namespace = "ZDoom";
include = "DIALOG00";
// Quest Givers & Quest-Related NPCs ///////////////////////////////////////////
conversation{actor = "MSfiXd_Peasant10";
	page{//1
		name = "Rowan"; panel = "M_RETRIC"; voice = "RET01";
		dialog = "In a small world, word travels fast. I hear you just removed some obstacles from your path. Nice work. Are you interested in some more lucrative projects?";
		drop = "RaiseAlarm";
		choice{
			text = "(Well, he's not shooting. Yet.)";
			nextpage = 3;
			closedialog = false;}
		choice{
			text = "No thanks.";
			giveitem = "RaiseAlarm";
			nextpage = 2;
			closedialog = false;}}
	page{//2
		name = "Rowan"; panel = "M_RETRIC"; voice = "RET05";
		dialog = "Fool! Guards, rid me of this meddlesome peon.";
		drop = "RaiseAlarm";}
	page{//3
		name = "Rowan"; panel = "M_RETRIC"; voice = "RET02";
		dialog = "Good. Some ah, friends of mine need someone silenced. Beldin is being held by the Order in their sanctuary. There's a rarely used entrance by a small pier off the river which is unguarded. Get in, shut him up, and bring his ring back to me as proof.";
		drop = "RaiseAlarm";
		choice{
			text = "What am I getting paid in?";
			log = "LOG1003";
			nextpage = 4;
			closedialog = false;}}
	page{//4
		name = "Rowan"; panel = "M_RETRIC"; voice = "RET03";
		dialog = "I'll guarantee fifty gold, and if you return without setting off every alarm in town, there's the chance to earn much, much more. ...And here's a little helper that should give you an edge.";
		drop = "RaiseAlarm";
		choice{
			text = "I'm on my way.";
			giveitem = "HYDRAShotgun";
			nextpage = 5;
			closedialog = false;}}
	page{//5
		name = "Rowan"; panel = "M_RETRIC"; voice = "RET04";
		dialog = "Good. Remember; his silence is golden.";
		drop = "RaiseAlarm";
		link = 6;
		ifitem{item = "BeldinsRing";}
		choice{
			text = "Keep that gold handy.";
			nextpage = 6;
			closedialog = true;}}
	page{//6
		name = "Rowan"; panel = "M_RETRIC"; voice = "RET07";
		dialog = "Mission accomplished? You have the ring of the traitor?";
		drop = "RaiseAlarm";
		choice{
			text = "Yeah. You got my gold?";
			cost{item = "BeldinsRing"; amount = 1;} 
			displaycost = false;
			nomessage = "LIAR! Go get the ring!";
			giveitem = "Gold50";
			nextpage = 7;
			closedialog = false;}}
	page{//7
		name = "Rowan"; panel = "M_RETRIC"; voice = "RET09";
		dialog = "Here, you earned it. The traitor you killed was about to reveal the location of the Front. You saved lives. How would you like to earn more gold, and a future free from tyranny?";
		drop = "RaiseAlarm";
		choice{
			text = "...I can't say 'no', can I?";
			giveitem = "BaseKey";
			nextpage = 8;
			closedialog = false;}
		choice{
			text = "I got better things to do.";
			giveitem = "RaiseAlarm";
			nextpage = 10;
			closedialog = false;}}
	page{//8
		name = "Rowan"; panel = "M_RETRIC"; voice = "RET12";
		dialog = "I have a business relationship with the Front's leader, Macil. I know he needs an incisive fellow like yourself, and he pays well. Take this recovered Comm Unit and you'll be led to, shall we say, 'opportunities'?";
		drop = "RaiseAlarm";
		choice{
			text = "'Opportunities'. Great.";
			log = "LOG1004";
			giveitem = "Communicator";
			nextpage = 9;
			closedialog = false;}}
	page{//9
		name = "Rowan"; panel = "M_RETRIC"; voice = "RET06";
		dialog = "Get going. If you hang around here, we're both dead.";
		drop = "RaiseAlarm";}
	page{//10
		name = "Rowan"; panel = "M_RETRIC"; voice = "RET11";
		dialog = "A pity, but now that you know about my friends, I must kill you. Guards, take out this trash!";
		drop = "RaiseAlarm";}}
conversation{actor = "MSfiXd_Peasant4";
	page{//1
		name = "Harris"; panel = "M_PEAS1"; voice = "HA001";
		dialog = "I'm kinda a talent broker for the rebels. As good as you are, you could earn a lot of gold... If you hooked up with the right people.";
		link = 9;
		ifitem{item = "BeldinsRegards";}
		drop = "RaiseAlarm";
		choice{
			text = "I'm listening...";
			nextpage = 3;
			closedialog = false;}
		choice{
			text = "Hook yourself up.";
			giveitem = "RaiseAlarm";
			nextpage = 2;
			closedialog = false;}}
	page{//2
		name = "Harris"; panel = "M_PEAS1"; voice = "HA002";
		dialog = "No, no second chance. Oh guards, kill him.";
		drop = "RaiseAlarm";}
	page{//3
		name = "Harris"; panel = "M_PEAS1"; voice = "HA003";
		dialog = "Good choice. The Order's Sanctuary by the river is their unofficial torture chamber. Hidden inside there's a golden chalice. You swipe it and reap your reward.";
		drop = "RaiseAlarm";
		choice{
			text = "Anything else?";
			giveitem = "HYDRAShotgun";
			nextpage = 4;
			closedialog = false;}}
	page{//4
		name = "Harris"; panel = "M_PEAS1"; voice = "HA004";
		dialog = "Here's a shotgun; just aim straight, and *splat*. Remember; grab the fancy cup and get to the tavern.";
		drop = "RaiseAlarm";
		choice{
			text = "That cup's as good as yours.";
			nextpage = 5;
			closedialog = true;}}
	page{//5
		name = "Harris"; panel = "M_PEAS1"; voice = "HA006";
		dialog = "What are you waiting for? Bring me that Chalice.";
		drop = "OpenDoor224";
		link = 6;
		ifitem{
			item = "OfferingChalice";}}
	page{//6
		name = "Harris"; panel = "M_PEAS1"; voice = "HA007";
		dialog = "Hey, I know, kinda looks like a set-up. I would never do that to such a great killing machine. Got the item? Great! Now get ready; gold and glory just like I promised. Take this key and the Governor will reward you.";
		drop = "OpenDoor224";
		choice{
			text = "He'd better! Or I'm coming back!";
			cost{item = "OfferingChalice"; amount = 1;}
			displaycost = false;
			giveitem = "GovsKey";
			nextpage = 7;
			closedialog = false;}
		choice{
			text = "No, I'll take my payment NOW.";
			nextpage = 8;
			closedialog = false;}}
	page{//7
		name = "Harris"; panel = "M_PEAS1"; voice = "HATBL";
		dialog = "Get lost, kid, you bother me.";
		drop = "RaiseAlarm";}
	page{//8
		name = "Harris";
		panel = "M_PEAS1";
		voice = "HA002";
		dialog = "No second chance. Oh guards, kill him.";
		drop = "OpenDoor224";}
	page{//9
		name = "Harris"; panel = "M_PEAS1"; voice = "HA001";
		dialog = "I'm kinda a talent broker for the rebels. As good as you are, you could earn a lot of gold... If you hooked up with the right people.";
		drop = "OpenDoor224";
		choice{
			text = "Beldin sends his regards!";
			giveitem = "RaiseAlarm";
			nextpage = 10;
			closedialog = false;}}
	page{//10
		name = "Harris"; panel = "M_PEAS1";
		dialog = "So, you're the one who broke him out? Well, the Order ought to pay me a handsome commission for finding you! Guards, arrest him!";
		drop = "OpenDoor224";}}
conversation{actor = "MSfiXd_Peasant22";
	page{//1
		name = "Governor Mourel"; panel = "M_PEAS7"; voice = "GOV01";
		dialog = "First they slaughter thousands, now they want all able-bodied peasants for unspecified \"tests\". How does the Order expect me to keep the peace? What the hell do you want?";
		drop = "RaiseAlarm";
		link = 11;
		// This would normally be QuestItem2, but if you did the Chalice steal 
		// quest for Harris before starting this mission for the Governor, you'd 
		// break the game, because while the Offering Chalice can be dropped 
		// from inventory, the QuestItem2 it gives cannot be removed under 
		// normal circumstances. I would've liked to replace the Offering 
		// Chalice entirely; replace it with one that you can press 'use
		// inventory' to drop, but if you do that, it breaks the alarms going 
		// off in the tavern, because the map checks for the Chalice being in 
		// your inventory
		ifitem{item = "OfferingChalice";}
		choice{
			text = "A deal; prison pass for a favor.";
			nextpage = 2;
			closedialog = false;}}
	page{//2
		name = "Governor Mourel"; panel = "M_PEAS7"; voice = "GOV02";
		dialog = "I like you already. I have two chores that I don't want to do myself. One is messy, the other bloody.";
		drop = "RaiseAlarm";
		choice{
			text = "What kind of mess?";
			giveitem = "QuestItem4"; // 'Power Coupling' Mission Accepted
			nextpage = 3;
			closedialog = false;}
		choice{
			text = "Bloody? I can do bloody.";
			giveitem = "QuestItem5"; // 'Kill Derwin' Mission Accepted
			nextpage = 5;
			closedialog = false;}}
	page{//3
		name = "Governor Mourel"; panel = "M_PEAS7"; voice = "GOV03";
		dialog = "One of my minions is stealing power with a tap on the Mains somewhere. Find it and truncate his supply and I'll provide you with what you want. Bring me something as a token.";
		drop = "RaiseAlarm";
		choice{
			text = "Where would I find this tap?";
			log = "LOG1007";
			nextpage = 4;
			closedialog = false;}}
	page{//4
		name = "Governor Mourel"; panel = "M_PEAS7"; voice = "GOV04";
		dialog = "If I knew, it wouldn't be a chore now, would it? Use your charm, but cut off his supply.";
		drop = "RaiseAlarm";
		link = 7;
		ifitem{item = "BrokenPowerCoupling";}}
	page{//5
		name = "Governor Mourel"; panel = "M_PEAS7"; voice = "GOV05";
		dialog = "Tell you what; there's a lying sack named Derwin who has been selling children to the Order. I won't tolerate that kind of depravity. Not without my cut. Derwin works in the Warehouse. Kill him and bring me his... ear,  and I'll see what I can do.";
		drop = "RaiseAlarm";
		choice{
			text = "How do I get in?";
			log = "LOG1008";
			giveitem = "Passcard";
			nextpage = 6;
			closedialog = false;}}
	page{//6
		name = "Governor Mourel"; panel = "M_PEAS7"; voice = "GOV06";
		dialog = "This key will get you into the Power Station. ...On second thought, cut off his ear and *then* kill him. Much better.";
		drop = "RaiseAlarm";
		link = 9;
		ifitem{item = "Ear";}}
	page{//7
		name = "Governor Mourel"; panel = "M_PEAS7"; voice = "GOV08";
		dialog = "Oh, I just love souvenirs. Here, this will get you into the Prison. Talk to Warden Montag. Whatever you do after that, I don't want to know.";
		drop = "RaiseAlarm";
		choice{
			text = "(Damn right you don't.)";
			cost{item = "BrokenPowerCoupling"; amount = 1;}
			displaycost = false;
			log = "LOG1009";
			giveitem = "PrisonPass";
			nextpage = 8;
			closedialog = true;}}
	page{//8
		name = "Governor Mourel"; panel = "M_PEAS7"; voice = "GOTBL";
		dialog = "Give you a hint; when I'm done talking to you, you leave.";
		drop = "RaiseAlarm";}
	page{//9
		name = "Governor Mourel"; panel = "M_PEAS7"; voice = "GOV07";
		dialog = "Do you have good news for me? I'm all... Ears! Ahahahaha!";
		drop = "RaiseAlarm";
		choice{
			text = "Funny. Where's my pass?";
			cost{item = "Ear"; amount = 1;}
			displaycost = false;
			nextpage = 10;
			closedialog = false;}}
	page{//10
		name = "Governor Mourel"; panel = "M_PEAS7"; voice = "GOV08";
		dialog = "Oh, I just love souvenirs. Here; this will get you into the Prison. Talk to Warden Montag. Whatever you do after that, I don't want to know.";
		drop = "RaiseAlarm";
		choice{
			text = "(Damn right you don't.)";
			log = "LOG1009";
			giveitem = "PrisonPass";
			nextpage = 8;
			closedialog = true;}}
	page{//11
		name = "Governor Mourel"; panel = "M_PEAS7"; voice = "GOV6A1";
		dialog = "So, you're the fool who stole the chalice! I'm going to have you arrested as a rebel thief... Thereby enchancing my position with the Order. How does it feel to be an unwitting pawn? I'll give you a hint; it's gonna hurt.";
		drop = "RaiseAlarm";
		choice{
			text = "I should've seen this coming.";
			yesmessage = "Yes, you should have! Guards! Take this fool, dead or alive!";
			giveitem = "RaiseAlarm";}
		choice{
			text = "That Harris promised money!";
			yesmessage = "Well then - the only thing you're getting is death!";
			giveitem = "RaiseAlarm";}}}
conversation{actor = "Beggar1";
	page{
		name = "Macguffin"; panel = "M_MCGUFF"; voice = "MCTBL";
		dialog = "Release me, leave an old man alone.";
		link = 2;
		ifitem{item = "QuestItem4";}} // 'Power Coupling' Mission Accepted
	page{
		name = "Macguffin"; panel = "M_MCGUFF"; voice = "MAG01";
		dialog = "You seek wisdom? The Order has seen to it that we ask only one question: \"Why?\"";
		choice{
			text = "Looking for a power coupling.";
			nextpage = 3;
			closedialog = false;}
		choice{
			text = "I need to... fix the Order main.";
			nextpage = 4;
			closedialog = false;}
		choice{
			text = "Looking for an illegal tap.";
			nextpage = 5;
			closedialog = false;}}
	page{
		name = "Macguffin"; panel = "M_MCGUFF"; voice = "MAG02";
		dialog = "I'll tell you where it is, but I don't know whose coupling you'll be tampering with. It's right here in the Sewage Plant.";
		choice{
			text = "I'll figure it out myself then.";
			nextpage = 6;
			closedialog = true;}}
	page{
		name = "Macguffin"; panel = "M_MCGUFF"; voice = "MAG03";
		dialog = "That's right here in the Sewage Plant, but it's the Front's coupling. Whoever told you that it was the Order's was wrong.";
		choice{
			text = "Is it? Thanks.";
			nextpage = 6;
			closedialog = true;}}
	page{
		name = "Macguffin"; panel = "M_MCGUFF"; voice = "MAG04";
		dialog = "If you say it's illegal, I want nothing to do with you. I have enough trouble as it is.";
		choice{
			text = "Thanks for nothing.";
			nextpage = 6;
			closedialog = true;}}
	page{
		name = "Macguffin"; panel = "M_MCGUFF"; voice = "MCTBL";
		dialog = "Release me, leave an old man alone.";}}
conversation{actor = "MSfiXd_Peasant11";
	page{//1
		name = "Geoff"; panel = "M_GEOFF"; voice = "GETBL";
		dialog = "Walk away, just walk away.";
		link = 2;
		ifitem{item = "BaseKey";}}
	page{//2
		name = "Geoff"; panel = "M_GEOFF"; voice = "GEO01";
		dialog = "What are you doing here?";
		link = 4;
		ifitem{item = "QuestItem3";} // 'Power Coupling' Mission Accepted
		choice{
			text = "I need gold!";
			cost{item = "BaseKey"; amount = 1;}
			displaycost = false;
			giveitem = "OpenDoor222";
			nextpage = 3;
			closedialog = false;}}
	page{//3
		name = "Geoff"; panel = "M_GEOFF"; voice = "GEO02";
		dialog = "Blackbird told you the code, huh? Let me shut off the alarm. Macil is one flight down.";
		choice{
			text = "(...Some 'code word'.)";
			nextpage = 4;
			closedialog = true;}}
	page{//4
		name = "Geoff"; panel = "M_GEOFF"; //voice = "GETBL";
		dialog = "Stop wasting time and get down there.";}}
conversation{actor = "MSfiXd_Peasant2";
	page{//1
		name = "Arion"; panel = "M_ARION";
		dialog = "Do you have an appointment with the Governor?";
		choice{
			text = "No, I don't have one.";
			nextpage = 2;
			closedialog = false;}
		choice{
			text = "*Stare at him, long and hard*";
			nextpage = 3;
			closedialog = false;}
		choice{
			text = "*Point shotgun at his face*";
			giveitem = "Gold50";
			nextpage = 4;
			closedialog = false;}}
	page{//2
		name = "Arion"; panel = "M_ARION";
		dialog = "...You don't? Well, he's not seeing anyone today. The Governor's far too busy to just prattle with any peasant that wanders by. Perhaps I can pencil you in later this week? Of course, you'll need to show proof of residence and pro-";
		choice{
			text = "I don't have time for this!";
			nextpage = 5;
			closedialog = true;}}
	page{//3
		name = "Arion"; panel = "M_ARION";
		dialog = "Sorry! I didn't mean... Please, go right up.";
		choice{
			text = "I knew you'd say that.";
			nextpage = 5;
			closedialog = true;}}
	page{//4
		name = "Arion"; panel = "M_ARION";
		dialog = "OH SWEET DEUS! T-The Governor's office is on the s-second floor. Just t-take the lift up there. H-here, take this while you're at it! I'm sure it's to your liking!";
		choice{
			text = "That's more like it.";
			nextpage = 6;
			closedialog = true;}}
	page{//5
		name = "Arion"; panel = "M_ARION";
		dialog = "If you're in such a hurry, don't waste your time with me.";}
	page{//6
		name = "Arion"; panel = "M_ARION";
		dialog = "If you're in such a hurry, don't waste your time with me!";}}
// Shopkeepers /////////////////////////////////////////////////////////////////
conversation{actor = "MSfiXd_Peasant13";
	page{//1
		name = "Irale";
		dialog = "Hello! What can I do for you?";
		link = 2;
		ifitem{item = "QuestItem14";} // 'Destroy Power Crystal' Mission Completed
		choice{
			text = "'Hydra' Shell Box";
			cost{item = "Coin"; amount = 150;}
			displaycost = true;
			yesmessage = "Here you go.";
			nomessage = "You can't afford that right now.";
			giveitem = "autoshot_ammobox";
			nextpage = 1;
			closedialog = false;}
		choice{
			text = "'Barracuda' Ammo Box";
			cost{item = "Coin"; amount = 150;}
			displaycost = true;
			yesmessage = "Here you go.";
			nomessage = "You can't afford that right now.";
			giveitem = "arifle_ammobox";
			nextpage = 1;
			closedialog = false;}}
	page{//2
		name = "Irale";
		dialog = "Great work at the Power Station! Nice to hear some good news from the Front, for a change. Macil's sent you for a reward.";
		choice{
			text = "Now that's what I want to hear.";
			yesmessage = "Here; you've earned it.";
			giveitem = "MSfiXd_Gold500";
			nextpage = 3;
			closedialog = false;}}
	page{//3
		name = "Irale";
		dialog = "By the way, I've had a broken 'Chimera' sitting in back for some time. It's yours... provided you can get me the parts to fix it. Anything else I can get you?";
		choice{
			text = "What about the 'Chimera'?";
			cost{item = "FlamethrowerParts"; amount = 1;}
			displaycost = false;
			yesmessage = "And voila! Have fun frying the Order's troops.";
			nomessage = "Listen; I can't make anything without the right parts!";
			giveitem = "CHIMERARifle";
			nextpage = 4;
			closedialog = true;}
		choice{
			text = "'Hydra' Shell Box";
			cost{item = "Coin"; amount = 125;}
			displaycost = true;
			yesmessage = "Here you go.";
			nomessage = "You can't afford that right now.";
			giveitem = "autoshot_ammobox";
			nextpage = 3;
			closedialog = false;}
		choice{
			text = "'Barracuda' Ammo Box";
			cost{item = "Coin"; amount = 125;}
			displaycost = true;
			yesmessage = "Here you go.";
			nomessage = "You can't afford that right now.";
			giveitem = "arifle_ammobox";
			nextpage = 3;
			closedialog = false;}
		choice{
			text = "Backpack";
			cost{item = "Coin"; amount = 200;}
			displaycost = true;
			yesmessage = "Here's your ammo!";
			nomessage = "Sorry, you can't afford it!";
			giveitem = "MSXBackpack";
			nextpage = 3;
			closedialog = false;}}
	page{//4
		name = "Irale";
		dialog = "Now that you have the 'Chimera', is there anything else I can get you?";
		link = 5;
		ifitem{
			item = "QuestItem17";} // MAP10 Sigil slideshow viewed
		choice{
			text = "'Hydra' Shell Box";
			cost{item = "Coin"; amount = 125;}
			displaycost = true;
			yesmessage = "Here you go.";
			nomessage = "You can't afford that right now.";
			giveitem = "autoshot_ammobox";
			nextpage = 4;
			closedialog = false;}
		choice{
			text = "'Barracuda' Ammo Box";
			cost{item = "Coin"; amount = 125;}
			displaycost = true;
			yesmessage = "Here you go.";
			nomessage = "You can't afford that right now.";
			giveitem = "arifle_ammobox";
			nextpage = 4;
			closedialog = false;}
		choice{
			text = "Backpack";
			cost{item = "Coin"; amount = 200;}
			displaycost = true;
			yesmessage = "Here's your ammo!";
			nomessage = "Sorry, you can't afford it!";
			giveitem = "MSXBackpack";
			nextpage = 4;
			closedialog = false;}}
	page{//5
		name = "Irale";
		dialog = "Great job at the Castle. We've got those Order bastards sweating now! Is there anything I can get you while you're here?";
		choice{
			text = "'Hydra' Shell Box";
			cost{item = "Coin"; amount = 100;}
			displaycost = true;
			yesmessage = "Here you go.";
			nomessage = "You can't afford that right now.";
			giveitem = "AutoShot_AmmoBox";
			nextpage = 5;
			closedialog = false;}
		choice{
			text = "'Barracuda' Ammo Box";
			cost{item = "Coin"; amount = 100;}
			displaycost = true;
			yesmessage = "Here you go.";
			nomessage = "You can't afford that right now.";
			giveitem = "ARifle_AmmoBox";
			nextpage = 5;
			closedialog = false;}
		choice{
			text = "Ammo Backpack";
			cost{item = "Coin"; amount = 150;}
			displaycost = true;
			yesmessage = "Here's your ammo!";
			nomessage = "Come back when you can afford it!";
			giveitem = "MSXBackpack";
			nextpage = 5;
			closedialog = false;}
		choice{
			text = "'Raptor' Shell Box";
			cost{item = "Coin"; amount = 250;}
			displaycost = true;
			yesmessage = "Here's your ammo!";
			nomessage = "Come back when you can afford it!";
			giveitem = "nailshot_ammo";
			nextpage = 5;
			closedialog = false;}}}
conversation{actor = "WeaponSmith";
	page{
		name = "Bowyer"; 
		dialog = "Hello, friend. What can I get for you?";
		choice{
			text = "'golem' Clip";
			cost{item = "Coin"; amount = 25;}
			displaycost = true;
			yesmessage = "Thanks.";
			nomessage = "Come on, those are twenty-five gold.";
			giveitem = "pistol_ammo";
			nextpage = 1;
			closedialog = false;}
		choice{
			text = "'Hydra' Shells";
			cost{item = "Coin"; amount = 25;}
			displaycost = true;
			yesmessage = "Here you go.";
			nomessage = "You can't afford that!";
			giveitem = "autoshot_ammo";
			nextpage = 1;
			closedialog = false;}
		choice{
			text = "Ammo Backpack";
			cost{item = "Coin"; amount = 250;}
			displaycost = true;
			yesmessage = "Thank you. Anything else?";
			nomessage = "You don't have nearly enough for it. Good day!";
			giveitem = "MSXBackpack";
			nextpage = 2;
			closedialog = false;}}
	page{
		name = "Bowyer";
		dialog = "What can I do for you?";
		choice{
			text = "'golem' Clip";
			cost{item = "Coin"; amount = 25;}
			displaycost = true;
			yesmessage = "Thanks.";
			nomessage = "Come on, those are twenty-five gold.";
			giveitem = "pistol_ammo";
			nextpage = 1;
			closedialog = false;}
		choice{
			text = "'Hydra' Shells";
			cost{item = "Coin"; amount = 25;}
			displaycost = true;
			yesmessage = "Here you go.";
			nomessage = "You can't afford that!";
			giveitem = "autoshot_ammo";
			nextpage = 1;
			closedialog = false;}
		choice{
			text = "Ammo Backpack";
			cost{item = "Coin"; amount = 200;}
			displaycost = true;
			yesmessage = "Thank you, anything else?";
			nomessage = "You can't afford that, good day to you!";
			giveitem = "MSXBackpack";
			nextpage = 2;
			closedialog = false;}}}
conversation{actor = "Armorer";
	page{//1
		name = "Armorer";
		dialog = "Welcome. What may I show you?";
		choice{
			text = "Shield Booster";
			cost {item = "Coin"; amount = 400;}
			displaycost = true;
			yesmessage = "Here's your booster.";
			giveitem = "ShieldBooster";
			nomessage = "You need four hundred gold for that!";
			nextpage = 1;
			closedialog = false;}}}
conversation{actor = "Medic";
	page{
		name = "Medic";
		dialog = "How may I assist you?";
		link = 2;
		ifitem{item = "QuestItem14";} // 'Destroy Power Crystal' Mission Completed
		choice{
			text = "Health Stim";
			cost{item = "Coin"; amount = 50;}
			displaycost = true;
			yesmessage = "Here's your stim.";
			nomessage = "You need fifty gold for that.";
			giveitem = "healthstim";
			nextpage = 1;
			closedialog = false;}}
	page{//2
		name = "Medic";
		dialog = "Macil said I should pass on a reward for your work at the Power Station. Here; a couple health stims, on the house.";
		choice{
			text = "Thanks.";
			giveitem = "HealthPack";
			yesmessage = "Thank you.";
			nextpage = 3;
			closedialog = true;}}
	page{//3
		name = "Medic";
		dialog = "With that done, how may I assist you?";
		choice{
			text = "Health Stim";
			cost{item = "Coin"; amount = 50;}
			displaycost = true;
			yesmessage = "Here's your stim.";
			nomessage = "You need fifty gold for that.";
			giveitem = "healthstim";
			nextpage = 3;
			closedialog = false;}}}
// Miscellaneous NPCs //////////////////////////////////////////////////////////
conversation{actor = "MSfiXd_Peasant3";
	page{
		name = "Ulaine"; panel = "M_ULAINE";
		dialog = "I'll help you if you help me. Five pieces of gold, and I'll tell all I know.";
		choice{
			text = "Here you go. So spill it.";
			cost{item = "Coin"; amount = 5;}
			displaycost = false;
			yesmessage = "Be stealthy if you have to kill; otherwise, the town'll flood with guards.";
			nomessage = "No gold, no gossip!";
			nextpage = 2;
			closedialog = true;}}
	page{
		name = "Ulaine"; panel = "M_ULAINE";
		dialog = "Have you another five gold on you? I've some more advice if you do.";
		choice{
			text = "...Sure, what's the word?";
			cost{item = "Coin"; amount = 5;}
			displaycost = false;
			yesmessage = "Your fists can kill a guard without setting off the alarms. Just make sure another guard doesn't see you.";
			nomessage = "No, I won't be telling you anything for free!";
			nextpage = 3;
			closedialog = true;}}
	page{
		name = "Ulaine"; panel = "M_ULAINE";
		dialog = "I've more info I can share, if you're willing to roll another five coins my way.";
		choice{
			text = "Make this worth it.";
			cost{item = "Coin"; amount = 5;}
			displaycost = false;
			yesmessage = "There's a riverside vent that leads to the armor shop's backroom. Might be something in it for you.";
			nomessage = "No gold, no gossip!";
			nextpage = 4;
			closedialog = true;}}
	page{
		name = "Ulaine"; panel = "M_ULAINE";
		dialog = "You've wrung the last bit of gossip out of me already!";}}
conversation{actor = "MSfiXd_Peasant16";
	page{
		name = "Merrick"; panel = "M_MERICK";
		dialog = "I can't believe that I got stuck with this duty. They say something evil came up out of this sewer gate... Now I get to stand here until it comes up again!";
		choice{
			text = "What gate?";
			yesmessage = "The Sewer Overflow Gate, right over there!";}}}
conversation{actor = "Barkeep";
	page{//1
		name = "Barkeep";
		dialog = "Hello stranger. Haven't seen you around here before. Let me give you some free advice; I'd be careful if I were you. The Order does not tolerate free will, and their justice is swift. You want any more advice, well, that'll cost you.";
		choice{
			text = "What's the word?";
			cost{item = "Coin"; amount = 5;}
			displaycost = false;
			yesmessage = "The word is... The sewers hold more than rats and robots.";
			nomessage = "Hey, a man's got to make a living. You think these jokers here tip well?";
			nextpage = 2;
			closedialog = true;}}
	page{//2
		name = "Barkeep";
		dialog = "What can I do for you now?";
		choice{
			text = "More info";
			cost{item = "Coin"; amount = 5;}
			displaycost = true;
			yesmessage = "The Governor's a simple reminder to us that we aren't a free people anymore.";
			nomessage = "Come back when you get some gold.";
			nextpage = 3;
			closedialog = true;}}
	page{//3
		name = "Barkeep";
		dialog = "Well, you're asking a lot of questions for someone who's not trying to die. Make sure you don't go and get yourself killed... or worse.";
		choice{
			text = "More info";
			cost{item = "Coin"; amount = 5;}
			displaycost = true;
			yesmessage = "There's more to the Order than meets the eye.";
			nomessage = "We can talk when you can make it worth my while!";
			nextpage = 4;
			closedialog = true;}}
	page{//4
		name = "Barkeep";
		dialog = "You're back? I guess you'll be looking for another bit of barman's wisdom.";
		choice{
			text = "I'm listening...";
			cost{item = "Coin"; amount = 5;}
			nomessage = "My mouth'll stay shut as long as my pocket stays light.";
			displaycost = false;
			nextpage = 5;
			closedialog = false;}}
	page{//5
		name = "Barkeep";
		dialog = "There's a man upstairs, name of Harris. I don't like the look of him, but he's paid for a full month, and I needed a boarder for that room. He was down here in the bar a few nights ago, talking to one of the regulars. Didn't catch much of what they said, but it didn't sound like something the Order'd like to hear.";
		choice{
			text = "Good to know.";
			nextpage = 6;
			closedialog = true;}}
	page{//6
		name = "Barkeep";
		dialog = "That's it, friend; the well of knowledge has run dry. I've told you more than I should have anyway. Good luck... And don't come back.";}}
conversation{actor = "MSfiXd_Rebel2"; 
	page{
		name = "Front Guard"; 
		dialog = "RANDOM_IRALEGUARD";}}
conversation{
	actor = "MSfiXd_Peasant6"; 
	page{
		dialog = "RANDOM_PEASANT"; 
		link = 2; 
		ifitem{item = "ProgrammerIsDead";}}
	page{
		dialog = "RANDOM_TARNPEASANT_PROGDEAD";}}
conversation{
	actor = "MSfiXd_Peasant12"; 
	page{
		dialog = "RANDOM_PEASANT"; 
		link = 2; 
		ifitem{item = "ProgrammerIsDead";}}
	page{
		dialog = "RANDOM_TARNPEASANT_PROGDEAD";}}
conversation{
	actor = "MSfiXd_AcolyteTan"; 
	page{
		dialog = "RANDOM_AGUARD"; 
		link = 2; 
		ifitem{item = "ProgrammerIsDead";}}
	page{
		dialog = "RANDOM_TARNACOLYTE_PROGDEAD";}}
conversation{actor = "MSfiXd_AcolyteRed"; page{name = "Station Guard"; dialog = "Hey, I'm only here in case of an emergency. If the Core breaches, then I make sure no one gets in... Or out.";}}
conversation{actor = "MSfiXd_AcolyteRust"; page{name = "Guard"; dialog = "Watch your step!";}}
conversation{actor = "MSfiXd_AcolyteGrey"; page{name = "Guard"; dialog = "You die here, peasant!";}}
conversation{actor = "MSfiXd_AcolyteOlive"; page{name = "Sewer Guard"; dialog = "Who in the blazes are you?! No one's supposed to be loitering around this area!"; drop = "GuardUniform";}}
conversation{actor = "MSfiXd_AcolyteGold"; page{name = "Guard"; dialog = "You there, nobody's allowed in here! Move along!";}}