
begintalkscript;
variables;

begintalknode 1;
	state = -1;
	nextstate = 2;
	question = "The Mayor";
	text1 = "Behind the desk sits a woman of about forty years. Her shoulders are considerably broad, but her body has fat as well as muscle. In her younger years she must have been in incredible shape. Her hair is blonde and long.";
	text2 = "She greets you with a grave expression and introduces herself as mayor Tallen. Introductions now completed, she continues. _You travelers picked a very bad time to visit our small town._";
	text3 = "_If I may make a suggestion, you should turn back right now.._";
	text5 = "Mayor Tallen waits for you to speak your mind.";
	action = INTRO;

begintalknode 2;
	state = 2;
	nextstate = 3;
	condition = get_flag(0,5) == 0 && get_flag(0,8) == 0;
	question = "Why? Is it dangerous here?";
	text1 = "_Life-threateningly so._ The mayor admits grimly. _Unfortunately, a large tribe of ogres has attacked the pass. My soldiers have no idea where they came from. They just popped up from somewhere to menace the populace in the north._";
	text2 = "_I sent captain Leppington to repel the ogre aggression, but apparently that was what the ogres wanted. When Leppington's men were chasing a small group of ogres, a much bigger army assaulted our fort in the north._";
	text3 = "_There were practically no men there and the ogres overran the few before Leppington got back. After this the ogres attacked the Yelbro trade post. This was yesterday, and I have not heard a word from Leppington since noon._";

begintalknode 3;
	state = 3;
	nextstate = 2;
	question = "That's terrible! What can we do to help?";
	text1 = "The mayor eyes your party, weighing your skills. _Well, there are only four of you, but you'd still bring our numbers up by almost half of what we have now. Do you have combat experience?_ You say that you do.";
	text2 = "The mayor eyes your party, weighing your skills. _Well, there are only three of you, but that would still be a relatively great increase in our numbers. Do you have combat experience?_ You say that you do.";
	text3 = "_Two more soldiers._ The mayor muses. _A small help is better than no help and I am not so proud or stupid to refuse your help. You do have combat experience right?_ You say that you do.";
	text4 = "_You'll help us all by yourself? You're confident, I'll give you that! Unfortunately it is confidence that my men are missing right now and one is always more than zero. You have been in a fight before, haven't you?_ You say that you have.";
	text5 = "_Very well! I will recruit you to assist us in the defense of Passton. Your first mission is to travel north to the Yelbro trade post  and find out what has happened to captain Leppington and his troops._";
	text6 = "_Come back when you find Leppington, or when you find what's left of him and his troops._";
	code =
		clear_strings();
		if (party_size() == 4)
			add_string(1);
		if (party_size() == 3)
			add_string(2);
		if (party_size() == 2)
			add_string(3);
		if (party_size() == 1)
			add_string(4);
		add_string(5);
		add_string(6);
		
		toggle_quest(0,1);
		set_flag(0,5,1);
	break;
begintalknode 4;
	state = 3;
	nextstate = -1;
	question = "How can a large group of ogres just pop out of nowhere?";
	text1 = "_Unfortunately, I don't know the answer to that one. After the attacks began, my assistant looked up all references to ogres in the town records. Apparently they lived in Quarhag pass, but the latest archival entry of them dates back fifty years._";
	text2 = "_The Empire's policy for what do with monstrous humanoids back then being what it was; the ogres were hunted down and killed. My guess is, and this is pure speculation on my part, that not all of the ogres were destroyed._";
	text3 = "_Those ogres that survived hid themselves in the mountains and lived there in solitude, safe from Empire soldiers. Now the ogres have decided to end their solitude by attacking the people of Quarhag Pass. Why? I'm afraid my speculations fail me there._";

begintalknode 5;
	state = 2;
	nextstate = -1;
	condition = get_flag(0,5) >= 1;
	question = "Could you tell me something about Passton?";
	text1 = "_We are a small town which does not interest the Empire much._ Mayor Tallen laughs in bitter amusement. _That much is obvious from the fact that I was appointed as mayor here._";
	text2 = "_I'm not exactly sure whether I was appointed mayor as a reward for my military career or if I stepped on the wrong man's toes in my time. Oh, but you did not really ask about me. Sorry, my mind was wandering._";
	text3 = "_Passton is pretty much just a town grown around the marketplace. There are sheep farmers in Quarhag Pass and loggers and quarrymen. Caravans owned by the Yelbro merchants also bring wealth to our town from the north._";
	text4 = "_Well, they used to, before the ogres showed up. I hope someone takes up the caravan route. I know there are some Yelbro merchants in Farport, but most of them lived in Quarhag Pass._";

begintalknode 6;
	state = 3;
	nextstate = -1;
	question = "Ogres or no ogres, we are going through the pass. Goodbye!";
	text1 = "_Seeing as you are so determined, I don't think I can stop you. But I really don't recommend you doing that. There are a lot of ogres. But if you really do want to break through the ogres' lines then be my guest!_";
	text2 = "_I sincerely hope you get to kill a few ogres before they overwhelm you. Good luck in your efforts! You are going to need it._";
	action = END_TALK;

begintalknode 7;
	state = 2;
	nextstate = -1;
	condition = get_flag(0,5) >= 1;
	question = "Why haven't you sent for reinforcements from the south?";
	text1 = "_Hey now, who said I haven't!? I have!_ Tallen breathes out and calms down a bit. _I sent a messenger yesterday to Krizsan on the other horse in Quarhag to get reinforcements. Yes, we only had two horses._";
	text2 = "_Personally I wanted to do this the moment the ogres showed up, but captain Leppington convinced me that our forces could easily  overcome even a large number of ogres._";
	text3 = "_And I, being a well-documented idiot, believed him, and it looked like we were winning, but then even more ogres showed up and... Well, you know what happened afterwards._";

begintalknode 8;
	state = 2;
	nextstate = 4;
	condition = get_flag(0,5) == 3;
	question = "I found Leppington's body.";
	text1 = "Tallen listens your report with silent interest. You also mention the armored ogre apparition and its invitation to talk. Once you are finished, Tallen produces a bag of 200 gold and gives it to you. _So the ogres want to talk? I can't say I trust them._";
	text2 = "_The ogres are not really known for their diplomacy skills or eloquent speech, but they are known to come up with some cunning traps. But you are the ones who have put your lives on the line. What do you think?_";
	text3 = "_Should we try to end this peacefully, or just find where their chieftain is and kill him quickly?_";
	code =
		change_coins(200);
		set_flag(0,5,5);
	break;
begintalknode 9;
	state = 4;
	nextstate = 5;
	question = "The ogres cannot be trusted. I say, we go find their dwellings and kill their chief and every other ogre in the way.";
	text1 = "The mayor nods her head in agreement. _I concur. This sudden 'will to speak' has trap written all over it. I especially don't like how you described that armored ogre. It seems like a common brute to me._";
	text2 = "_But how should we handle the assault? The ogres are clearly holed up in the mountains and it is likely that they will see you coming. If I send with you whatever men we can muster then the ogres will surely become suspicious._";
	text3 = "_We don't know our battlefield so there is little chance in laying an ambush for the ogres._";

begintalknode 10;
	state = -1;
	nextstate = 11;
	question = "Bartender";
	text1 = "You see a very tired barman leaning on a counter. The reason for his tired state is obvious: he is drunk, very drunk. His bloodshot eyes are open only in the narrowest of slits. ";
	text2 = "Even though he supports himself on the counter, he still manages to sway a little. It is a small miracle that he is even conscious at this stage. He does not react to your presence in any noticeable way.";
	text3 = "The bartender is busy sleeping away his intoxication. It might take a while.";
	code =
		if (get_flag(0,6) == 5) {
			remove_string(1);
			remove_string(2);
		}
		if (get_flag(0,6) != 5)
			remove_string(3);
	break;
begintalknode 11;
	state = 11;
	nextstate = -1;
	condition = get_flag(0,6) < 3;
	question = "Is it always this quiet here?";
	text1 = "The man blinks with the power of a sloth. His eyes look up and glance at you for a fraction of a second. His head turns to the floor and he does not utter a word.";
	code =
		inc_flag(0,6,1);
	break;
begintalknode 12;
	state = 11;
	nextstate = -1;
	condition = get_flag(0,6) < 3;
	question = "Are you alright?";
	text1 = "The man grunts a syllable that might have been an _uh_. His mumbling is not coherent enough to tell. ";
	code =
		inc_flag(0,6,1);
	break;
begintalknode 13;
	state = 11;
	nextstate = -1;
	condition = get_flag(0,6) < 3;
	question = "Um, could we have something to drink or eat?";
	text1 = "The man looks at his wine jug, blinks and lifts it to his lips. You can hear him swallowing a large amount of wine. He looks at the jug in disgust and hurls it against the wall where it shatters into a million little pieces.";
	text2 = "It is as if you do not exist.";
	code =
		inc_flag(0,6,1);
		move_item_on_spot(36,22,-1,-1);
	break;
begintalknode 14;
	state = 11;
	nextstate = 12;
	condition = get_flag(0,6) == 3;
	question = "Fine! Let's not talk about anything!";
	text1 = "You turn your back to the bartender. He has obviously had one chug of wine too many. But as you are about to step away from him, he suddenly decides to speak. If a barely comprehensible mumbling can be accounted as speech.";
	text2 = "_What's the point of speaking? We'll all be dead soon enough anyway._";

begintalknode 15;
	state = 12;
	nextstate = -1;
	question = "What? What do you mean we'll all be dead?";
	text1 = "A sound, like a mixture of laughter and weeping, emits from the bartender. His eyes are firmly fixed on a certain point of the counter. _You mean you don't know? You'll find out soon enough._ He makes another sound this time more like laughter.";
	text2 = "_I should've left right away, but no! I had to damn well keep the inn running! Mustn't stop the flow of money. To hell with that! I'm leaving right now._ With the help of his arms the man pushes himself upright. However, he does not remain so for long. ";
	text3 = "He walks backwards into a wall and slowly slides down into a sitting position. _Or... Maybe I'll sleep a bit first._ He mumbles and closes his eyes. Soon the only sound in the inn is the snoring of its owner.";
	action = END_TALK;
	code =
		set_flag(0,6,5);
		relocate_character(6,38,22);
		set_character_pose(6,14);
		force_instant_terrain_redraw();
	break;
begintalknode 16;
	state = 12;
	nextstate = -1;
	question = "Why don't you do everyone a favor and just drop dead now!";
	text1 = "There is no point in wasting time with this drunken idiot. Although, he does take your polite advice well: He laughs. It reaches almost hysterical proportions until you finally decide to move on.";
	action = END_TALK;

begintalknode 17;
	state = -1;
	nextstate = -1;
	question = "Soldier";
	text1 = "This soldier is nervous. It practically flows off him. His fingers periodically move to fondle the pommel of his sword, which looks like an average iron sword. His armor is also of medium quality.";
	text2 = "You try to talk to the soldier a bit, but alas; The soldier does not want to talk to you.";

begintalknode 18;
	state = -1;
	nextstate = 19;
	question = "Kara";
	text1 = "There is a table in the hall of Passton city hall. Behind the table sits a roughly forty-year-old woman. Her clothes are ordinary, serviceable country wear. A blue scarf is wrapped around her head. She must be the receptionist.";
	text2 = "She is surprised to see you. _Did you just come into Passton last night? Your faces are unfamiliar to me. My name is Kara. I am mayor Tallen's aide. How can I help you?_";
	text5 = "_More questions? Talk to the mayor._";
	action = INTRO;

begintalknode 19;
	state = 19;
	nextstate = 20;
	question = "I'd like to speak with the mayor. Is that possible?";
	text1 = "Kara seems doubtful, but eventually she nods. _Yes, I believe the mayor might see you. One moment._ The woman gets up and exits the hall through the door on her right.";
	text2 = "She is only gone for a minute or two before she returns. _Yes, mayor Tallen will see you now. Her office is the door on the left._ Kara gestures you onwards. You are now a problem transferred somewhere else.";
	action = END_TALK;
	code =
		set_flag(0,14,1);
	break;
begintalknode 20;
	state = 19;
	nextstate = 22;
	question = "Are there some kind of troubles in Passton?";
	text1 = "Kara ponders your question, clearly troubled by it. She sighs. _I don't know. That is, I do not know what I can, that is am allowed to say. I can't handle these crises and I haven't been properly briefed._";
	text2 = "_And the soldiers!_ She huffs. _The soldiers don't deign to speak to us townsfolk at all! Corporal Korso is the worst tight-lipped... Yes... But I really do not know what I can say. I do not know what the mayor's stance on this is._";
	text3 = "She shrugs. _We rarely get any travelers._";

begintalknode 21;
	state = 19;
	nextstate = 22;
	condition = get_flag(0,8) == 1;
	question = "I've heard that a tribe of ogres have attacked Quarhag Pass..";
	text1 = "Kara raises her eyebrows in surprise. _Where did you... Of course, no-one has bothered to tell the townsfolk what to say to travelers. Then again why should we be quiet and withhold information? It's these blasted Empire regulations._";
	text2 = "_I don't know what we are supposed to do! The mayor seems to be the only one in the know._";

begintalknode 22;
	state = 22;
	nextstate = -1;
	question = "Then I suppose I should see the mayor.";
	text1 = "_Right, you should. One moment._ The woman gets up and exits the hall through the door on her right.";
	text2 = "She is only gone for a minute or two before she returns. _Yes, mayor Tallen will see you now. Her office is the door on the left._ Kara gestures you onwards. You are now a problem transferred somewhere else.";
	action = END_TALK;
	code =
		set_flag(0,14,1);
	break;
begintalknode 23;
	state = 22;
	nextstate = -1;
	question = "Well, whatever troubles you may have don't really concern me. All I want is to get through the pass.";
	text1 = "_My, I'm not sure if that is possible. A general lock-down has been issued and no-one can leave through the north gate. I guess you could just leave town through the south gate and circle around, but..._";
	text2 = "_But nothing, I guess. I cannot stop you._ The woman says no more.";
	action = END_TALK;

begintalknode 24;
	state = -1;
	nextstate = 25;
	question = "Seppo";
	text1 = "It is not hard to determine the mood of this man. The corners of his mouth have taken a sharp turn downwards. His eyebrows have also dropped low to shadow his eyes and he has crossed his arms on his chest.";
	text2 = "He stares at you balefully for a moment before speaking. _Morning! I am Seppo and I can say that if your plan is to head north then you better buy something from me._";
	text3 = "_This ogre attack has caused a huge spike on my sales._";
	text5 = "Seppo nods gravely in your direction. _Well?_";
	action = INTRO;

begintalknode 25;
	state = 25;
	nextstate = -1;
	question = "Show me what you have for sale.";
	text1 = "_Maybe you found something useful, maybe you didn't._ Seppo murmurs as you end shopping.";
	code =
		begin_shop_mode("Seppo's Metalworks","Seppo is trading reasonably well-made products of the forge. His prices are a bit steep, though.",0,5,5);
	break;
begintalknode 26;
	state = 25;
	nextstate = -1;
	condition = get_flag(92,1) == 0;
	question = "What do you know about these ogres?";
	text1 = "_Huh, what's there to know? They are all savages. They'll smash in a child's skull and drink out the brain. They are nothing but bloodthirsty animals. If you ask me then the Empire is right to want to kill off those kinds of creatures._";
	text2 = "_And does not god say that all animals mimicking man should be destroyed swiftly and without mercy._ The preceding was not a question.";

begintalknode 27;
	state = 25;
	nextstate = -1;
	question = "I haven't seen a forge in Passton. Where do you get your wares?";
	text1 = "_Mm, I have this deal with the Yelbro merchants. They transport wares for me to sell from Farport up north and I sell them here in Passton. It is not like I sell anything every day, or even every week._";
	text2 = "_But I've always got by. God takes care of his own. Right now, due to the ogres, everyone has wanted to buy a dagger of some sort. In fact, I think I might be fresh out of them._";
	text3 = "_Well, have you come to buy something or are you only here to flap your lips?_";

begintalknode 28;
	state = -1;
	nextstate = 29;
	question = "Ereleno";
	text1 = "This must be what Passton has to offer in terms of a temple. The stairs ascend to a small platform in the middle of which a marble altar stands. A man dressed in a white robe stands at the east edge of the platform, his back facing you.";
	text2 = "His head is shaved bald and there are liver spots on his temples. He turns with dignity to face you. The bright light of fanaticism shines in his eyes. _Greetings and god's blessings on this fateful day._";
	text3 = "_I am Ereleno the priest. Have you come to repent your sins in front of god's grace?_ The priest blinks as if seeing you for the first time. _No. I doubt you have. You are not god's children, am I correct?_";
	text5 = "_I have no time for infidels. Only those walking in the grace of god deserve my notice._ Ereleno sighs. _Well, what is it?_";
	text6 = "Ereleno ignores you. He refuses to say one word to you.";
	action = INTRO;
	code =
		if (get_flag(83,10) == 0)
			remove_string(6);
		
		if (get_flag(83,10) == 1) {
			remove_string(5);
			end();
		}
	break;
begintalknode 29;
	state = 29;
	nextstate = 30;
	question = "Which god do you mean?";
	text1 = "Ereleno's eyes fill with contempt. He draws a strange symbol in the air with his right hand. _There is only one god._ He enunciates the words with a clear, low voice. _The other so called religions are no more than cults.";
	text2 = "_They worship demons and, at best, spirits. Only we worship the creator and the one true god of mankind._";

begintalknode 30;
	state = 30;
	nextstate = -1;
	question = "So who is your god?";
	text1 = "The priest raises his right hand as if to ward off your words. _Names have power. This is why only true believers may know the name of god. We call ourselves the Church of God._";
	text2 = "_Usually one can only become a child of god by being born into a family of believers. But on rare occasions we do adopt outsiders into our flock, though the criteria they must meet are extremely strict._";

begintalknode 31;
	state = 29;
	nextstate = 32;
	question = "Does everyone in Quarhag Pass worship the same god?";
	text1 = "_A considerable portion of our population lives in god's grace. Only a few miserable souls walk in the lie._ The priest gestures at one of the tents near the north gate with a sour expression.";
	text2 = "_To make matters worse, the Empire has also posted an infidel mayor to govern us. Fortunately, she does not interfere in our affairs much and we may live as we please. The soldiers are a different matter then._";
	text3 = "_Only a third of them walk the righteous path. This is naturally due to the fact that most of them are out-of-towners._ Ereleno grins viciously like what he is about to say is incredibly amusing.";
	text4 = "_Or perhaps I should say, most of them were out-of-towners. Maybe god sent the ogres to weed out the unbelievers in the army. As things stand, only two of the surviving soldiers are heathens._";
	text5 = "_Unfortunately, one of them is Corporal Korso._";

begintalknode 32;
	state = 32;
	nextstate = 35;
	question = "What do you know about the ogres?";
	text1 = "Ereleno shrugs. _Right now all I can say is that they are like harbingers of god's wrath. They appeared two days ago to terrorize the people in the north part of the pass._";
	text2 = "_Even though the monsters slaughtered some families of believers, the focus of their anger was not god's children. For when the soldiers arrived to dispatch them, a whole swarm of the beasts took advantage of the situation._";
	text3 = "Ereleno beams in pleasure. _They destroyed the fort of the infidel soldiers and then they attacked the trade post of the godless Yelbro merchants._";

begintalknode 33;
	state = 29;
	nextstate = 34;
	question = "Can you heal wounds?";
	text1 = "_Yes. As a messenger of god's will it is my duty to heal the wounded and the sick, even infidels, for god's mercy does touch them too from time to time. Are you in need of healing? For infidels it will cost two hundred gold._";
	text2 = "_Were you a believer you would naturally not need to pay. In a way, some good does come with dealing with infidels; the church gets richer._";

begintalknode 34;
	state = 34;
	nextstate = 29;
	question = "Not right now. May we still talk some more?";
	text1 = "_I should not be wasting time with filthy infidels, but I suppose we can talk for a while still._";

begintalknode 35;
	state = 34;
	nextstate = -1;
	condition = coins_amount() >= 200;
	question = "Yes, please. Here is the money. (Pay 200 gold)";
	text1 = "The priest takes your money and steps to the altar. He kneels before it and begins to mumble a prayer to his god.  You can feel a holy energy surging into the altar and into the priest. ";
	text2 = "It strikes you, making you feel warm and at peace. Your wounds are instantly healed and you magical energy restored. Ereleno gets back up. _A small fraction of god's strength. Now, is there anything else?_";
	action = END_TALK;
	code =
		revive_party();
		change_coins(-200);
		play_sound(24);
	break;
begintalknode 36;
	state = 29;
	nextstate = -1;
	question = "Can you teach me priest spells?";
	text1 = "_This money will be useful for the church. Now begone! I have other things on my mind._";
	code =
		begin_shop_mode("Priest Spells","_Hmm, I am willing to teach you ordinary rituals, but I will not teach you any of god's most powerful rituals!_",3,4,-1);
	break;
begintalknode 37;
	state = 32;
	nextstate = -1;
	question = "How does your church treat other religions in general?";
	text1 = "_Oh, things were so much better before. We did not tolerate infidels! We created our utopia and crushed all who were unfit to dwell among us! Alas, times have changed._ Ereleno sighs bitterly.";
	text2 = "_These days the Empire forbids us to punish infidels, although some good has come of this. In the olden days we did not spread our faith until the wrong religions were weeded out. But since we can no longer do this, god's word has spread._";
	text3 = "_It has spread further than ever before. Nonetheless I can feel my soul yearn for the days when it was possible to beat an infidel priest every day._ Ereleno grins wickedly. _And not only occasionally._";

begintalknode 38;
	state = -1;
	nextstate = 39;
	question = "Nuolo";
	text1 = "You stare at the man in front of you. You look around. Apparently you have found the odd man out. Until now the inhabitants and soldiers of Passton have looked melancholic and you have barely seen a smile.";
	text2 = "This man is smiling; he is smiling broadly. In fact, his grin appears to have frozen on his face. Your gazes meet in a duel. Ten seconds of utter silence pass before he speaks. _Hello!_";
	text3 = "Even his voice is cheery. _My name is Nuolo and I sell bows, crossbows, and ammo for both plus javelins. If you're north-bound I suggest you buy some of my wares._";
	text5 = "Nuolo's grin prevails. Regardless of what he said, maybe there is something wrong with his head.";
	text6 = "It looks like Nuolo's spirits have been utterly destroyed. He is sad - so very, very sad.";
	action = INTRO;
	code =
		if (get_flag(0,29) == 0)
			remove_string(6);
		
		if (get_flag(0,29) == 1)
			remove_string(5);
	break;
begintalknode 39;
	state = 39;
	nextstate = -1;
	question = "I am here to shop.";
	text1 = "Nuolo grins merrily as you conclude your trading. Actually, he was grinning throughout the transaction.";
	text2 = "Nuolo hardly spoke a word while you shopped. His face is locked in an expression of perpetual gloom.";
	code =
		if (get_flag(0,29) == 0)
			remove_string(2);
		if (get_flag(0,29) == 1)
			remove_string(1);
		begin_shop_mode("Nuolo's Missiles","Nuolo sells thrown weapons, bolts and arrows at a reasonable price.",1,2,-1);
	break;
begintalknode 40;
	state = 39;
	nextstate = 40;
	condition = get_flag(0,29) == 0;
	question = "Why on earth are you smiling all the time?";
	text1 = "Nuolo's smile gets even broader. His eyes shine with amusement. _In a couple of days,_ he says in an awfully cheery manner. _We are all going to die!_ You wait for his expression to reveal that he is joking.";
	text2 = "Nothing happens. Nuolo notices your confusion and explains. _I'm a Verdist. We believe in reincarnation._ His grinning face surveys his surroundings. _Any place is better than this one.";

begintalknode 41;
	state = 40;
	nextstate = 41;
	question = "Wait a minute! Do all in Passton think like that? No-one else is smiling.";
	text1 = "_Oh, no!_ Nuolo shakes his head and his smile dies down. _Everyone in Passton, and in Quarhag Pass, are Danotists, well, almost everyone. We few crazy people who can put up with their shit, we 'mindless beasts', stick around just to annoy them._";
	text2 = "_Whether they like it or not, we stay right here. To be honest, I'm not sure if we are very stubborn or just very stupid._";
	text3 = "_Either way you'll all burn in hell!_ You turn around to see who shouted that and notice that it was the woman in the tent opposite of Nuolo's. Her eyes are sharp daggers. You turn back to face Nuolo. His smile has reappeared.";
	text4 = "_Now wasn't that just beautiful?_";

begintalknode 42;
	state = 40;
	nextstate = -1;
	question = "You must mean the ogres. But isn't that a very pessimistic way of thinking?";
	text1 = "_Pessimistic? Maybe it is, but like my dear late mother used to say: death should not be feared for it is only the gate into the next life. If you get right down to it then it really doesn't matter how we end this life._";
	text2 = "_The great circle of life will continue to turn no matter what we do. Personally I think the Verdean way of thinking is very optimistic. It certainly gives me strength._ As if for emphasis, Nuolo's smile gets a bit broader.";

begintalknode 43;
	state = 41;
	nextstate = 42;
	question = "Danotists? I don't think I've ever heard of them.";
	text1 = "_In that case you have been extremely fortunate, or maybe I've just been unfortunate. Eh, either way._ Nuolo shrugs. You notice that when he talks about Danotists, he is not smiling.";
	text2 = "_They are the most narrow-minded and unfriendly religion I've ever come across. They think they are the only true religion in the world that worships the one true god. But if you want to learn more about their dogma go speak to Ereleno._";
	text3 = "He points through his tent to the east. There is some kind of platform that way. _I won't waste my time talking about their garbage, but I will say a few words about how they treat other religions._";
	text4 = "_If at all possible, meaning if the Empire didn't prevent it, they'd kill everyone who worships a different god. This is not just hot air. There has been a few 'accidents' even in Quarhag._";
	text5 = "_A few months ago, a priest of Eternal Tranquility came to Passton._ Nuolo shakes his head in disgust. _I saw his corpse and it was no accident, but the Empire did not do anything about it._";

begintalknode 44;
	state = 41;
	nextstate = -1;
	question = "Couldn't you just leave Quarhag Pass since you obviously don't like it here?";
	text1 = "_I could._ Nuolo answers grinning blissfully. _I very well could!_ Apparently that is all he has to say about the matter.";

begintalknode 45;
	state = 42;
	nextstate = -1;
	question = "What exactly happened to the priest?";
	text1 = "Nuolo glances around nervously. _Actually, it's not smart for me to talk about this._ Suddenly he straightens up and his mouth forms into another wide grin. _But if I am about to die soon anyway, then why not?_";
	text2 = "_The Tranquility priest came to Passton and went to dine at the inn. I wasn't there at the time, so I'm not really sure what happened, but someone beat the priest up pretty bad._";
	text3 = "_He staggered out of the north gate. The following morning he was found dead by the door of the Yelbro trade post. He was stabbed repeatedly in the chest and stomach, but none of the Danotists admit to doing anything._";
	text4 = "_Poor man. No-one deserves to go like that._";

begintalknode 46;
	state = 56;
	nextstate = -1;
	condition = get_flag(0,5) == 1;
	question = "You're doomed? Surely the situation can't be that bad.";
	text1 = "_That's the short answer and yes it is true. If the ogres were to attack now, I doubt we could hold them for long. Even if we by some miracle manage to repel their first attack, we do not have many arrows or bolts for our archers._";
	text2 = "_Our supply of arrows might last one attack, two if the battles don't last that long. Then there are the melee attackers; we have too few of them. Even if our arrows last, our men won't and that's because of one thing:_";
	text3 = "_This lousy town does not even have a damned gate! I heard when they were thinking about fixing the old gates they just tore them down because 'no-one's going to attack here. We weren't even hit by the plagues!'_";
	text4 = "_Gods above, what fools! I... Um, yeah. What were we talking about again?_";

begintalknode 47;
	state = 10;
	nextstate = -1;
	question = "Wait, that's not all! There was a human sorcerer behind the ogres!";
	text1 = "_What?_ You retell the story that was Aprillia's quest to annihilate Passton. Tallen seems shocked. _The priest? All this because of the priest? I, I tried to find out who killed him. I ordered Leppington to see to it, but..._";
	text2 = "_I guess I did not try hard enough. It was no good. These Danotists, they did not talk. They all covered for each other and they even approved of the murder. If I were to harass them, take a hard stand, I might have had a rebellion on my hands._";
	text3 = "_I figured, one priest, hell, that's got to be better than scores of peasants._ She takes a deep breath. Her face has defeat looking at you. _So I sent word to the priest's order and stopped looking. Maybe we could've prevented all this._";
	text4 = "_But we're still stuck of the aftermath. No time for could'ves. How many ogres are there left?_";

begintalknode 48;
	state = -1;
	nextstate = 49;
	question = "Jane";
	text1 = "This woman in her early thirties, or late twenties, glares at you in open warfare. Her big blue eyes are perfect for the job. Without their impact, the hostility of this short, skinny woman would only be hilarious.";
	text2 = "_What do you want?_ She spits out her words, and afterwards actually spits at your feet. _If you want potions then you can buy some from me. Otherwise I have no time for infidels._";
	text3 = "You ask her name. It is Jane.";
	text5 = "_Huh? What is it now?_";
	action = INTRO;

begintalknode 49;
	state = 49;
	nextstate = -1;
	question = "I need potions. Show me what you got.";
	text1 = "_I hope we never see each other again._ Jane apparently has plenty of customers.";
	code =
		begin_shop_mode("Jane's Medicines","Jane sells magic potions at outrageous prices. Abysmal customer service is included in the prices.",2,5,-1);
	break;
begintalknode 50;
	state = 49;
	nextstate = 51;
	question = "Do you make these potions yourself?";
	text1 = "Jane's eyes form into a baleful glare. After a few seconds of silence she produces a clipped answer. _Yes. I have all the equipment I need in my home outside of town. Herbs don't grow well in Quarhag Pass._";
	text2 = "_That is why I am forced to deal with the godless Yelbro merchants to get my herbs. I manage fine, though._";

begintalknode 51;
	state = 49;
	nextstate = 50;
	question = "What's with all the hostility?";
	text1 = "_You have to ask? You are godless, bottom-feeding scum! You roam the world spreading all your insane lies and horrid stench! You cannot act as is befit for a sentient, but that is no surprise as you are all halfwits and imbeciles!_";
	text2 = "_And you can't possibly profess innocence on what has happened to our peaceful town! Your godless ways have brought the wrath of god down on us. He has sent ogres to devour us for allowing the infidels to live here unmolested._";
	text3 = "_Oh, god's wrath is just, but I fear he has targeted it wrongly, may he forgive my blasphemy._";

begintalknode 52;
	state = 50;
	nextstate = -1;
	question = "We didn't bring the ogres here!";
	text1 = "_That's the kind of nonsense a child would not believe! Bad things are always the consequences of sins and you infidels are sinners to the bone. I've always thought that we used to treat your kind properly before._";
	text2 = "_But the Empire put a stop to that. Well, we're all paying the consequences for that decision now._";

begintalknode 53;
	state = 51;
	nextstate = -1;
	question = "Could you teach me potion recipes?";
	text1 = "_Absolutely not! The day I start passing on my knowledge to infidels will be the day I..._ Jane breathes hard and gets a grip of herself. _The answer is no. I won't be teaching you anything._";

begintalknode 54;
	state = -1;
	nextstate = 55;
	question = "Corporal Korso";
	text1 = "It looks like there is indeed a soldier in the barracks. Although, you cannot say that his bearing is exactly military. He is a mountain of a man but you can see from his face that he is worried - perhaps even scared.";
	text2 = "His shirt is dirty, his breastplate is poorly attached. On his sleeves you see the insignia of a corporal. He blinks wearily as he notices you and barely avoids saluting you.";
	text3 = "_What, um. who're you, uh..._ He hawks thunderously and tries to take the situation back into control. _I'm corporal Korso. I'm, well, temporarily in charge of the Passton garrison. What business do you have in our barracks?_";
	text5 = "_Well? What is it now?_";
	action = INTRO;

begintalknode 55;
	state = 55;
	nextstate = -1;
	question = "You are temporarily in charge of the Passton garrison? Where is your commanding officer?";
	text1 = "_I don't know. I really don't know! He left the day before yesterday to make war and I haven't heard a word from him since... No that's not true, there was a messenger and... I'm afraid that he is dead and all the men who were with him are too!_";
	text2 = "_Which would mean that I am responsible for the defense of Passton and all the soldiers in Quarhag Pass. I can't do this! I..._ The corporal of the Imperial army finally realizes what he is doing. He tries to recollect his thoughts.";
	text3 = "He looks at you squarely in the eye. _Well, you heard all that. I guess that's about as much as I should have said._";

begintalknode 56;
	state = 55;
	nextstate = 56;
	question = "What is your opinion on the situation in Passton?";
	text1 = "_You've seen the mayor, right? I guess it's okay for me to talk about this then.  Quite frankly the morale of the men is terrible, my morale is terrible! For gods' sake there is only ten of us here!_";
	text2 = "_Who knows how many ogres are out there. They could outnumber us ten to one!_ Korso sighs. _That's the short end of it. I think we're doomed._";
	text3 = "_Um, I'm not sure if I should be talking to you at all. Maybe you should see the mayor first._";
	code =
		if (get_flag(0,5) == 0) {
			
			remove_string(1);
			
			remove_string(2);
			
		}
		
		
		if (get_flag(0,5) >= 1)
			
		remove_string(3);
	break;
begintalknode 57;
	state = 39;
	nextstate = -1;
	condition = get_flag(0,29) == 0;
	question = "Say, do you know anyone who could help me identify my unknown items?";
	text1 = "_Yes, I do know someone who can help you with that. I happen to know him intimately; it's me! Just give me two gold for every item you want identified and we're good._";
	action = ID 2;

begintalknode 58;
	state = 4;
	nextstate = 2;
	question = "I believe we can find a peaceful resolution if we try to negotiate with the ogres.";
	text1 = "_You do? What little I know of ogres, and this is strictly combat experience, they are not very sophisticated. The Empire has never tried to negotiate with them and neither have they tried to negotiate with us._";
	text2 = "_Personally, I think they are violent brutes, but you are welcome to try. I give you full authority to try to negotiate a truce between the ogres and the Empire, a truce only. I will have to consult my superiors about what we'll do in the future._";
	text3 = "_Even if you manage to convince the ogres to cease hostilities, I doubt the high-ups in the Empire will leave it at that. The ogres will pay for what they have done, one way or the other._";
	code =
		set_flag(0,5,5);
		set_flag(110,0,1);
		toggle_quest(1,1);
	break;
begintalknode 59;
	state = 5;
	nextstate = 2;
	question = "If we go in there alone we might be able to take the ogres by surprise and maybe even kill their chief without much resistance.";
	text1 = "_Right, and maybe when their chief is dead the ogres will panic and flee to wherever they came from. I've seen this happen on the battlefield a few times. Most of the ogres will break and run once their chief is slain._";
	text2 = "_Then again some of them go into a berserk rage and try to kill everything in sight, so you be prepared. Things could get ugly if you manage to eliminate the chief. At any rate, I hire you to attack the ogres._";
	text3 = "_Find and kill their leader, then return here for a reward._";
	code =
		toggle_quest(2,1);
		set_flag(110,0,1);
		set_flag(0,5,5);
	break;
begintalknode 60;
	state = 5;
	nextstate = 2;
	question = "I think it would be best to take with me every soldier Passton can spare!";
	text1 = "_Very well, this is a great opportunity to strike a fatal blow against the ogre onslaught. I will place every melee soldier under your command, but as a precaution I will leave the archers to defend Passton!_";
	text2 = "_This way, if the ogres do turn out to be more than you can handle then we will still have a final line of defense. Go and kill the ogre chief and then return to me for a reward._";
	code =
		toggle_quest(2,1);
		set_flag(110,0,1);
		set_flag(0,5,5);
		set_flag(0,13,1);
	break;
begintalknode 61;
	state = -1;
	nextstate = 62;
	question = "The Mayor in Armor";
	text1 = "Mayor Tallen has not yet succeeded in taking off her armor. At least the blood splatters have almost been cleaned from her body. As a greeting, she nods at you quickly and that does it for small talk as well.";
	text2 = "_I see the negotiations did not go very well. I did not really expect it any other way, but it was worth a try. There was a chance at an armistice at least. Well, that failed, but at no fault from you._";
	text3 = "_It was ultimately my decision and I will take full responsibility of the actions that followed. But tell me what you learned in ogre territory. I hope your trip was not a complete waste of time._";
	text5 = "_Was there something else? I'd like to get out of this armor. To think that I could once march for several days wearing one of these iron behemoths. Now one little scrap is very tiring._";
	action = INTRO;

begintalknode 62;
	state = 62;
	nextstate = 63;
	condition = get_flag(0,11) == 0;
	question = "(Tell her what you saw in the ogre fort.)";
	text1 = "_A pit of lizards? What? Was that some kind of rite of passage thing for them._ She finds this more amusing than it really is. _How could you not see that one coming? What you're telling is that the trapdoor was clearly marked._.";
	text2 = "_Oh, sorry about that. Anyway, what that captive ogre, Chainhound was it? What he said was very interesting. This means that there might be a reasonable entity within the ogre tribe, meaning negotiations might be possible._";
	text3 = "_However, at this point I want you to go deeper into the ogre lands, find their chieftain and eliminate him. It has become clear to me that he is nothing but a war-mongering savage and must be put down._";
	text4 = "_Of course, you may still refuse. I would appreciate your help, but I'd understand if you refused._";
	code =
		if (get_flag(2,8) == 0)
			remove_string(2);
	break;
begintalknode 63;
	state = 62;
	nextstate = 63;
	condition = get_flag(0,11) == 0 && get_flag(2,8) == 1;
	question = "(Tell her everything that happened in the ogre fort, but make no mention of Chainhound.)";
	text1 = "The mayor listens to your briefing in deep thought. _Hmm... You did not kill many ogres in the fort, but in Yelbro trade post many of them died by your sword. We then blooded them terribly when they tried to attack us._";
	text2 = "_Add to all that the losses Leppington and his men inflicted on them and I'd say the ogres have lost a lot of their manpower... Ogrepower, you know what I mean. The time has come to move more strongly on the offensive._";
	text3 = "_The time for negotiations is over. The ogre chief must pay for his crimes, but unfortunately, we also suffered losses in the ogres' attack. That is why I want you to go into the ogre lands on your own._";
	text4 = "_That is, if you are still willing to put your neck on the line for us._";

begintalknode 64;
	state = 63;
	nextstate = 2;
	question = "Very well, we will go find the ogre chief, kill him and every ogre that tries to stop us.";
	text1 = "_Good. Here is some money. I know it is not much, but I hope that is enough for a healing from the priest or enough to buy a decent sword, assuming the merchants have any left._ The mayor gives you a small pouch of coins.";
	text2 = "_Come back after you've killed the chief. Hopefully, that will be enough to pacify the ogres. At least, until help arrives._";
	code =
		toggle_quest(2,1);
		change_coins(250);
		toggle_quest(1,0);
		award_party_xp(110,15);
		set_flag(0,11,1)
		;
	break;
begintalknode 65;
	state = 63;
	nextstate = -1;
	question = "I'm not doing anything for you. In fact, I'm leaving and you didn't even pay me for the previous job.";
	text1 = "_You mean the job you botched? No, no. I'll pay you for risking your life. Even though I wish you'd reconsider, I'm not going to try to convince you to change your mind because I understand your viewpoint._";
	text2 = "_I'd much appreciate, however, if you'd manage to kill any ogre you find on your way out of Quarhag Pass. Good luck in your future life._";
	action = END_TALK;
	code =
		change_coins(150);
		toggle_quest(1,0);
		award_party_xp(110,15);
	break;
begintalknode 66;
	state = 2;
	nextstate = -1;
	condition = get_flag(7,1) == 5;
	question = "Where have the Passton merchants gone to?";
	text1 = "_Oh yes, they took down their tents with surprising speed once our lookout spotted the ogres. They currently reside in the Passton inn. It looks like the owner of the inn... Um, Kalle I think, left shortly before the ogre attack._ ";
	text2 = "_So the merchants are in the inn for the time being._";

begintalknode 67;
	state = 62;
	nextstate = 2;
	condition = get_flag(0,11) == 1;
	question = "I have some more questions for you.";
	text1 = "_Alright, ask away._";

begintalknode 68;
	state = -1;
	nextstate = 69;
	question = "Jorge";
	text1 = "These two townsmen are involved in a heated dialogue. upon closer examination you discover that it is actually more like monologue. The other man is mostly silent, participating in the conversation with nod and a _Uh-huh_ now and then.";
	text2 = "This man, on the other hand, seems to suffer from a bad case of verbal diarrhea. Words simply pour out of his mouth at a pace that is hard to decode into something comprehensible.";
	text3 = "The words repeated in his stream of verbalization are: bad, gosh and ogre.";
	text5 = "You would think that these men would have other things to do besides stand around all day.";
	action = INTRO;

begintalknode 69;
	state = 69;
	nextstate = 70;
	condition = get_flag(0,12) == 0;
	question = "Excuse me, what are you talking about?";
	text1 = "_Gosh! I did not see you there. I was just talking to my friend here about the bad situation here. Hey now, you're not from here. You come from those godless lands? Gosh, I guess it doesn't matter in a situation like this._";
	text2 = "_I mean things have gotten pretty bad in Quarhag Pass and that's putting it lightly. Oh right, you've probably not heard of it. The whole pass is full of ogres now. Nasty creatures in my mind. Complete savages. We hear some stories all right._";
	text3 = "_Gosh-darnit! My name is Jorge by the way._";
	action = SET_SDF 0 8 1;

begintalknode 70;
	state = 70;
	nextstate = 71;
	question = "Ogres? You have ogres?";
	text1 = "_Darn straight we do. Though, they weren't here a week ago or if they were they were playing hide 'n' seek. Now things have gotten bad, but I'm not one to worry too much. It's situations like this why we've allowed godless soldiers in Passton._";
	text2 = "_That's right, the ogres don't worry me much, even though things are bad god will look after his own._ Jorge fidgets uncertainly. _Well, that's what I hope at least. That's a bad problem on its own._";
	text3 = "_See I have this friend, Jarmo. He has a sheep farm in the north... Or, I mean, he used to have a farm there, or I mean, I don't know what's happened to him. The soldiers said the ogres have attacked homes up north._";
	text4 = "_I just have no clue what's come of him._";

begintalknode 71;
	state = 71;
	nextstate = 69;
	question = "I could look for Jarmo. Where did you say his home was?";
	text1 = "_Oh, you could? Gosh, that's mighty kind of you. I don't even dare to step outside the city walls. Things are that bad I mean. I'd be truly grateful if you could look for Jarmo._";
	text2 = "_I doubt anything bad's truly happened to him... I hope. Oh, gosh-darnit! It's hard to know what to think anymore. Oh, but Jarmo's home is up north near the exit of the pass. It's on the high-ground there. It was... Oh, darn it all!_";
	code =
		toggle_quest(4,1);
		set_flag(0,12,1);
	break;
begintalknode 72;
	state = 69;
	nextstate = -1;
	condition = get_flag(0,12) == 1;
	question = "Where did you say Jarmo's home was?";
	text1 = "_Oh, it's up north. That's right. It's near the north-exit of the Pass. That's where his sheep graze._";

begintalknode 73;
	state = 69;
	nextstate = -1;
	condition = get_flag(0,12) == 2;
	question = "I found Jarmo.";
	text1 = "_Gosh! That's great! I was afraid the ogres had eaten him. They do all sorts of bad things like that, you know. I must say that you are passing great folk for godless folk. You're making me feel bad for not having a reward for you._";
	text2 = "_No wait! First, here's some money._ You get fifty gold in coppers. _And this sling has always served me well while hunting rabbit. Maybe you'll find use for it._ Jorge gives you a sling.";
	code =
		set_flag(0,12,5);
		reward_give(449);
		change_coins(50);
		award_party_xp(75,15);
		toggle_quest(4,0);
	break;
begintalknode 74;
	state = 2;
	nextstate = 10;
	condition = get_flag(5,11) == 1;
	question = "The ogre chief is dead.";
	text1 = "Mayor Tallen's happiness is clearly visible once you tell her the news. She practically punches the air in excitement.  _This is fantastic news! Absolutely great! You have saved Passton from certain destruction!_";
	text2 = "The laughter of Tallen could not be more relieved. _I just can't wrap my head around this. But what about the rest of the ogres? Were there many left, do you think? They will probably be in a state of chaos now that their chief is dead._";
	text3 = "_Nevertheless, we must know how many are still out there. So, what is your estimate on their numbers?_";

begintalknode 75;
	state = 10;
	nextstate = -1;
	question = "No. I did not see any more ogres; not any living ones anyway.";
	text1 = "_Good! Good work. Although I don't believe you actually killed all of them. There are bound to be some of them left in the mountains. However, if what you say is true, then the remaining ogres pose no threat to Passton._";
	text2 = "_They will of course be dealt with once the reinforcements from Krizsan and once the Governor-General of Krizsan hears about them. But that's all in the future, you don't have to worry about that. Your work here is done._";
	text3 = "_That is why you will be rewarded!_ Mayor Tallen sets a moderately sized sack of coins down on her desk. _Take it! It isn't much, only five hundred gold, but believe me; that is about all this town has._";
	text4 = "_I will get the Governor-General to repay that, but that doesn't concern you. Good work! You saved a lot of lives today!_";
	action = SET_SDF 5 11 2;
	code =
		change_coins(500);
		award_party_xp(150,20);
	break;
begintalknode 76;
	state = 2;
	nextstate = 3;
	condition = get_flag(0,5) == 0 && get_flag(0,8) == 1;
	question = "How come? Is it because of the ogres?";
	text1 = "The mayor looks at you curiously. _Ah, I see you have talked to the townsfolk. Technically, I did not forbid them from talking about it, but then again I did not think any strangers would show up in Passton._";
	text2 = "_Yes, ogres have indeed popped out of thin air apparently. At first they attacked the settlement in the north part of the valley. I sent captain Leppington to repel the invasion, but that was what the ogres were hoping I'd do._";
	text3 = "_When Leppington was chasing a small group with his men a much larger army assaulted our fort north of here. Only a skeleton crew was there at the time and the ogres overwhelmed the defenders before Leppington had the chance to return._";
	text4 = "_Then the ogres attacked the Yelbro trade post. This all happened yesterday and I have not heard from Leppington since noon yesterday._";

begintalknode 77;
	state = 69;
	nextstate = -1;
	question = "(Not interested).";
	text1 = "Which is why you move on.";
	action = END_TALK;

begintalknode 78;
	state = 71;
	nextstate = -1;
	question = "That sounds really bad alright, but I am just a traveler on his way to Sharimik.";
	text1 = "_Gosh! I'm not sure if it is possible to get to Sharimik right now. I would guess that such a bad thing would happen that you'd run into some ogres on your way so it'd be good if you know how to fight. We two will remain here behind city walls._";
	text2 = "_We at least have some soldiers to protect us here. The situation is not as bad as it is outside._ Jorge wishes you luck and bids you farewell.";
	action = END_TALK;

begintalknode 79;
	state = 2;
	nextstate = -1;
	condition = get_flag(0,5) == 5;
	question = "What do you know about ogres in general?";
	text1 = "_You mean what they're like and so on? Well, I can't claim to be an expert, but then again, who can? To make a long story short: I have fought ogres. Ogres are not that rare in our lands even though we have done our best to exterminate them._";
	text2 = "_Small tribes of ogres can still be found in the sparsely-populated regions of Valorim. That's about all I know. They are warriors as far as I have gathered; ruthless in battle and quick to anger._";

begintalknode 80;
	state = 34;
	nextstate = -1;
	condition = char_status(0) > 1 || char_status(1) > 1 || char_status(2) > 1 || char_status(3) > 1;
	question = "One of my friends has died. Can you help? (500 gold)";
	text1 = "You present your fallen comrade to Ereleno. He leans over the remains with an air of superiority. _Yes, I am able to help. God grants me the power to restore souls to their derelict husks once the husk is healed._";
	text2 = "_Provided the souls are willing, of course. I will naturally require a sizeable donation for the Church of God for this service; five hundred gold._ You count the necessary amount of money and give it to Ereleno.";
	text3 = "He walks up to the altar and kneels in front of it. The following surge of holy energies is incredible to behold. Ereleno works the power to patch up the body of your companion and then he pierces the veil between life and death.";
	text4 = "He drags the soul back into the body which looks to have suffered no injuries. Ereleno sweats from the ritual. _Now leave! I must rest for a moment._";
	text5 = "Ereleno shakes his head. _I could perform this miracle you require, but as an infidel, you must donate at least 500 gold to the Church of God and since you lack these funds, I will not help you._";
	text6 = "_You changed your mind? Very well. Now leave me be._";
	action = END_TALK;
	code =
		clear_strings();
		if (coins_amount() < 500)
			add_string(5);
		else if (run_select_a_pc(1) == 0)
		add_string(6);
		else {
		play_sound(24);
		add_string(1);
		add_string(2);
		add_string(3);
		add_string(4);
		change_coins(-500);
		restore_pc(get_selected_pc());
	}
	break;
begintalknode 81;
	state = 39;
	nextstate = -1;
	condition = get_flag(6,5) == 1 && get_flag(5,11) == 1 && get_flag(0,29) == 0;
;
	question = "We have killed the ogre chief and the ogres should no longer be a problem.";
	text1 = "Nuolo smiles, obviously, but as the news sinks into him, his smile slowly dies. In fact, he looks a bit depressed. _That's it then, huh? I was actually hoping for some kind of karmic payback for the Danotists arrogance and... Stuff._";
	text2 = "_I guess there really is no justice in the world. The bastards get rewarded and the meek get killed._ Nuolo whimpers like a depressed dog. _I suppose I'll just have to bear these idiots a bit longer._";
	text3 = "_Oh, don't get me wrong; I didn't want to die! It's just that... That. Mind if I brood for a while?_ Nuolo's face crumbles into a pit of depression.";
	action = END_TALK;
	code =
		set_flag(0,29,1);
	break;
begintalknode 82;
	state = -1;
	nextstate = 83;
	question = "Sergeant Parks";
	text1 = "There is a new soldier manning the chair of commander of Passton's armed forces. It is Sergeant Parks, the highest ranking soldier left of Captain Leppington's squad. He seems less fidgety than his predecessor Corporal Korso.";
	text2 = "He sits on a chair with relative calm and inspects sheets of papyrus and what looks like a map of Quarhag Pass. Although he is calm, his expression is grim. He glances up from his desk and nods at you in greeting.";
	text3 = "_Good to see you again. If there's one thing Passton needs right now, it's more competent men. You've given me ample proof of your competence. Now, what can I do for you?_";
	text5 = "_Is there something else you wanted?_";
	action = INTRO;

begintalknode 83;
	state = 83;
	nextstate = 84;
	question = "I'd like to talk about the ogres.";
	text1 = "_I wish I had more to say about them. I got these documents from more than a hundred years ago from the town records. Based on what's in the documents and what I've seen, I can say this much:_";
	text2 = "_The ogres attacking us are descendants of a tribe of ogres the Empire thought they'd wiped out close to two centuries ago. Judging by the sheer rage of their attacks, I'd say they've come for revenge._ Parks shrugs.";
	text3 = "_Not that the ogres need much of a reason to smash some heads._";

begintalknode 84;
	state = 83;
	nextstate = -1;
	question = "Where is Corporal Korso?";
	text1 = "Parks' face twists in a slight grimace, as if the mere mention of Korso is enough to upset him. _I put him on patrol through the city. He's good at that much at least. He's checking in on the few soldiers we have posted throughout town._";
	text2 = "_Korso always was better at following orders than he was issuing them. At least, he did not completely mess things up in Passton while he was in charge._ Parks shrugs. _He's a good soldier, but not a good leader._";

begintalknode 85;
	state = 84;
	nextstate = -1;
	question = "How did the Empire 'think' they had killed all the ogres?";
	text1 = "_It's not that hard to believe when you think about it. The mountains that surround Quarhag Pass have about a million little caves you can hide in. I'm not even exaggerating that much._";
	text2 = "_Anyway, the town hall had records of a great fight near the mountains north of where our fort is today... Where it used to be and I guess where it will be again, gods willing. So, the battle!_";
	text3 = "_The Empire forces defeated the ogres, killing all of them. Then they advanced deeper into the mountains, finding many small ogre settlements._ Parks hesitates a bit, as if he does not quite approve what comes next.";
	text4 = "_The soldiers exterminated every male, female, infant and elderly ogre they could find and when they could find no more they stopped looking. I also found a report insisting that there might still be ogres alive in the mountains._";
	text5 = "_But since the ogres did not strike back, it was assumed they had all died._";

begintalknode 86;
	state = 84;
	nextstate = -1;
	question = "You think the ogres are out for revenge?";
	text1 = "Parks frowns, unsure of his thoughts. _Like I said, I don't think the ogres need a reason for killing humans. They're a bunch of brutes. Did you notice that they were burning our fallen at the trade post?_";
	text2 = "_Well, they weren't burning them exactly. They were cooking them! They eat corpses; even their own! Savages. Maybe I'm backtracking a bit here, but it is at least possible that the ogres are here for a well-due payback._";
	text3 = "_Then again, considering how we'd practically forgotten there were ever ogres in Quarhag Pass, then the same must be true for the ogres. It has been two hundred years after all._";

begintalknode 87;
	state = 84;
	nextstate = -1;
	question = "Do you know anything about who is leading the ogres?";
	text1 = "_Well, ogres usually have a chieftain of some sort, so this tribe must have one as well._ Parks scratches his right temple while thinking. _Come to think of it, the ogres did shout 'Angerfist' a lot while they were attacking._";
	text2 = "_That and 'The Witch'. Maybe this particular tribe has some kind of dual position for their chieftainship? Well, that's all I know about their chief, or chiefs. I'm not even sure this 'Angerfist' is an ogre. It might just be a war cry._";
	text3 = "_But hey! If it is an ogre name, then you can't really expect much rationality with a name like that._";

begintalknode 88;
	state = 34;
	nextstate = -1;
	question = "Hold on, you only get money from 'infidels?'";
	text1 = "_Of course not. It is in the best interest of the believers to provide for the priests of god. We are the shepherds who lead their souls into the afterlife. We cannot obviously do the job properly were we to live in poverty._";
	text2 = "_Or in worst case, were we to starve. No, the infidels only provide an additional income to the church, a sizable income at that._";

begintalknode 89;
	state = 35;
	nextstate = -1;
	question = "Are you seriously gloating over the deaths of those trying to protect you?";
	text1 = "_Only god protects his people! Only god's will shall decide the fates of men! Yes, I am glad that the heathen soldiers have perished. However, the deaths of the few believers do sadden me._";
	text2 = "_Be that as it may, it is not for mere mortals to question god's divine plan. He will keep those true to him safe. Of that I am certain._";

begintalknode 90;
	state = 30;
	nextstate = -1;
	question = "Is this your church?";
	text1 = "_We do not need churches, or temples, or any of those gaudy structures designed to cloud the mind and mislead the ignorant. God is everywhere. Wherever his children may roam, he has walked a thousand times before._";
	text2 = "_Thus, everywhere is a place of worship for him._ The priest points at the simple marble altar. _We need an altar, yes, but only for the most divine rituals and only as tool to help focus when working up the power of god in priestly rituals._";
	text3 = "_But even the altar is not essential. The most powerful of us can focus using a holy symbol, or even an ordinary hammer. That is all that is truly needed to witness the might of god. We need no false splendor._";

begintalknode 91;
	state = -1;
	nextstate = 92;
	question = "Korso Again";
	text1 = "You see a soldier marching confidently down the thoroughfare of Passton. At first you did not recognize him; after all confidence and properly attached armor is not something you came to expect from Corporal Korso.";
	text2 = "He smiles and bobs his head to you in greeting. _Good to see you again! This is the first good thing that's happened since the ogres attacked. I feel like there is hope for us after all._";

begintalknode 92;
	state = 92;
	nextstate = -1;
	question = "What are you doing?";
	text1 = "_Just checking on the boys and girls guarding the city._ Korso actually looks glad. _You know, I talk to them, see how they're holding up and so forth. They're doing pretty well actually, all things considered._";
	text2 = "_They're certainly doing better than I was before Sergeant Parks came back._ Korso lets out a relieved chuckle. _I am so glad I'm not in charge any more. Now if you'll excuse me, I have work to do._ Korso resumes his patrol.";
	action = END_TALK;

begintalknode 93;
	state = 29;
	nextstate = 36;
	condition = get_flag(6,5) == 1 && get_flag(5,11) == 1;
	question = "I have defeated the leader of the ogres.";
	text1 = "The priest raises his hands to the heavens. _And so god protects his people once again! The blight was no doubt meant to only harm the infidel soldiers and warn the believers not to associate with them._";
	text2 = "_Truly, we the believers must strive to purify ourselves of heresy and infidel influence! God has sent us a sign and we must obey! Henceforth I will preach more openly against the infidels; The Empire be damned!_";

begintalknode 94;
	state = 36;
	nextstate = -1;
	question = "Yes, you do that.";
	text1 = "_Indeed I will. And to enforce it I will now have no more dealings with you. I will no longer teach you any priest spells and do not even bother to ask about healing. Farewell. May our paths never cross again._";
	action = END_TALK;
	code =
		set_flag(83,10,1);
	break;
begintalknode 95;
	state = 36;
	nextstate = -1;
	question = "No, you idiot! That's exactly what caused the ogre attack in the first place!";
	text1 = "You tell the priest about your encounter with Aprillia. Ereleno seems unconvinced, though. _You say all this happened because of one dead heathen priest? You think god would care for one miserable heathen?_";
	text2 = "_If anything, your tale reinforces my beliefs. If a heathen mage can cause this much grief among true believers than it obvious to me that god's influence over these lands are fading. We have deviated far too much from the holy scriptures._";
	text3 = "_I will be taking a strict hand with my flock. We will adhere to the morals of god to the letter, so that his might will once again shine strength to the believers._ Ereleno turns away from you.";
	action = END_TALK;
	code =
		set_flag(83,10,1);
	break;
begintalknode 96;
	state = 49;
	nextstate = -1;
	condition = get_flag(6,5) == 1 && get_flag(5,11) == 1;
	question = "The ogres have been defeated.";
	text1 = "Jane peers at you suspiciously. _You did this? Are you telling me that you, a heathen, swooped into town and killed the monsters that were threatening us?_ A few seconds of silence pass. She bursts into a mocking laughter.";
	text2 = "_You think I would believe that? It's no wonder they say every word out of your heathen mouths is a lie! The sheer gall of someone trying to pass that kind of fairytale as reality._ Jane shakes her head in disbelief.";
	text3 = "_Just stop talking altogether!_";
	action = END_TALK;

begintalknode 97;
	state = 25;
	nextstate = -1;
	condition = get_flag(6,5) == 1 && get_flag(5,11) == 1 && get_flag(92,1) == 0;
	question = "I have defeated the leader of the ogres.";
	text1 = "_You have? Pardon me if I sound a bit suspicious, but it's not at all what I've come to expect of your type, the heathen, I mean._ Seppo scratches his head nervously. _Listen, the priests are always saying that you heathen are worse than monsters._";
	text2 = "_But the thing is, I've met some pretty decent heathen. I guess it is possible that you're telling the truth. Ah, listen to me! Sorry, I've been a bit depressed ever since the ogres attacked. If you really did help us then take this._";
	text3 = "The merchant gives you a pair of gauntlets. _They're magic. I bought them from a heathen a year back. I got them so cheap that it felt like I was cheating the woman, and I suppose I was... Maybe giving them to you will atone it somewhat._";
	text4 = "The man shrugs and says no more.";
	code =
		set_flag(92,1,1);
		reward_give(361);
	break;
begintalknode 98;
	state = 83;
	nextstate = -1;
	condition = get_flag(6,5) == 1 && get_flag(5,11) == 1;
	question = "The ogre chief is dead!";
	text1 = "Parks grins in elation. _Hah! I knew you could do it! With the chief dead what remains of the ogres will be in disarray for some time. Time enough for the reinforcements from Krizsan to arrive._";
	text2 = "_Then we can mount up an attack force to sweep the mountains of any remaining ogres._ Parks guffaws. _I know this sounds stupid, but when I first saw you near the trade post, when you helped us fight the ogres, I knew we were saved._";
	text3 = "_Not just my men, and not just from that battle, but that Passton was saved._ The sergeant grins as if embarrassed. _You should see the mayor. That is if you haven't already. I'm sure she has a reward for you._";

