// TOWN DIALOGUE SCRIPT
//    Town 37: Mertis

begintalkscript;

variables;

short i,j,k,r1,choice;

	
begintalknode;
	tag = 1;
	state = -1;
	nextstate = -1;
	condition = 1;
	text1 = "The soldiers guarding Avernum are not the best your nation has to offer. Your strongest warriors are sent to the front. The old, the injured, and infirm, they come here.";
	text2 = "They have already heard tales of your exploits. Some of the stories are even half-true. You are treated as a hero, which is pleasant.";
	
// Elmer

begintalknode;
	tag = 10;
	state = -1;
	nextstate = 1;
	question = "Elmer";
	text1 = "You meet an old man with sparse hair. His clothes are heavily worn and have many stains and rips. This man has clearly spent many years struggling to create food in these caverns.";
	text2 = "He shakes your hand firmly and says, _I'm Elmer._ You notice he has a large cut on his arm.";
	text5 = "Elmer picks at some bits of dried mushroom on his jerkin. That wound on his arm, while not life-threatening, looks painful.";
	action = INTRO;

begintalknode;
	state = 1;
	nextstate = 2;
	question = "_You look like you've been working hard._";
	text1 = "_I have. Always do. Living an easier life now. I run the auction house._";

begintalknode;
	state = 2;
	nextstate = 3;
	question = "_What happens at the auction house?_";
	text1 = "_The farmers sell their crops and livestock to the merchants. Ya' know, the area around Mertis is the most fertile in Avernum!_";

begintalknode;
	state = 3;
	nextstate = -1;
	question = "_Mertis does seem like a prosperous area._";
	text1 = "_Stuff just grows better around here. If the Empire takes this area, all Avernum is in a heap o' trouble!_";

begintalknode;
	state = 3;
	nextstate = -1;
	question = "_Why do crops grow better here?_";
	text1 = "_No idea. Something about the rocks? The Tower of Magi might know._";

begintalknode;
	state = 1;
	nextstate = 4;
	question = "_What happened to your arm?_";
	text1 = "_There were some bugs in the silos outside town._ He points to the northwest. _Nasty. Never seen their like before. They got me. They're still in the silo. Been trying to get someone to get rid of 'em._";
	text3 = "_There were some bugs in the silos outside town._ He points to the northwest. _Nasty. Never seen their like before. Of course, thanks to you, now we knows that they can die, and that's always useful information._";
	action = DEP_ON_SDF 37 12 1;

begintalknode;
	state = 4;
	nextstate = -1;
	condition = gf(37,12) <= 1;
	question = "_I'll kill them for you._";
	text1 = "_I'd  appreciate it. They're in the north silo, just outside the city walls. Be careful. They're nasty. I'll make sure the door is unlocked for you._";
	text3 = "_You haven't yet, eh? Not surprised. I'm sure soldiers like you have plenty to do. Still, if you can manage it, they're in the north silo, just outside the city walls._";
	code =
		if (gf(37,12) == 0)
			rs(3);
			else rs(1);
		sf(37,12,1);
		sf(37,23,1);
		toggle_quest(31,1);
	break;

begintalknode;
	state = 1;
	nextstate = -1;
	condition = gf(37,12) == 1 && gf(37,8) >= 1;
	question = "_I killed those bugs for you. They're chitrachs. They're from the lower caves._";
	code =
	run_hardcode(21);
	break;

// Tina

begintalknode;
	tag = 30;
	state = -1;
	nextstate = 28;
	question = "Tina";
	text1 = "A lovely woman sits behind the counter. She is playing with a young boy, maybe two years old. They are both surrounded by arrows and tools of fletching. She looks up.";
	text2 = "_Hello. I'm Tina, and this is Nikko._ She waves her baby's hand at you. _Wave hi, Nikko!_ He doesn't.";
	text5 = "Tina plays little games with Nikko. You are struck by how pale the child is. All children born in Avernum have nearly translucent skin.";
	action = INTRO;

begintalknode;
	state = 28;
	nextstate = 29;
	question = "_What is it you do here?_";
	text1 = "She gives you a crooked smile. She's clearly quite tired. _Watching over Nikko. Me and Matt take turns._ She thinks. _Oh! I'm also a fletcher._";

begintalknode;
	state = 29;
	nextstate = -1;
	question = "_Who is Matt?_";
	text1 = "_Matt's my husband, and Nikko's our son. Matt sells weapons over there._ She points across the bazaar. He waves back. _He does good work!_";

begintalknode;
	state = 29;
	nextstate = -1;
	question = "_Is there much call for a fletcher around these parts?_";
	text1 = "_The merchants always need more weapons to guard their caravans. Especially ones that poke holes in nasty beasts from a distance and scare them off. You can buy some missiles too, if you want._";

begintalknode;
	state = 28;
	nextstate = -1;
	question = "_I'd like to buy some archery supplies._";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Tina the Fletcher","Tina makes quality bows and javelins for the warriors of Avernum.",47,2,3);
	break;

begintalknode;
	state = 28;
	nextstate = 30;
	question = "_Was your child born in Avernum?_";
	text1 = "She sighs. _Sadly, yes. I met Matt down here. We married, and had Nikko. We had a lot in common. We both made weapons to supply rebels on the surface._";

begintalknode;
	state = 30;
	nextstate = -1;
	question = "_Does having a child in Avernum worry you?_";
	text1 = "_Of course. But this is our home. Our homeland, for all its problems. It's as worthwhile to have children here as anywhere else._";

begintalknode;
	state = 28;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "_All right. Thank you. Come again!_";
	action = END_TALK;

// Matt

begintalknode;
	tag = 50;
	state = -1;
	nextstate = 55;
	question = "Matt";
	text1 = "There is a thin man sitting behind the counter, carefully chipping out an obsidian spearhead. He sets the wickedly sharp stone down. _Greetings, soldier. I'm Matt._";
	text5 = "Matt keeps making conversation with you, occasionally pausing to wave at the woman and child at the far end of the bazaar.";
	action = INTRO;

begintalknode;
	state = 55;
	nextstate = 56;
	question = "_What is your business?_";
	text1 = "_My wife and I sell weapons at the bazaar. The merchants are good customers._";

begintalknode;
	state = 56;
	nextstate = -1;
	question = "_Where is your wife?_";
	text1 = "_Tina? She's across the bazaar._ He points. _You see that adorable, smart kid she's playing with? That's our son, Nikko._";

begintalknode;
	state = 56;
	nextstate = -1;
	question = "_I take it the merchants around here need protection._";
	text1 = "_Between brigands, nephilim, undead, Empire patrols, and rogue sliths, they need all the arms they can get._";

begintalknode;
	state = 55;
	nextstate = 58;
	question = "_What sort of weapons do you make?_";
	text1 = "_Iron and steel ones, when I can get the materials. Sometimes I don't have access to metal or anything fancy like that, so I use stone. Nothing like from Dharmon, but good, reliable weapons. You can buy as many as you want._";

begintalknode;
	state = 58;
	nextstate = -1;
	condition = 1;
	question = "_Dharmon?_";
	text1 = "_A city in the far west of Avernum. The finest blades and armor come from there. I'm not ashamed to admit it._";
	
begintalknode;
	state = 55;
	nextstate = -1;
	question = "_May I purchase something from you?_";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Matt's Weaponry","Matt's weapons are mostly mediocre. He does the best he can with the materials he has.",48,4,3);
	break;

begintalknode;
	state = 55;
	nextstate = 57;
	question = "_What do people use your weapons to fight?_";
	text1 = "_Undead, for the most part. Mertis has a real problem with the walking dead wandering around outside._";
	text3 = "_Well, there's been much less difficulty with undead lately, but there's always bandits. And, if we're unlucky, Empire soldiers._";
	action = DEP_ON_SDF 17 11 0;

begintalknode;
	state = 57;
	nextstate = -1;
	condition = gf(17,11) == 0;
	question = "_Undead? Around here? Where are they from?_";
	text1 = "_There is a cave to the northeast. Nasty place. Powerful evil curse on it. The walking dead keep coming out of there. We don't know how. We're well organized, though, so we can usually dispatch the random ghouls and zombies without losses._";
	text2 = "_It would be wonderful if some adventurers could find a way to stop the flood of undead, but I'm not too hopeful._";

begintalknode;
	state = 55;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "_All right. If you need a bow or something, go across the bazaar to see Tina._";
	action = END_TALK;

// Anhara

begintalknode;
	tag = 70;
	state = -1;
	nextstate = 82;
	question = "Anhara";
	text1 = "There is a woman sitting behind the counter, concentrating intently on grinding some herbs into goop. She finishes what she's doing and turns her attention to you. _I'm Anhara. Welcome._";
	text5 = "Anhara continues to work on her dark, foul-smelling brew. You look closer. You think that she's making poison.";
	action = INTRO;

begintalknode;
	state = 82;
	nextstate = 83;
	question = "_What are you making?_";
	text1 = "She grinds up some dried poison glands as she talks. _I make tools and poisons for the merchants. I trade with them a lot._";

begintalknode;
	state = 83;
	nextstate = -1;
	question = "_Do you like the merchants?_";
	text1 = "_Good fellows. Good customers._";

begintalknode;
	state = 83;
	nextstate = -1;
	question = "_What do they need poison for?_";
	text1 = "_Poison is for killing pests and attackers. They need all sorts of things. Tools. Lighting. Healing poultices. You know. Want to purchase anything?_";

begintalknode;
	state = 82;
	nextstate = -1;
	question = "_Do you have anything I can buy?_";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Anhara's Tools","Anhara sells tools and potions for the nearby farmers. Some of her wares seem useful to you.",49,3,3);
	break;

begintalknode;
	state = 83;
	nextstate = -1;
	condition = gf(37,13) <= 1;
	question = "_Trade, eh? Anything you're looking for?_";
	text1 = "_You know, now that you mention it, I need a ring. A gold ring. Nothing fancy. A simple band will do. I'd pay a really good price for it. I'd get one from the merchants, but they never seem to have one._";
	text2 = "_There's a fellow named Rhoads in town. I have my eye on him, you see. Excitable, but a good man._";
	code =
		toggle_quest(32,1);
		sf(37,13,1);
	break;

begintalknode;
	state = 82;
	nextstate = -1;
	condition = gf(37,13) == 1 && party_has_item(170) > 0;
	question = "_I have a gold ring for you._ (Give it to her.)";
	code =
	run_hardcode(20);
	break;
	
begintalknode;
	state = 82;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "She shrugs and returns to grinding her herbs.";
	action = END_TALK;
	
// Rhoads

begintalknode;
	tag = 90;
	state = -1;
	nextstate = 109;
	question = "Rhoads";
	text1 = "It's hard to figure out what's most memorable about this priest: his wild hair, wild gaze, or the huge mallet at his belt.";
	text2 = "He greets you with a deep, booming voice. _Welcome, child! I am Rhoads, priest of Elgar!_ He slaps you on the shoulder with one hand, and keeps the other near his mallet.";
	text5 = "Rhoads rocks quickly from one foot to another, bursting with energy. He seems eager to grab his mallet, run from the temple, find an enemy, and hit it in the head.";
	action = INTRO;

begintalknode;
	state = 109;
	nextstate = 110;
	question = "_What sort of priest are you?_";
	text1 = "_I spread the word of Elgar!_";

begintalknode;
	state = 110;
	nextstate = 111;
	question = "_Umm, I've never heard of Elgar._";
	text1 = "_A mighty warrior deity! One with the wisdom to realize that knowledge is best let into a skull after cracking it first! It's not subtle, but it gets the job done!_";
	text2 = "_Plus, he teaches us great warrior magic!_";

begintalknode;
	state = 111;
	nextstate = 112;
	question = "_What sort of magic?_";
	text1 = "_Incantations to crush your vile foes. We long to spread this wisdom! I can teach you the ritual, for a small donation of course._";

begintalknode;
	state = 109;
	nextstate = -1;
	question = "_I'd love to learn some of Elgar's magic._";
	text1 = "You conclude your training.";
	code =
		begin_shop_mode("Priest of Elgar","Rhoads teaches holy chants that are very useful for someone in your line of work.",50,3,3);
	break;

begintalknode;
	state = 109;
	nextstate = 113;
	question = "_You're a holy man! You can do healing, right?_";
	text1 = "He is insulted. _Healing? I am a warrior! I crack heads, not patch them up again!_";

begintalknode;
	state = 113;
	nextstate = -1;
	question = "_Well then, where might I get healed?_";
	text1 = "_Try the Tower of Magi. There's an old woman there._ He snorts. _A priestess. She knows about healing._";

begintalknode;
	state = 111;
	nextstate = -1;
	condition = gf(37,16) == 0;
	question = "_Elgar sounds like a mighty deity._";
	text1 = "_He is! Oh, but he is! A mighty brute, who can slay any mortal being. If you are ever alone in battle, pray to Elgar. He will provide you with victory. Or, alternately, with a less agonizing death._";
	action = SET_SDF 37 16 1;

begintalknode;
	state = 111;
	nextstate = -1;
	condition = gf(37,16) == 0;
	question = "_Elgar sounds like a foolish and unimpressive god._";
	text1 = "_Begone, fools! Only return when you can show respect!_ He turns his back on you.";
	action = END_TALK;

begintalknode;
	state = 109;
	nextstate = -1;
	condition = gf(37,13) >= 2;
	question = "_Just so you know, Anhara asked us to get her a gold ring. She has her eye on you._";
	text1 = "His jaw drops. Then he grins. _Well, it's nice to know good news exists somewhere in this accursed land. Anhara is a stout, durable woman. Thanks, friend._";

begintalknode;
	state = 109;
	nextstate = -1;
	condition = 1;
	question = "_I don't need any aid._";
	text1 = "_Then go! Go forth, and strike down the bad ones!_";
	action = END_TALK;
	
// Cronan

begintalknode;
	tag = 110;
	state = -1;
	nextstate = 136;
	question = "Cronan";
	text1 = "The bar is tended by a short man with long curly hair and a friendly face. _I'm Cronan. Welcome to the Merchant's Inn!_ It is surprisingly quiet.";
	text5 = "Cronan remains eager to serve you. There are no other customers at the moment.";
	action = INTRO;

begintalknode;
	state = 136;
	nextstate = 137;
	question = "_What can I get at this inn?_";
	text1 = "_Well, fighting for Avernum is thirsty work. You can buy mugs of mushroom mead for 3 coins. You can also get a room for 5 coins. You'll be in the commons, though. The private room is occupied._";

begintalknode;
	state = 137;
	nextstate = 138;
	question = "_Who's in the private room?_";
	text1 = "_Some mage is in there. He goes to where the prisoners are, then comes back here. Does it three times a day. He seems a weirdie, but it's none of my business. As long as he pays._";

begintalknode;
	state = 138;
	nextstate = -1;
	question = "_Why does he go to see the prisoners?_";
	text1 = "_I don't know. Something about finding passes, I think. Go see him. He said that if adventurers drop by, he'd like to talk with them. He's in one of the back rooms._";

begintalknode;
	state = 136;
	nextstate = -1;
	question = "_Where are your customers?_";
	text1 = "_They come in waves. Next caravan that arrives, we'll be crowded._";

begintalknode;
	state = 136;
	nextstate = -1;
	condition = coins_amount() >= 3;
	question = "_Drinks, innkeeper._ Pay 3 coins.";
	text1 = "He serves up several mugs of strong, nasty gray fluid. It makes you feel very faint and slightly ill. It'll get you where you're goin', but you sure won't enjoy the trip.";
	code =
		change_coins(-3);
		set_char_status(30000,1,25);
	break;

begintalknode;
	state = 136;
	nextstate = -1;
	condition = coins_amount() >= 5;
	question = "_I'd like a bed for the night._ Pay 5 coins.";
	text1 = "You are taken to the common room, where the bug bites and sounds (and smells) of sleeping merchants give you a miserable night's sleep.";
	action = END_TALK;
	code =
		revive_party();
		change_coins(-5);
		relocate_char(get_pc_id(0),25,14,FALSE);
		relocate_char(get_pc_id(1),26,14,FALSE);
		relocate_char(get_pc_id(2),26,15,FALSE);
		relocate_char(get_pc_id(3),25,15,FALSE);
	break;

begintalknode;
	state = 136;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "He nods. _I'll get back to the cleaning, then._";
	action = END_TALK;

// Caelen

begintalknode;
	tag = 130;
	state = -1;
	nextstate = 163;
	question = "Caelen";
	text1 = "There is a figure pacing nervously back and forth in the shadows of this dark room. You look closer. It's a thin man in mage's robes. _I am Caelen._";
	text5 = "Caelen continues to pace back and forth. Strangely, he doesn't seem upset that you have barged into his room to talk to him.";
	action = INTRO;

begintalknode;
	state = 163;
	nextstate = 164;
	question = "_Why are you sitting alone in the dark?_";
	text1 = "_I've heard of you, envoy to the vahnatai. If you weren't who you are, I wouldn't forgive your intrusion on my privacy. Instead, you may be able to help me, and us all. I'm here to find out about the passes._";

begintalknode;
	state = 164;
	nextstate = 165;
	question = "_I'd love to help. What are these passes you mentioned?_";
	text1 = "_I am here to question the prisoners to find out about Empire passes. The passes are scrolls given out by the Empire forces down here, which let you into different areas they control. They are, worst to best, red, blue, and gray._";
	text2 = "_I want to find a gray pass, and I think a prisoner here knows where it is._";

begintalknode;
	state = 165;
	nextstate = -1;
	question = "_Are you going to interrogate the prisoner?_";
	text1 = "_I'm trying. The damned bureaucrat in charge won't let anyone in to see her. I keep trying, but she just won't budge. She's in one of the cells in the building to the east._";
	text2 = "_But if someone stealthy and strong, like you, could find one of the gray passes, they could get far into Empire lands!_";

begintalknode;
	state = 165;
	nextstate = -1;
	condition = gf(37,14) >= 1;
	question = "_I asked Lynn for permission to see the prisoner. She refused._";
	text1 = "_I'm not surprised._ He thinks. _The only way I can think to enter those cells is if we could find some other way in than the front door. One of these nights, I'll have to go take a closer look._";

begintalknode;
	state = 165;
	nextstate = -1;
	condition = has_spec_item(5) > 0;
	question = "_A gray pass? I have one._ (Show it to him.)";
	text1 = "_Really?_ He takes a very close, very long look at it. He spends several minutes memorizing the details. _Thank you. This information has been very valuable. Good bye._ Without another word, he stands and walks out of the room.";
	action = END_TALK;
	code =
		sf(37,24,1);
		award_party_xp(200,20);
		erase_char(3706);
	break;

begintalknode;
	state = 166;
	nextstate = -1;
	condition = 1;
	question = "_You think there's another way in?_";
	text1 = "_I have my hunch. Perhaps from the main prisoner pen._";

// Lynn

begintalknode;
	tag = 150;
	state = -1;
	nextstate = 190;
	question = "Lynn";
	text1 = "You meet a huge warrior with a greatsword at her belt. She sits at an a small desk, humorously tiny next to her. It is covered with reports and forms. A grim backlog of them.";
	text2 = "She rises to greet you. _I'm Commander Lynn,_ she says. _I'm in charge of the guards in Mertis._";
	text5 = "Commander Lynn shuffles around piles of paper on her desk with her big hands. The greatsword at her belt constantly scrapes against the floor.";
	action = INTRO;

begintalknode;
	state = 190;
	nextstate = 191;
	question = "_Are you busy?_";
	text1 = "_No. I look after the prisoners mainly, and I do paperwork._ She looks at her desk with distaste.";

begintalknode;
	state = 191;
	nextstate = 192;
	question = "_What sort of prisoners do you have?_";
	text1 = "_Empire soldiers. This is where prisoners are brought for questioning. The yard to the north is for grunts. The cells to the east are for detainees with special information._";

begintalknode;
	state = 192;
	nextstate = -1;
	question = "_Can I see the special detainees?_";
	text1 = "She shakes her head. _Sorry. There's a VIP, a Very Important Prisoner, in there, and nobody gets in to see her without orders, no matter what clearance they are._";
	text2 = "_I don't make the rules. I just kill those who try to break them._ She pats her greatsword meaningfully.";
	action = SET_SDF 37 14 1;

begintalknode;
	state = 191;
	nextstate = 193;
	question = "_What sort of forms do you have there?_";
	text1 = "_Every kind. Forms this, forms that. Three forms for each new soldier. Five for each dead one. I'd rather be going out on missions. Instead, I assign them!_";

begintalknode;
	state = 193;
	nextstate = 194;
	question = "_Why do we have so much bureaucracy in Avernum?_";
	text1 = "_Simple. Our government is run by bureaucrats banished from the surface._";

begintalknode;
	state = 194;
	nextstate = -1;
	question = "_Why does the Empire banish its bureaucrats?_";
	text1 = "_The same reason they banished me. We were at the wrong end of some petty little political struggle or other. And the loser gets framed and banished._";

begintalknode;
	state = 190;
	nextstate = 195;
	condition = gf(37,11) <= 1;
	question = "_Any missions for me?_";
	text1 = "She smiles. _I'm glad you asked. There's a bunch of bandits hiding in a fort somewhere in the Honeycomb. They have some sort of mage helping them. We can find their lair, but we can't get in. Get in there and wipe them out, and you'll be rewarded._";
	 code =
		sf(37,11,1);
		toggle_quest(30,1);
	break;

begintalknode;
	state = 195;
	nextstate = -1;
	condition = 1;
	question = "_Tell me about the Honeycomb._";
	text1 = "_It's a mad tangle of caves to the west. Full of beasts. Constantly rearranged by cavequakes. Easy to get lost in. A traditional hideout for rogues and thugs._";

begintalknode;
	state = 195;
	nextstate = -1;
	condition = 1;
	question = "_Why can't you get into their lair?_";
	text1 = "_Traps. Magical illusions. Summoned beasts. It's far beyond our skills. It will take a lot of searching just to find it. The entrance keeps moving._";

begintalknode;
	state = 190;
	nextstate = -1;
	condition = gf(37,11) == 1 && gf(39,12) >= 1;
	question = "I did what you asked. I took care of the bandits in the Honeycomb._";
	code =
	run_hardcode(116);
	break;

begintalknode;
	state = 190;
	nextstate = -1;
	condition = gf(17,11) >= 1;
	question = "_I lifted the curse in the undead pit to the northeast._";
	text1 = "_Really?_ She looks very interested. _You're far from the first to claim that, but, if true, you have done us a great service. We will send some soldiers to investigate. Thank you._";

// Gorb

begintalknode;
	tag = 170;
	state = -1;
	nextstate = 217;
	question = "Gorb";
	text1 = "You meet a listless Empire soldier in this filthy courtyard. He wanders in listless circles, eyes unfocused and shoulders slumped. Some of his skin color from the surface world is still intact, but not for long.";
	text2 = "You ask his name. _I'm Gorb. Whaddaya' want?_";
	text5 = "Gorb looks at you, trying to decide whether you're going to torture him or not. He looks worried. He also looks like he hasn't been eating much. _What else do ya' want?_";
	action = INTRO;

begintalknode;
	state = 217;
	nextstate = 218;
	question = "_Who are you?_";
	text1 = "_I'm a prisoner here. Just hoping to get out of these foul caves alive._";

begintalknode;
	state = 218;
	nextstate = 219;
	question = "_Don't like it here, I take it?_";
	text1 = "_How can you all live down here? It's hell! I've only been down here two months, and I think I'll go nuts if I don't see sunlight soon!_";

begintalknode;
	state = 219;
	nextstate = -1;
	question = "_Why did you come down here?_";
	text1 = "_I volunteered to come down here, cause they promised money and adventure. Instead I get cold, wet caves and crappy mushroom food all the time, all to fight a bunch of regular folks who are just trying to do all they can to live down here!_";
	text2 = "_If I could, I'd take back coming down here a thousand times, and that's no joke!_";

begintalknode;
	state = 217;
	nextstate = 220;
	condition = 1;
	question = "_Tell me about the Empire army._";
	text1 = "_I don't know anything. They kicked me through the portal. I followed our commanders through tunnels. I got caught._";

begintalknode;
	state = 220;
	nextstate = -1;
	condition = 1;
	question = "_How?_";
	text1 = "_Avernite ambush. We walked down a long tunnel, and your mages blew up the passage behind us. Sort of tricks you pull. Cut us off. Of course, we dropped our blades right away._";

// Caerno

begintalknode;
	tag = 190;
	state = -1;
	nextstate = 244;
	question = "Caerno";
	text1 = "This is a prisoner from the surface world. She stares at you defiantly. You ask her name. She frowns. _Caerno. Private. Third Cavern Corps. Three. Five. Seven._";
	text5 = "Caerno stares at you defiantly. She doesn't look the least bit frightened. Whether that's because she's brave or stupid, you're not sure.";
	action = INTRO;

begintalknode;
	state = 244;
	nextstate = 245;
	question = "_I want to talk to you._";
	text1 = "She looks you up and down. _I have nothing to say, rebel worm._";

begintalknode;
	state = 245;
	nextstate = 246;
	question = "_I am not a rebel. I am a citizen of Avernum now, not of the Empire._";
	text1 = "_Whatever. You can do what you want to break me, but I'm an Empire soldier!_";

begintalknode;
	state = 246;
	nextstate = -1;
	question = "_That much is obvious._";
	text1 = "She spits. _We're tough enough to take living in these caves, and we're tough enough to take you! And that's all I have to say. Do what you want!_";
	text2 = "She looks you fearlessly in the eye, ready for a blow. When one doesn't come, she shakes her head and walks away.";
	action = END_TALK;

// Dougherty

begintalknode;
	tag = 210;
	state = -1;
	nextstate = 271;
	question = "Elmer";
	text1 = "A surface worlder sits curled up in the corner. She looks meekly up at you. She has several purple bruises on her face.";
	text2 = "You ask her name. She stands and bows. _I'm Dougherty. Private. Second Cavern Corps. One. Eight. Six._ You note that she moves very stiffly.";
	text5 = "Dougherty looks up at you sadly. You notice that she has a lot of bruises and small wounds. They look very fresh.";
	action = INTRO;

begintalknode;
	state = 271;
	nextstate = 272;
	question = "_Can I speak with you?_";
	text1 = "_Look, I've been waiting here weeks! I've said I'll say all you want, if you'll just let me get to the surface again!_";

begintalknode;
	state = 272;
	nextstate = 273;
	question = "_Miss the surface?_";
	text1 = "_I can't take it down here! I don't care what the Empire does to me. I gotta get out of here! I'll tell you about the passes even, just help me!_";

begintalknode;
	state = 273;
	nextstate = -1;
	condition = 1;
	question = "_What sorts of passes are there?_";
	text1 = "_Three kinds. Red, blue, gray. They get you into different areas. Red is lowest, gray is highest. I hope that was enough. I'll tell you all I know._";

begintalknode;
	state = 273;
	nextstate = 275;
	question = "_How can I get a pass?_";
	text1 = "_The gray passes are the best and the rarest! I know where one is, too! I hear there is a fort, real secret, beyond some lava fields in that steam cavern west of the Tower of Magi! Lots of soldiers, doing guerrilla stuff!_";
	text2 = "_They say it's hidden, but it's southwest of the lava! That's what they say! Can I go now?_ She looks at your face. Then she bows her head and sighs, as a little bit more hope fades away.";

begintalknode;
	state = 271;
	nextstate = 274;
	question = "_You look like you've been beaten._";
	text1 = "She looks at you as if you're crazy. _Of course I've been beaten. That's what you Avernites do to us. You torture us until we talk._";
	text2 = "_You've said what you have to say. I don't want to talk about it anymore._";
	code =
		if (gf(37,15) == 0)
			rs(2);
	break;
	
begintalknode;
	state = 274;
	nextstate = -1;
	condition = gf(37,15) == 0;
	question = "_You deserve it, after the suffering the Empire inflicted on all of us._";
	text1 = "_Not me. I didn't do it. I don't like the Empire either. I just joined the army to get away from my miserable little village._ She shakes her head. _It doesn't matter. I'm here now. I'll tell you what you want to know._";
	action = SET_SDF 37 15 1;

begintalknode;
	state = 274;
	nextstate = -1;
	condition = gf(37,15) == 0;
	question = "_That's terrible. Torture is wrong, no matter what._";
	text1 = "_Well, it's your people who are doing it. I didn't want to come fight you people. I had no choice. I wish none of this had ever happened._ She closes her eyes and rests her head against the stone wall.";
	action = SET_SDF 37 15 1;

begintalknode;
	state = 275;
	nextstate = -1;
	question = "_Tell us how we can get there._";
	text1 = "_West of the Tower of Magi, there's a merchant outpost by a lake. There's lots of lava to the south of it. There's a secret tunnel at the west end of the lava. The Empire outpost is back there._";

begintalknode;
	state = 275;
	nextstate = -1;
	question = "_What about a red or blue pass?_";
	text1 = "_I don't know. I swear! Please don't hurt me._";



