// dlg.txt

begintalkscript;

variables;

short i;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(99,0) == 0;
	question = "special";
	text1 = "You enter Fort Saffron, the border between the Great Cave and the Abyss. To the north is an enormous cavern. Beyond that is the Abyss, a land of brigands, mercenaries, and those who refuse to obey any law but raw strength.";
	text2 = "The fort is full of activity. It looks like a lot of supplies and soldiers have only just arrived. The courtyard is crowded with soldiers and equipment waiting to be shipped elsewhere. Something must have happened to the north.";
	action = SET_SDF 99 0 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(99,2) == 0;
	question = "special";
	text1 = "You get close to a massive chasm, one of the largest in Avernum. Enormous stone spires stick up out of it. Powerful drafts constantly blow out of it, icy and damp.";
	text2 = "A series of bridges arc out of the chasm, some manmade and some natural. They reach across to a large fort, barely visible in the gloom, suspended on one of the largest of the rock spires.";
	text3 = "As you admire the sight, you see several scouts run across the bridge toward you. They look completely terrified. As they tear across these wastes toward Fort Saffron, you can see what is pursuing them: several huge, hungry bats.";
	action = SET_SDF 99 2 1;
	code =
		activate_hidden_group(25);
	break;
	


begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The obelisk says:";
	text2 = "  FORT SAFFRON";

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The guards are watching the blasted fields to the north, watching for incursions from Abyss raiders or monsters from the enormous chasm.";
	text2 = "One of them says to you, _If you want to go out there, you need permission from the commander._";
	text3 = "One of them says to you, _If you want to go out there, the gate is open now._";
	code =
		if (gf(99,13) == 0)
			rs(3);
			else rs(2);
	break;
	
begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You speak with the soldiers in the courtyard. Most of them have just arrived from Fort Spire, suspended over the mighty chasm to the north.";
	text2 = "Fort Spire has just been abandoned to the Abyss, and these warriors are waiting for transfer orders. Most of them expect to be sent to fight the Slith Horde. They aren't thrilled about it.";

begintalknode 7;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You meet one of Fort Saffron's soldiers. This fort is actually fairly sedate. It's far from the Slith Horde, and the Abyss isn't likely to attack. It's a comfortable assignment.";
	text2 = "You talk to the soldiers, but you don't learn much. You just hear a series of highly negative and unsupported accusations regarding the cleanliness and personal habits of residents of the Abyss.";
	
begintalknode 8;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";




// Commander Melo

begintalknode 10;
	state = -1;
	nextstate = 10;
	condition = 1;
	question = "Name";
	text1 = "There is a middle-aged mage sitting in this small office, surrounded by scrolls and tomes. Not books of magic, but ledgers, records, and inventories. Aides constantly bombard him with questions. He seems very distracted.";
	text2 = "However, when you arrive, he makes time to speak with you. He leans back, waves away the other soldiers, lights a pipe, and says, _Welcome to you. Word came here before you that you would be coming._";
	text3 = "_I am Commander Melo. As you can see, things are a bit hectic here. Let me get you squared away, and then I can get back to taming the chaos._";
	text5 = "Commander Melo continues to speak with you, but he is getting slowly, inexorably more impatient. Aides constantly hover nearby, ready to pounce on him with questions and orders for signing.";
	text6 = "_You need something else from me? What is it?_";
	action = INTRO;

begintalknode 11;
	state = 10;
	nextstate = 11;
	condition = 1;
	question = "What has been going on here?";
	text1 = "_A bit of a shift in the border. Avernum has abandoned the Spire Fortress to the Abyss. It's their problem now. As of, well, not long ago, Fort Saffron is now the border of Avernum._";
	text2 = "_And now I'm trying to figure out where to send the soldiers and equipment freed up by the abandonment of Fort Spire._";

begintalknode 12;
	state = 10;
	nextstate = 12;
	condition = 1;
	question = "I'd like to know more about the Abyss.";
	text1 = "_I can tell you a few things, but my knowledge is out of date. Haven't been there for years._";
	text2 = "_The Abyss is where Avernum sends petty criminals and those who refuse to obey our laws. Has been since the early days. They have their own cities, their own soldiers, and their own harsh law._";
	text3 = "_There are two cities there. Spire to the south and Bargha to the north._";

begintalknode 13;
	state = 10;
	nextstate = 15;
	condition = gf(132,29) == 1 && gf(99,14) == 0;
	question = "I am here from the Castle on behalf of Lark. I need to recover the Blessed Athame.";
	text1 = "_I was wondering when someone would come for that thing. The gate to those old tunnels is upstairs. I'll have it opened for you._";
	text2 = "_Some mages came here to investigate those tunnels and place wards in them a few months ago. They never came out. I'd be careful up there._";
	action = SET_SDF 99 14 1;
	
begintalknode 14;
	state = 10;
	nextstate = -1;
	condition = gf(170,1) == 16 && gf(99,13) == 0;
	question = "I need to get to the Abyss.";
	text1 = "He nods. _Your commander sent word ahead. Send you through without delay, I was told. I won't interfere. I'll have the north gate opened right away._";
	text2 = "_Follow the road north and cross the bridge to Fort Spire. Get whoever is there to let you through, and you're on the way to meet the true dregs of the underworld._";
	action = SET_SDF 99 13 1;

begintalknode 15;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "Can I get some supplies?";
	text1 = "_Oh, that is all I need. I am trying desperately to inventory what we have and send it out, and you just want to make things disappear. Just get your weapons and so forth through regular channels, will you?_";

begintalknode 16;
	state = 10;
	nextstate = -1;
	condition = gf(170,1) == 16 && gf(99,13) > 0 && gf(85,10) == 0;
	question = "I need to find Hrramen-Drayssa.";
	text1 = "He thinks about it. _You know, I think some crazy slithzerikai came by the gates a week or so ago. Was shouting that an envoy was coming from the Castle to see him. A few touchy archers scared her off. She went back north._";
	text2 = "_If she hasn't gone too far away, she might be at the Spire Fortress. If Abyss control hasn't caused that keep to slide into the pit by now._";

begintalknode 17;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "Tell me about Fort Spire.";
	text1 = "_Fascinating place. Not far to the north. It's perched on an enormous stone spire in the middle of that chasm. Might have thought a cave quake would have destroyed the place by now, but that hasn't happened._";

begintalknode 18;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "Why was Fort Spire abandoned?";
	text1 = "_Because Avernum isn't as scared of the Abyss as it used to be, and it has worse problems. Having two forts between us and them was deemed too much. And we can always take it back when we need it again._";

begintalknode 19;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "So the Abyss controls Fort Spire?";
	text1 = "_I think we saw some of their brigands go there. On behalf of Spire, Bargha, or themselves, we don't know._";
	text2 = "_Knowing the Abyss, though, they've probably already lost it to monsters by now._";
	
begintalknode 20;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "Do the Abyss and Avernum ever fight?";
	text1 = "_Not for many years. Lately, our relations have been closer than most. Trading with each other, and so on._";
	text2 = "_But these days, anything could happen._";

begintalknode 21;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "How is the Abyss dealing with the Blight?";
	text1 = "_Badly, I suspect. They aren't well organized out there. But I honestly don't know. I would talk to Sergeant Horrum. She deals with them more than I do._";

begintalknode 22;
	state = 12;
	nextstate = 13;
	condition = gf(99,1) < 2;
	question = "Is there anything you want done in the Abyss?";
	text1 = "He raises his eyebrows. _I'd heard you were ambitious. Well, if you are wandering around there ... I've heard rumors. From the few merchants who come back from there, I mean. Serious rumors, that need investigation._";

begintalknode 23;
	state = 13;
	nextstate = 14;
	condition = 1;
	question = "About what?";
	text1 = "_The Darkside Loyalists. Yes, I know. They were thought to be wiped out after Emperor Redmark ascended to the throne. But I think a few of them are still around, and some of them might be hiding in the Abyss._";
	text2 = "_They might even have a base there. If you can find signs of it, I want to know._";
	code = 
		set_flag(99,1,1);
		toggle_quest(97,1);
	break;	

begintalknode 24;
	state = 14;
	nextstate = -1;
	condition = 1;
	question = "Who are the Darkside Loyalists?";
	text1 = "_Oh. They might be from before your time. They are rebels against the Empire. They hate Avernum, and they want the Empire to return to the cruel days of old. They even assassinated Empress Prazac._";
	text2 = "_They were mostly wiped out a decade ago, but a few dangerous pockets of them might remain. The Empire will appreciate it if we locate and deal with them._";

begintalknode 25;
	state = 14;
	nextstate = -1;
	condition = 1;
	question = "If I find any of them, should I attack?";
	text1 = "He laughs. _If they survived this long? I'd run fast and far. They are likely to be extremely dangerous._";

begintalknode 26;
	state = 15;
	nextstate = -1;
	condition = 1;
	question = "Tell me about the tunnels.";
	text1 = "_I was never able to find out much. They were built over twenty years ago. There were brigands or something hiding up there until adventurers cleared them out._";
	text2 = "_They were sealed up, and I was told to just leave them alone. And I did, for years. But I don't think they're empty anymore._";

begintalknode 27;
	state = 10;
	nextstate = -1;
	condition = gf(170,1) < 16 && gf(99,13) == 0;
	question = "I need to get to the Abyss.";
	text1 = "He shakes his head. _Sorry. Things are too volatile right now without random soldiers blundering around. Until you have orders, I can't let you go up there._";

begintalknode 28;
	state = 10;
	nextstate = -1;
	condition = gf(99,1) == 1 && gf(70,2) > 0;
	question = "I did find signs of the Darkside Loyalists in the Abyss. (Tell the tale.)";
	text1 = "Commander Melo nods. _This is actually unexpected. I can't believe there are still more of those madmen out there. I will relay your tale to the Castle as quickly as I can._";
	text2 = "He rewards you with a broad drakeskin girdle. _This just arrived from Fort Spire. I think you can make best use of it. Otherwise, it will just end up in a storeroom somewhere._";
	code = 
		set_flag(99,1,2);
		toggle_quest(97,3);
		reward_give(167);
		award_party_xp(400,20);
	break;	

begintalknode 29;
	state = 10;
	nextstate = -1;
	condition = gf(100,1) > 0 && gf(99,3) == 0;
	question = "I was attacked upstairs by someone who called himself Loyalist Sepko?";
	text1 = "Melo looks concerned. _Loyalist, you say? That is ... odd. I will have to inform the Castle of this. They would want to know. Thank you for the information._";
	code =
		sf(99,3,1);
		award_party_xp(200,15);
	break;


// Sergeant Horrum

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Name";
	text1 = "You meet a nephil soldier. She seems very busy, alternating between inventorying supplies and checking the stairs up to the cells. She tries to brush past you, but you intercept her.";
	text2 = "She sighs and says, _Mrrr. I am Sergeant Horrum. Very busy, I am. I can help, but not for long. Much equipment. Many prisoners. What do you need?_";
	text5 = "Sergeant Horrum says, _Hrrrm. Still busy. Very busy. Need to feed prisoners, or they get sick and die. What are you needing now?_";
	action = INTRO;

begintalknode 31;
	state = 30;
	nextstate = 31;
	condition = 1;
	question = "What is your job here?";
	text1 = "_I am the one in charge of dealing with Abyss. I send merchants through. Question merchants coming back. Collect the prisoners, tell them about Abyss, and send them through._";
	text2 = "_Right now, though, I am trapped by supplies and soldiers from Fort Spire. Must deal with them._";

begintalknode 32;
	state = 30;
	nextstate = 33;
	condition = 1;
	question = "You have prisoners?";
	text1 = "She nods. _The prisoners sentenced to Abyss are brought and handed to me. Held in cells above. I advise them. Give them supplies. Send them north._";

begintalknode 33;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "Tell me about the equipment.";
	text1 = "_Don't touch it! Have just counted it all. Don't take any away, or I have to count again. Please._";

begintalknode 34;
	state = 31;
	nextstate = 32;
	condition = 1;
	question = "Tell me about the Abyss.";
	text1 = "Her tail twitches in aggravation. _All right. I tell you few things. Abyss is frontier, full of wild brigands and thieves and thugs. But I'm sure you know that._";
	text2 = "_Abyss is hungry, like all of Avernum. And chaotic. And has two cities. Spire to south, Bargha to north._";

begintalknode 35;
	state = 31;
	nextstate = -1;
	condition = 1;
	question = "What happened to Fort Spire?";
	text1 = "_Hrrrum. Very complicated. You talk to commander. He is very happy to tell you all details._";

begintalknode 36;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "Is it dangerous?";
	text1 = "_Everywhere is dangerous now. But Abyss, more so. They have little food. King Starrus sends some supplies to help them, but not much. I think place is close to chaos. Very unpredictable._";

begintalknode 37;
	state = 32;
	nextstate = -1;
	condition = 1;
	question = "Tell me about Spire.";
	text1 = "_Southern town. Has farms and traders. Some miners and explorers go there to get crystals. They trade them with our merchants in Spire. Also has an arena. Blood sport. Ugly._";
	text2 = "_Merchants tell me that mayor there seems calm. Strangely so. Food appearing there that should not be. Suspect something is happening. Can't find what._";
	code =
		if ((gf(58,1) > 0) || (gf(58,2) > 0))
			rs(2);
	break;
	
begintalknode 38;
	state = 32;
	nextstate = -1;
	condition = gf(170,10) == 0;
	question = "Tell me about Bargha.";
	text1 = "_Very dangerous place now. Always warlike, but now has a chief there. Keeps men at arms. Forces people there to stay. Wants to make own little nation down here in starving tunnels._";
	text2 = "_If we had soldiers to spare, we might deal with him before he becomes problem. We do not._";

begintalknode 39;
	state = 33;
	nextstate = -1;
	condition = 1;
	question = "What supplies do they get?";
	text1 = "_A leather jerkin. Three days of food. A shortsword. Ten coins. Enough to give them a chance to live. Sentence to Abyss is not sentence of death. Not usually._.";

begintalknode 40;
	state = 33;
	nextstate = -1;
	condition = 1;
	question = "What advice do you give?";
	text1 = "_Be polite. Be careful. Stay away from strangers on roads. Get to city quickly. Find work._";
	text2 = "_Good advice in general, actually._";

begintalknode 41;
	state = 33;
	nextstate = -1;
	condition = 1;
	question = "Does anyone else ever go through?";
	text1 = "_Yes. Merchants. Soldiers like you, sometimes. Miners. If I think they can survive, I let them through._";
	text2 = "_Some time ago, I even let a young duelist from the Empire through. Strange young human. Probably dead now._";

	
// Private Tennison

begintalknode 50;
	state = -1;
	nextstate = 50;
	condition = 1;
	question = "Name";
	text1 = "The front gates of Fort Saffron are held closed to you. A private watches you approach through the window. He waves you over. He looks barely old enough to shave, let alone be a soldier.";
	text2 = "_Greetings,_ he stammers. _The commander put me here to watch the gate. So. Um. I am Private Tennison. Um. Do I open the gate for you?_";
	text5 = "Private Tennison says, _I ... I don't know very much. I just watch the gate. What do you want?_";
	action = INTRO;

begintalknode 51;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "How long have you been a soldier?";
	text1 = "_Not ... Not long. I ... My family was short on food, so ... Soldiers get fed. So I made things easier on them. I was sent here. Could be much worse._";

	
begintalknode 52;
	state = 50;
	nextstate = -1;
	condition = gf(99,12) > 0;
	question = "What is happening in the fort?";
	text1 = "_I ... I could get in trouble if I say too much. Maybe ... Talk to Commander. Commander can tell you things without me getting in trouble._";
	
begintalknode 53;
	state = 50;
	nextstate = -1;
	condition = gf(99,12) == 0 && gf(132,29) == 1 && registered() == FALSE;
	question = "A wizard from the Castle sent me to recover a powerful artifact.";
	text1 = "_Really? Wow! Gee! That's pretty exciting. Hmmm. Let me check my notes._";
	text2 = "He looks through his scrolls. _Sorry. I don't think the paperwork came through for that yet. Maybe come back later._";
	text3 = "(You can't enter Fort Saffron until Avernum 6 is registered. To learn how to register the game, return to the title screen and select How To Order.)";
	action = END_TALK;
	
begintalknode 54;
	state = 50;
	nextstate = -1;
	condition = gf(99,12) == 0 && gf(132,29) == 1 && registered();
	question = "A wizard from the Castle sent me to recover a powerful artifact.";
	text1 = "_Really? Wow! Gee! That's pretty exciting. Hmmm. Let me check my notes._";
	text2 = "He looks through his scrolls. _Yes. I found a letter from someone called Lark. You can come in. Talk to the commander. He can tell you where to start searching._";
	text3 = "The front gate starts to slowly open.";
	action = END_TALK;
	code =
		sf(99,12,1);
	break;
	
begintalknode 55;
	state = 50;
	nextstate = -1;
	condition = gf(99,12) == 0 && gf(170,1) >= 16 && registered();
	question = "I have orders from the Castle. I need to get to the Abyss.";
	text1 = "_Really? Wow! Gee! That's pretty exciting. Hmmm. Let me check my notes._";
	text2 = "He looks through his scrolls. _Yes. I found a letter from the Castle. Unsigned. You can come in. Talk to the commander. He can get the north gate opened for you._";
	text3 = "The front gate starts to slowly open.";
	action = END_TALK;
	code =
		sf(99,12,1);
	break;
	
begintalknode 56;
	state = 50;
	nextstate = -1;
	condition = gf(99,12) == 0;
	question = "Please open the gate for me.";
	text1 = "_I ... I'm sorry. I need to have a letter or orders or something. The gate is sealed otherwise. Commander's orders. I'm really, really sorry._";
	text2 = "He smiles apologetically, but there's nothing else you'll be able to do here.";
	action = END_TALK;


// Edeline

begintalknode 70;
	state = -1;
	nextstate = 70;
	condition = 1;
	question = "Name";
	text1 = "There is a merchant set up in this courtyard, doing a brisk business. Most of the soldiers who've just arrived here haven't been able to trade for life's little necessities for months, and they're jumping at the chance now.";
	text2 = "You suspect that some of the supplies that have just arrived here are also being surreptitiously sold to her, but it's probably wise not to say anything.";
	text3 = "You wait your turn, and she eventually gets to you. _Hello, soldier. I am Edeline, and I'm always glad to sell you the little things that make life livable. And I can buy any spare equipment that you have ... just around._";
	text5 = "Edeline continues to trade with you, as the other soldiers watch impatiently. She suspects that you are much wealthier than the others, and thus worth more attention.";
	action = INTRO;

begintalknode 71;
	state = 70;
	nextstate = 71;
	condition = 1;
	question = "Do you spend much time in Fort Saffron?";
	text1 = "_Not really. I was going north to Fort Spire, but I only found out it was being abandoned when I got here._";
	text2 = "_I used to go into the Abyss to trade, all the way to Spire, but things up there are way too chaotic now._";

begintalknode 72;
	state = 71;
	nextstate = -1;
	condition = 1;
	question = "Do you know anything about why Fort Spire is being abandoned?";
	text1 = "_I don't know, but Avernum is shrinking everywhere. So it's not that unusual._";

begintalknode 73;
	state = 71;
	nextstate = -1;
	condition = 1;
	question = "What sort of things do you trade?";
	text1 = "_Usually essentials like pots and pans and such from Avernum, in return for crystals and the like they find in the Abyss. Very good business._";
	text2 = "_And no, I don't trade in skribbane. Won't touch the stuff. So don't ask._";

begintalknode 74;
	state = 71;
	nextstate = 72;
	condition = 1;
	question = "Tell me more about the Abyss.";
	text1 = "_Well, if the rumors I hear are true, Spire and Bargha, the towns there, are both finding their own ways to survive in the new, Blighted Avernum. And they are different ways. And they involve fighting each other._";
	text2 = "She laughs. _Of course, the madmen in those two towns have never lacked for reasons to fight each other._";

begintalknode 75;
	state = 72;
	nextstate = -1;
	condition = 1;
	question = "How do they plan to survive?";
	text1 = "_Ahhh ... I wish I knew. I might be able to find things to sell to them for a real profit. But that is the point where everyone starts to get very quiet._";

begintalknode 76;
	state = 70;
	nextstate = -1;
	condition = 1;
	question = "What do you have for sale?";
	text1 = "You conclude your business.";	
	code = 
		begin_shop_mode("Edeline",
		  "Edeline has a huge variety of goods, some of which look like they were recently army supplies. Her prices are high.",
		  54,5,0);	
	break;

begintalknode 77;
	state = 70;
	nextstate = -1;
	condition = 1;
	question = "I have something you might want to buy.";
	text1 = "You conclude your business.";	
	code = 
		begin_sell_mode();
	break;

begintalknode 78;
	state = 70;
	nextstate = -1;
	condition = 1;
	question = "That is all I need.";
	text1 = "She nods, smiles, and briskly moves on to the next soldier in line. Who, you immediately note, desperately needs to buy some soap.";
	action = END_TALK;
	

	
// Kravin

begintalknode 90;
	state = -1;
	nextstate = 90;
	condition = 1;
	question = "Name";
	text1 = "There is a small, wiry man shackled by the leg to this post. There is something feral and dangerous about him. Even though he wears rags and is unarmed, it's probably a good thing he's kept tightly secured.";
	text2 = "He smirks at you. _I don't know you. You're not a Saffron soldier. Come to gawk at Kravin, eh? To poke at the prisoner? Have your fun. I'll be gone soon enough._";
	text5 = "Kravin sneers at you. _Haven't seen enough yet? Don't you have anything better to do?_";
	action = INTRO;

begintalknode 91;
	state = 90;
	nextstate = 91;
	condition = 1;
	question = "How did you get here?";
	text1 = "_Well, I didn't have enough food. I was very hungry. Then I found some food. So I ate it. And, just for that, I was thrown in chains. And now I'm here._";

begintalknode 92;
	state = 91;
	nextstate = -1;
	condition = 1;
	question = "You found some food? And where, pray tell, did you find it?";
	text1 = "_In the back halls of the Dharmon Food Depot. And nobody was there to tell me not to eat it. So I did._";
	text2 = "_On the way out, I got caught. Since it was Dharmon, they almost killed me. Instead, they whipped me and sent me here. Were softhearted for a moment, I suppose._";

begintalknode 93;
	state = 91;
	nextstate = -1;
	condition = 1;
	question = "And there was no other way to get food?";
	text1 = "He laughs harshly. _You soldiers. You don't know a thing about what life is like out there. You can't work for food if there's no food to work for._";
	text2 = "_Don't be smug. Soon, everyone in Avernum will be just like me. You going to send us all to the Abyss?_";

begintalknode 94;
	state = 90;
	nextstate = 92;
	condition = 1;
	question = "Where are you going?";
	text1 = "_They gave me a choice. Go to the Western Reaches to work like a slave, or go north._";
	text2 = "_I'm going to the Abyss. To find my own way to survive. I'm going to Spire. I hear things._";

begintalknode 95;
	state = 92;
	nextstate = -1;
	condition = 1;
	question = "And what will you do in the Abyss to get food?";
	text1 = "_Whatever I have to. Been hungry once. Never will again. Ever._";

begintalknode 96;
	state = 92;
	nextstate = 93;
	condition = 1;
	question = "What have you heard about Spire?";
	text1 = "_They have a new ally. They are going to get food. They are going to survive. And I'll do what I have to to get in with them._";

begintalknode 97;
	state = 93;
	nextstate = -1;
	condition = 1;
	question = "Who is their ally?";
	text1 = "_You'll find out. Someone who'll make you all pay for what you do to people like me. I'm sure of it._";
	text2 = "You suspect that he doesn't actually know.";


////

		
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;
