, at least not from this side.";

begintalknode 15;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The lizard, like the ogres, is mean and uncommunicative. It hisses at you. Then it returns to waiting to be killed and butchered.";

begintalknode 16;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There is a giant lizard wandering around here, lost. It still wears the gnawed remains of its harness. It must have escaped from a merchant caravan. For a change of pace, it doesn't attack you.";
	text2 = "Of course, it probably won't be long before an ogre (or band of refugees) catches and devours it.";
	
begintalknode 17;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 18;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 19;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 20;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";
//

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Name";
	text1 = "The entire tunnel leading away from the Great Portal has been sealed up by a ten foot thick stone wall. The army isn't sure what direction they'll have to defend this tunnel from, but, either way, they're ready.";
	text2 = "When you get close to the closed gate, a sergeant peers out at you from the other side. _Welcome, traveler. I'm Sergeant Farnell. Nobody passes without orders. Sorry. Word from above._";
	text5 = "Sergeant Farnell prepares to have an ale and relax from a long shift watching the gate. _Hope there's no hard feelings for questioning you. Anything else you need?_";
	action = INTRO;

begintalknode 31;
	state = 30;
	nextstate = -1;
	condition = gf(177,4) == 1 && gf(152,10) == 0;
	question = "I desperately need to reach the Tower Colony.";
	text1 = "The sergeant walks back to camp, takes a scroll from a rack and consults it. He walks out of view for a minute. The gate begins to slowly open. Then he returns to you.";
	text2 = "_Sorry for the delay. You can pass. My shift on watch is done. If you need me for anything, I'll be at the camp._";
	code =
		sf(152,10,1);
	break;
	
begintalknode 32;
	state = 30;
	nextstate = -1;
	condition = gf(177,14) > 0 && gf(152,10) == 0;
	question = "I have urgent business in the Eastern Gallery.";
	text1 = "The sergeant walks back to camp, takes a scroll from a rack and consults it. He walks out of view for a minute. The gate begins to slowly open. Then he returns to you.";
	text2 = "_Sorry for the delay. You can pass. My shift on watch is done. If you need me for anything, I'll be at the camp._";
	code =
		sf(152,10,1);
	break;

begintalknode 33;
	state = 30;
	nextstate = -1;
	condition = gf(177,4) == 0 && gf(177,14) == 0 && gf(152,10) == 0;
	question = "I need to pass through.";
	text1 = "He asks your names, walks back to camp, takes a scroll from a rack and consults it. Then he walks back, shaking his head. _Sorry. Orders are strict. I have to turn you back without delay._";
	text2 = "_Go back to your commanding officer. That's who you should be looking to for direction, instead of just wandering anywhere. Sorry._";
	action = END_TALK;
	
begintalknode 34;
	state = 30;
	nextstate = 31;
	condition = gf(152,10) > 0;
	question = "Why are the rules for moving around so strict?";
	text1 = "_Because they have to be. Because of spies and deserters. Free roads aren't a luxury we can afford anymore. Everyone who wants to pass gets logged and questioned._";

begintalknode 35;
	state = 30;
	nextstate = 33;
	condition = gf(152,10) > 0;
	question = "Tell me about this area.";
	text1 = "_Well, you came from the Great Portal, so you know about that. The Tower Colony isn't far to the southeast._";
	text2 = "_Be careful if you go north, though. Ogres._";

begintalknode 36;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "There are a lot of deserters?";
	text1 = "_Not a lot, but enough. Fighting the Slith Horde is hard and ugly. Believe me, I know._ He shakes his head.";

begintalknode 37;
	state = 31;
	nextstate = 32;
	condition = 1;
	question = "Spies from where?";
	text1 = "_From the Slith Horde. Everything tightened up not long ago, after word got out that Khrez-Yss was operating in the Great Cave. Can you imagine that?_";

begintalknode 38;
	state = 32;
	nextstate = -1;
	condition = gf(170,6) == 0;
	question = "Khrez-Yss?";
	text1 = "_The Shadow. The spy and assassin for the Slith Horde. I don't think a gate like this will do anything to stop this monster, but it can't hurt._";

begintalknode 39;
	state = 33;
	nextstate = -1;
	condition = 1;
	question = "Tell me about the Tower Colony.";
	text1 = "_Oh, it's a creepy place. All sorts of weird sounds and lights come out of there. And, sometimes, creatures. I don't like being this close to so many mages. And, considering that place's history ..._";
	text2 = "He shakes his head. _Rather be back in the Eastern Gallery than there._";

begintalknode 40;
	state = 33;
	nextstate = 34;
	condition = 1;
	question = "Ogres? So close to this route?";
	text1 = "_I know. It's odd. For some reason, they're tolerated. According to request of the Tower Colony, if rumors are to be believed. Maybe the mages use them for experiments._";
	text2 = "_The ogres keep to themselves, but I'd stay out of their woods. They're nasty creatures._";

begintalknode 41;
	state = 34;
	nextstate = -1;
	condition = gf(152,3) > 0;
	question = "Actually, most of them are dead now.";
	text1 = "_Can't say I'm sorry to hear it._";

	
//

begintalknode 50;
	state = -1;
	nextstate = 50;
	condition = 1;
	question = "Name";
	text1 = "There is a huge ogre sitting cross-legged at this fire. He bears the marks of many battles and wears the gruesome trophies taken from dozens of defeated foes. He is huge and terrifying, and being in the middle of his camp is unnerving.";
	text2 = "He looks irritated by your presence. He lets out a long, low growl. _Hrrrrrr ... So ... Avernum sends more to Chief Torpek. More commands? More kind offers? What you want here, little morsel?_";
	text5 = "Chief Torpek makes a quiet grumbling noise. _Still here? What? What want? Speak, or I get angry._";
	action = INTRO;

begintalknode 51;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "Tell me about your camp.";
	text1 = "_Our camp. Our lands. Ogres here from early days. Humans take, we come back. This our land. That all I have to say._";

	
begintalknode 52;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "Can I trade with you?";
	text1 = "_Hrrrr ... We do not trade more. We already trade with your kind too much. We get offers. We get cheated. No more._";
	
begintalknode 53;
	state = 50;
	nextstate = 51;
	condition = gf(167,3) == 1 && gf(152,12) == 0;
	question = "I am here to inspect the Tower Colony waste.";
	text1 = "_Inspect?_ He lets out a low, dark laugh. _You want see waste? See what happens to it?_";
	
begintalknode 54;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "You could just tell me.";
	text1 = "_No. Just word of ogre. No trust word of ogre. You go down. You see._";
	
begintalknode 55;
	state = 51;
	nextstate = -1;
	condition = 1;
	question = "I want to see it. Where is it?";
	text1 = "He gives you a smile, showing two rows of broken, stained teeth. _We open gate. Let you in. You go down. You see._";
	text2 = "He barks a command. To the north, you hear metal grinding on stone.";
	text3 = "_You get your ... Your report. I will be here when you done, if you have more to say._";
	code =
		sf(152,12,1);
		sf(152,13,1);
	break;
	action = END_TALK;
	
begintalknode 56;
	state = 50;
	nextstate = -1;
	condition = gf(167,3) == 1 && gf(152,12) > 0;
	question = "I am here to inspect the Tower Colony waste.";
	text1 = "_Inspect?_ He lets out a low, dark laugh. _Gate is open. You go. You see._";
	
begintalknode 57;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "I want to know something else.";
	text1 = "_No more talk. You have no business here! These our lands. Proud ogre lands. You go._";
	action = END_TALK;


////

begintalknode 299;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
		