// TOWN DIALOGUE SCRIPT
//    Town 46: Fort Dranlon

begintalkscript;

variables;

short i,j,k,r1,choice;

begintalknode;
	tag = 1;
	state = -1;
	nextstate = -1;
	condition = 1;
	text1 = "The guards of Fort Dranlon are some of the toughest, most battle-hardened warriors in Avernum. Whenever there is a war, this fort is always on the front.";
	text2 = "That is why it is so heartening that you receive such a warm welcome. Every one of them has heard of your exploits, and they are eager to trade tales of battle with you. You receive many offers of drinks and company. Eventually, with some effort, you get away.";
	text3 = "The soldier laughs. _You want into the fort? You stand on the pads at the front and we let you in. We can't talk to you until the commander lets you in._";
	code =
		if ((gf(46,20) == 0) && (gf(46,21) == 0) && (gf(46,22) == 0))
			rs(2);
			else rs(3);
		break;
		
// Mairwen

begintalknode;
	tag = 10;
	state = -1;
	nextstate = 1;
	question = "Mairwen";
	text1 = "There is a small, beautiful woman with long, curly brown hair sitting behind the desk. She has standard army mage gear: simple, thick robes and a carved cavewood staff.";
	text2 = "She nods to you and grins. _So the mighty heroes who destroyed the barrier come out to our miserable corner of the war. I'm Commander Mairwen. Welcome to Fort Dranlon._";
	text5 = "Commander Mairwen grins. _Is there anything else I can help you with? It's not often that we get heroes out here at Fort Dranlon._";
	action = INTRO;

begintalknode;
	state = 1;
	nextstate = 2;
	question = "_Are you in charge of this fort?_";
	text1 = "Her smile falls a notch or two. _Yes, I run this fort. It's a pretty bleak position, but an important one._";

begintalknode;
	state = 2;
	nextstate = -1;
	question = "_It seems to have known better days._";
	text1 = "_Not many of them. Fort Dranlon has been here since the first days of Avernum. We're always the first to be attacked and the last to be relieved!_";

begintalknode;
	state = 2;
	nextstate = 3;
	question = "_How have things been bleak?_";
	text1 = "_The Empire's been hammering us non-stop for months. The vahnatai barrier didn't help things, and adventurers rarely come here anymore._";

begintalknode;
	state = 3;
	nextstate = 9;
	question = "_Why do you think the Empire's been targeting you?_";
	text1 = "_Because we are here. We're closest to them. We're next. The nearest city to us was Cotra, and that's destroyed. Now our supplies have to come all the way from Silvar, which makes us vulnerable.";
	text2 = "At least our defenses are still strong, for now._";

begintalknode;
	state = 9;
	nextstate = -1;
	question = "_Tell me about Cotra._";
	text1 = "She sighs. _Nasty business, that. A tragedy. We were put here, in part, to protect Cotra. The raiders that destroyed the place approached by water, bypassing us completely._";
	text2 = "_It's just a ruin now, the loveliest city in Avernum. But we'll keep it from happening again, mark my words!_";

begintalknode;
	state = 1;
	nextstate = 4;
	question = "_What Empire forces are nearby?_";
	text1 = "Her smile disappears entirely. _There's no shortage, and, when the vahnatai barrier was up, it was just us versus them. Three full Empire garrisons and the tower, and we still endured!_";

begintalknode;
	state = 4;
	nextstate = 7;
	question = "_The Empire has a tower near here?_";
	text1 = "_It appeared a few months ago, almost overnight, up river to the north. It's run by a mage named Elderan, and it's been a base for many a nasty raid. It's an important place, though. If someone could hit it hard, it'd really stick it to the Empire._";
	text3 = "_They did. The Tower of Elderan, to the north. Not long ago, hostile activity around there ceased completely. It's been quite a blessing._";
	action = DEP_ON_SDF 102 11 0;

begintalknode;
	state = 7;
	nextstate = -1;
	condition = 1;
	question = "_How did the fort appear so quickly?_";
	text1 = "_Wizardry. There aren't many Empire soldiers down here. A thousand? Two? I don't know, but a lot of them are wizards. A good mage can do the work of a hundred soldiers._";
	text2 = "_It's one of the reasons we've had such a hard time fighting them._";
	
begintalknode;
	state = 7;
	nextstate = -1;
	condition = gf(102,11) >= 1;
	question = "_I raided the place. Cleaned it out._";
	text1 = "She grabs your hand and shakes it. _Thank you! A thousand thank yous! You took quite a load off of our backs._";

begintalknode;
	state = 1;
	nextstate = 5;
	question = "_Get many visitors?_";
	text1 = "_Not anymore. Used to be, there were always adventurers coming through here, doing missions for us or stopping to rest before heading north to hunt giants. Great help. Now, I can rarely get anyone to do missions. Even though I offered good bribes._";

begintalknode;
	state = 5;
	nextstate = 6;
	question = "_You bribe adventurers?_";
	text1 = "_You know many mercenaries who'd work for free? I used to reward adventurers by teaching them the spell dispel barrier. Very useful._";
	text2 = "_I'm not allowed to teach dispel barrier to civilians anymore. I can only offer gold and a good word to the government for those that do missions._";

begintalknode;
	state = 6;
	nextstate = -1;
	condition = gf(46,13) <= 1;
	question = "_Well, I'd be interested in doing a mission for you._";
	text1 = "_Really? Well, I have a dangerous job. To the north of here is an Empire tower, filled with mages, led by an archmage named Elderan. We need him dead, and have been trying to find a small band to infiltrate his tower and slay him._";
	text2 = "_It's in the swamps a short boat ride to the north. Be wary, though. Elderan is a real bother, a true servant of the Empire. I hate him._";
	action = SET_SDF 46 13 1;
	code =
		toggle_quest(45,1);
	break;
	
begintalknode;
	state = 6;
	nextstate = -1;
	question = "_Could you bend the rules and teach me to dispel barriers?_";
	text1 = "_Sorry, it's a powerful spell nowadays, and we're not allowed to teach it anymore._ She leans close to you. _But I hear someone in Fort Emerald is being a little loose with it. You should try there._";

begintalknode;
	state = 1;
	nextstate = -1;
	question = "_I had a terrible time getting out here. Empire troops everywhere._";
	text1 = "_Tell me about it. We get hit by raids from the west all the time. They come by sea. Flying over the water. On boats. It's a constant trial._";

begintalknode;
	state = 1;
	nextstate = -1;
	condition = gf(102,11) >= 1 && gf(46,13) == 1;
	question = "_It is done. Elderan is dead._";
	code =
	run_hardcode(125);
	break;

begintalknode;
	state = 1;
	nextstate = -1;
	condition = gf(46,13) > 1;
	question = "_Any more work for me?_";
	text1 = "Mairwen laughs. _Really? You want more work? You sure you're a soldier? No, I'll let you go. You have more important things to do. I did send word of your help to the Castle, though. Least I can do._";

// Postlethwaite

begintalknode;
	tag = 30;
	state = -1;
	nextstate = 28;
	question = "Postlethwaite";
	text1 = "There is an old, pale mage by the north wall of the fort. He is directing energy into a magical barrier, carefully building it with raw energy, until it blocks a hole in the wall.";
	text2 = "You watch his work for a while, impressed by the care and concentration his craft requires. When the barrier is stable, he turns around.";
	text3 = "He says, _I am Postlethwaite. I can only speak with you briefly, visitor. My energy is low, and more holes must be filled._";
	text5 = "Postlethwaite concentrates on the magical barrier to the north as he speaks with you. He occasionally raises his fingers and directs a faint flow of blue energy into the field. Then he steps back and  inspects his work.";
	action = INTRO;

begintalknode;
	state = 28;
	nextstate = 29;
	question = "_Are you the mage for Fort Dranlon?_";
	text1 = "He scratches his neck. _Umm... no. Well, one of them. I guess. I do help defend the fort, as you see._";
	text2 = "_When the war came, I wanted to be useful. I don't want to be out here, but I will help._";

begintalknode;
	state = 29;
	nextstate = 30;
	question = "_Where are you from?_";
	text1 = "_From Cotra. It is gone now. It was destroyed. I taught magic there._";

begintalknode;
	state = 30;
	nextstate = 31;
	question = "_Do you still teach magic?_";
	text1 = "_Yes. I still do, sometimes. There are spells you can buy from me, if you're interested. Simple ones._";
	code =
		sf(46,23,1);
	break;
	
begintalknode;
	state = 28;
	nextstate = -1;
	condition = gf(46,23) > 0;
	question = "_I'd like to learn any spells you can teach me._";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Postlethwaite's Spells","Postlethwaite will only take the time to train soldiers. For fellow warriors, his prices are very reasonable.",60,0,3);
	break;

begintalknode;
	state = 28;
	nextstate = 33;
	condition = gf(46,23) > 0;
	question = "_I want to know more about Cotra._";
	text1 = "_I can imagine. Horrible. Looters by the score, I hear. One of my friends lost everything he owned. All of it valuable. Almost all of it stolen by now, for sure._";

begintalknode;
	state = 28;
	nextstate = 32;
	question = "_How do you create magical barriers? Can you teach me?_";
	text1 = "_I'm afraid not. It takes years to learn how to control and balance the energies. Learning to create a magical barrier is a mage's career in itself._";

begintalknode;
	state = 32;
	nextstate = 34;
	question = "_Can you teach me how to take down a barrier?_";
	text1 = "_No,_ he says coldly. _Of course not. If everyone knew how to destroy them, what use would I be? Commander Mairwen once taught people how to destroy barriers, and she was thoroughly reprimanded for it. She won't do that again._";

begintalknode;
	state = 34;
	nextstate = -1;
	condition = 1;
	question = "_Do you think she might teach me?_";
	text1 = "_She might. I hope not. Only she can say._";
	
begintalknode;
	state = 33;
	nextstate = -1;
	question = "_Almost? Why almost?_";
	text1 = "_He had a pair of boots. They were very strong, made of drake skin, but they looked worthless. The looters won't have a clue of their true worth. They're probably still out there somewhere, in the mounds of debris around the town._ (You take note of this.)";
	action = SET_SDF 159 14 1;

// George

begintalknode;
	tag = 50;
	state = -1;
	nextstate = 55;
	question = "George";
	text1 = "The counter is being polished by a middle-aged, heavy-set man with short, black hair and a neat moustache. He shakes your hand. _I'm George. Quartermaster._";
	text2 = "_We only have supplies for soldiers. But I guess you are one, so you're in luck. In this room, I'm in charge._";
	text5 = "George continues to polish the counter. You notice that his black hair has a light brown streak at the front.";
	action = INTRO;

begintalknode;
	state = 55;
	nextstate = 56;
	question = "_What do you do for the fort?_";
	text1 = "_I take care of our supplies, such as they are.  Plus, I run the commissary._";

begintalknode;
	state = 56;
	nextstate = -1;
	question = "_What is a quartermaster?_";
	text1 = "_I keep track of our supplies. Armor. Weapons. Food. All the good stuff everyone feels entitled to. We don't get much up here, but I make sure it's enough to function._";

begintalknode;
	state = 56;
	nextstate = 57;
	question = "_Tell me about the commissary._";
	text1 = "He points behind the counter. There are some supplies there. _For what few soldiers we get passing through. You can buy stuff if you want. We need the money for petty cash, believe it or not._";
	text2 = "_We also have rations. This is all we got, and we wouldn't have that, but for the cache!_";

begintalknode;
	state = 57;
	nextstate = -1;
	question = "_Get many warriors coming through?_";
	text1 = "_Too much Empire activity. They stay away from here. Wise move._";

begintalknode;
	state = 57;
	nextstate = 58;
	question = "_Cache?_";
	text1 = "_Empire supply cache. They got 'em all around here. Fresh supplies, teleported from the surface. We don't find many of them, but we grab one occasionally._";

begintalknode;
	state = 58;
	nextstate = -1;
	condition = 1;
	question = "_I will watch out for their caches._";
	text1 = "_It probably won't do you any good. They've started magically locking them up. Until we can capture one of their soldiers and get the password out of him, they're locked up tight._";

begintalknode;
	state = 55;
	nextstate = -1;
	question = "_I would like to buy something._";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Fort Dranlon Supplies","Fort Dranlon can spare very little, and it insists on a dear price for what it is willing to sell.",61,6,3);
	break;


begintalknode;
	state = 55;
	nextstate = -1;
	condition = 1;
	question = "_I would like to sell something._";
	text1 = "You conclude your business.";	
	code = 
		begin_sell_mode();
	break;

begintalknode;
	state = 55;
	nextstate = -1;
	condition = gf(46,15) == 0;
	question = "_Any supplies you're short on?_";
	text1 = "_Wine. The troops here really need it. Wine is about the only vacation that the troops here get. Nothing fancy. Just the cheap stuff. I'll give you 20 coins a jug._";
	action = SET_SDF 46 15 1;
	code =
		toggle_quest(47,1);
	break;
	
begintalknode;
	state = 55;
	nextstate = -1;
	condition = party_has_item(407) > 0 && gf(46,15) == 1;
	question = "_I have some cheap wine._ (Sell it for 20 coins a jug.)";
	code =
	run_hardcode(29);
	break;

begintalknode;
	state = 55;
	nextstate = -1;
	condition = party_has_item(407) <= 0 && gf(46,15) == 1;
	question = "_I don't have any cheap wine._";
	text1 = "_Oh. OK._";

begintalknode;
	state = 55;
	nextstate = -1;
	condition = 1;
	question = "_I don't need anything._";
	text1 = "_That's what every quartermaster longs to hear. Good luck to you._";
	action = END_TALK;
	
// Wendy

begintalknode;
	tag = 70;
	state = -1;
	nextstate = 82;
	question = "Wendy";
	text1 = "This mage can't seem to stop moving. Exhausted as she is, she still moves from barrier to barrier and wall to wall, looking for broken defenses to repair.";
	text2 = "Finally, she takes a break. She turns to you. _Welcome. I'm Wendy. I'm a mage here._";
	text5 = "Wendy continues to pace about restively, watching for places where she can reinforce the fort's defenses. She struggles to stay standing. You wonder how long it's been since she slept.";
	action = INTRO;
	
begintalknode;
	state = 82;
	nextstate = 88;
	question = "_Tell me about your defenses._";
	text1 = "She stifles a yawn. _Good, solid rock walls, plugged up with magic barriers when we need to. I can make the barriers. Not many can._";

begintalknode;
	state = 88;
	nextstate = -1;
	condition = 1;
	question = "_I'd like to learn to make barriers._";
	text1 = "_Really? Well, it's a specialty. Takes years to learn. Much easier to smash them down. That's just the way of life, isn't it?_";

begintalknode;
	state = 88;
	nextstate = -1;
	condition = 1;
	question = "_Do you know how to dispel the barriers?_";
	text1 = "_I do, but I'm not allowed to share the secret. Commander Mairwen is. You'll have to talk to her._";
	
begintalknode;
	state = 82;
	nextstate = 83;
	question = "_You seem busy._";
	text1 = "_Just working the barriers. Needs doing._";

begintalknode;
	state = 83;
	nextstate = 84;
	question = "_What are the barriers for?_";
	text1 = "_Walls take time to repair, and Empire mages hit us with fireballs all the time. They're much worse than the sliths._";

begintalknode;
	state = 84;
	nextstate = 85;
	question = "_The sliths?_";
	text1 = "_That's who we mostly fought before the Empire came down here. Well, that's what Fort Dranlon fought before the Empire came. I wasn't here. I was with the Scimitar._";

begintalknode;
	state = 85;
	nextstate = 86;
	question = "_Who are the Scimitar?_";
	text1 = "She smiles proudly. _Underground warriors against the Empire, back when their agents among us were covert. We fight with the army now, mostly doing stealthy stuff. But when one of us is needed somewhere, we go._";
	text2 = "She claps you on the shoulder. _We're all in this together!_";

begintalknode;
	state = 86;
	nextstate = -1;
	question = "_What happened to the Scimitar?_";
	text1 = "_We were based in the Abyss. Then the Empire took over the Abyss and, for the most part, destroyed it. We stopped being hidden, then. We came out and joined Avernum openly._";

begintalknode;
	state = 86;
	nextstate = 87;
	question = "_Do you ever wish you weren't just cooped up in this fort? Do you ever want to go out on missions again?_";
	text1 = "She sighs. _Yes, I do. In the old days, I could slip into a secret Empire installation, kill five of them, and leave with them being none the wiser. Being on the defensive is killing me. I have some great skills._";

begintalknode;
	state = 87;
	nextstate = -1;
	question = "_Oh. That's too bad. Good day._";
	text1 = "_Good day, and safe travels to you._";
	action = END_TALK;

begintalknode;
	state = 87;
	nextstate = -1;
	question = "_Then why don't you join me?_";
	text1 = "She sighs. _It's a good offer, but I have a duty here. If Fort Dranlon falls, so does the Eastern Gallery. Thanks, but I have to stay._ She regretfully returns to work.";
	action = END_TALK;

// O'Rourke

begintalknode;
	tag = 90;
	state = -1;
	nextstate = 109;
	question = "O'Rourke";
	text1 = "There is a neatly dressed, ferret-faced man hunched behind this desk. He looks you up and down. _I'm O'Rourke._ You wait for him to elaborate. He does not.";
	text5 = "O'Rourke watches you silently.";
	action = INTRO;

begintalknode;
	state = 109;
	nextstate = 110;
	question = "_What are you doing here?_";
	text1 = "_I'm an Avernite agent, out here on the front._";

begintalknode;
	state = 110;
	nextstate = -1;
	question = "_These are the front lines?_";
	text1 = "_Such as they are. With Cotra destroyed, we're less a front and more an island._";

begintalknode;
	state = 110;
	nextstate = 109;
	question = "_I didn't realize Avernum had secret agents._";
	text1 = "_Well, I'm supposed to be doing covert work and such, but stepping outside this fort is a sure way to invite quick death. Unfortunate. There is a serious matter that needs taking up with the giants._ ";
	code =
		sf(46,24,1);
	break;

begintalknode;
	state = 109;
	nextstate = -1;
	condition = gf(46,24) > 0;
	question = "_Can the giants ever be our allies?_";
	text1 = "_I doubt it. Nephilim and slithzerikai, despite our differences in the past, are intelligent, cunning creatures. They will work with humans when they see a reason to._";
	text2 = "_Giants and ogres are dumb, violent, and quick to anger. Every time we've tried to deal with them, it's led to disaster._";
	
begintalknode;
	state = 109;
	nextstate = 112;
	condition = gf(46,24) > 0;
	question = "_Perhaps I can help with the giants?_";
	text1 = "_The Empire is no more fond of the giants than us, and has driven them into the caverns to the north. I have a quest regarding them, with rich reward if you can complete it._";
	text3 = "_Then you should hunt them. Every dead giant makes for a better Avernum._";
	action = DEP_ON_SDF 46 14 1;

begintalknode;
	state = 112;
	nextstate = -1;
	condition = gf(46,14) <= 1;
	question = "_I am intrigued. Continue._";
	text1 = "_Giants we've questioned have said that they have three icons, very ancient, made of a strange gray stone. They're owned by giants living in warrens to the north. We'd like to get them, both to examine them and to break giant morale. Bring them to me and be rewarded._";
	action = SET_SDF 46 14 1;
	code =
	 	toggle_quest(46,1);
	 break;
	 
begintalknode;
	state = 109;
	nextstate = -1;
	condition = has_spec_item(19) == 1 && gf(46,14) == 1;
	question = "_I've had some luck dealing with the giants._ (Show him the icon.)";
	code =
	run_hardcode(124);
	break;

begintalknode;
	state = 109;
	nextstate = -1;
	condition = has_spec_item(19) > 1 && gf(46,14) == 1;
	question = "_I've had some luck dealing with the giants._ (Show him the icons.)";
	code =
	run_hardcode(124);
	break;

begintalknode;
	state = 109;
	nextstate = -1;
	condition = gf(46,14) >= 1;
	question = "_What sort of special powers do the giants' icons have?_";
	text1 = "_Well, I can't tell you. You wouldn't be authorized to be told even if I did know, which I don't. I can, however, tell you my unsubstantiated guesses. I think it has something to do with the material they're made of. Some sort of unusual metal._";

begintalknode;
	state = 109;
	nextstate = -1;
	condition = gf(46,14) >= 2;
	question = "_What have you learned about the giants' icons?_";
	text1 = "He shakes his head. _I'd love to tell you what we've found out about the statues, but I can't. You know how it is._";

// Caitlin

begintalknode;
	tag = 110;
	state = -1;
	nextstate = 136;
	question = "Caitlin";
	text1 = "There is a dignified woman praying at this humble altar. Her long, dark hair contrasts sharply with her snowy white robes.";
	text2 = "She stands to welcome you. _I am Caitlin, healer of the fort._";
	text5 = "Caitlin says, _How else may I assist you?_ It doesn't take much observation to tell that she is very tired.";
	action = INTRO;

begintalknode;
	state = 136;
	nextstate = 137;
	question = "_Sorry to intrude while you're praying._";
	text1 = "_It is fine. I am always saying prayers. For the future. For the lost. For forgiveness for our own acts. But my regular work is healing._";

begintalknode;
	state = 137;
	nextstate = 138;
	question = "_What else do you pray for?_";
	text1 = "_For peace for those who have died. On both sides. And for the sliths._";

begintalknode;
	state = 138;
	nextstate = -1;
	question = "_What has happened with the sliths?_";
	text1 = "She looks sad. _Poor creatures. First, they were devastated when they lost the war against us. Now the Empire hunts them for sport. They are an old, dignified race. They deserve better._";

begintalknode;
	state = 136;
	nextstate = 137;
	question = "_You are a healer?_";
	text1 = "_Yes, and my work never ends in a place like this. It is rare for me to have a quiet moment like this one, when I can rest, meditate, and teach my rituals to others._";
	text2 = "_Sometimes I can even make potions in my workshop to the north._";

begintalknode;
	state = 137;
	nextstate = 139;
	question = "_Do you make healing potions?_";
	text1 = "_Yes, but only for the soldiers stationed here. We don't have many. Graymold is in very short supply._";

begintalknode;
	state = 139;
	nextstate = 137;
	question = "_Graymold? Do you know where to get graymold?_";
	text1 = "She looks angry. _I'm not supposed to say.  The knowledge is too secret to tell to people who need it. Of course, I am allowed to mention that if you took a boat down the river to the west, and rowed a ways north, the view is excellent._";
	text2 = "_It's especially nice at the head waters of a certain river, as I mentioned, to the west a ways and then north. You never know what you might find._";

begintalknode;
	state = 137;
	nextstate = -1;
	question = "_I would like to learn._";
	text1 = "You conclude your training.";	
	code = 
		begin_shop_mode("Caitlin",
		  "Caitlin can teach you a few effective healing and blessing rituals.",
		  62,1,0);	
	break;
	
begintalknode;
	state = 137;
	nextstate = -1;
	condition = 1;
	question = "_I don't need to learn anything._";
	text1 = "_We all need to learn, but who am I to judge? Safe travels to you._";
	action = END_TALK;

// Nance

begintalknode;
	tag = 130;
	state = -1;
	nextstate = 170;
	question = "Nance";
	text1 = "There is a small, blonde woman working in the infirmary. She is cleaning the beds and preparing bandages, getting ready for the next Empire attack.";
	text2 = "Her clothes are stained, and she looks very tired. She must be a refugee. She looks up at you sadly. _Greetings, friends. My name is Nance. Refugee from Cotra._";
	text5 = "Nance maintains the infirmary. She sometimes takes a brief rest, sitting down and staring sadly at the wall.";
	action = INTRO;

begintalknode;
	state = 170;
	nextstate = 172;
	question = "_Why are you here? I thought most of the refugees went east._";
	text1 = "_They did. I got turned around in the confusion. Foolishness and misfortune._";

begintalknode;
	state = 172;
	nextstate = -1;
	condition = 1;
	question = "_There aren't many refugees here._";
	text1 = "_Even in the chaos of the attack on Cotra, most people realized that west was not the correct direction to go._";
	
begintalknode;
	state = 170;
	nextstate = 171;
	question = "_How do you keep busy here?_";
	text1 = "She shakes her head. _I mourn my losses. I was at Cotra when it was attacked. I lost everything. Everything._";
	text3 = "_I am trying to figure out a way to get to Silvar, and to Elspeth. Next chance I get, I'm leaving this miserable fort._";
	action = DEP_ON_SDF 46 11 0;

begintalknode;
	state = 171;
	nextstate = -1;
	condition = gf(46,11) == 0;
	question = "_Like what?_";
	text1 = "_Please. Leave me alone with my grief._";
	action = END_TALK;

begintalknode;
	state = 170;
	nextstate = -1;
	condition = gf(4,11) == 1 && gf(46,11) == 0;
	question = "_I met someone in Silvar. Her name is Elspeth. She was looking for you._";
	text1 = "A look of profound relief crosses her face. _If you see Elspeth again, tell her that I'm here, and I'll get back to her as soon as I can._";
	action = SET_SDF 46 11 1;

