[DialogNode] ID=scene_intro1;
portraitIcon=portrait_magi;
portraitIconFrames=50;
portraitIconFrames=40;
statements=Ah, Captain! You made it just in time.;
statements=Our troops have just entered the serpent. Are you ready to oversee the expedition?;
[DialogOption] text=Absolutely.;
nodeToConnectTo=scene_intro2a;
[DialogOption] text=What's our objective?;
newLineOfOptions=true;
nodeToConnectTo=scene_intro2b;

[DialogNode] ID=scene_intro2a;
portraitIcon=portrait_magi;
portraitIconFrames=10;
portraitIconFrames=42;
statements=Great! This is just a short reconnaissance mission, so it should be fairly simple.;
statements=I can give advice along the way. Let's begin!;
nextNodeID=scene_intro2c;

[DialogNode] ID=scene_intro2b;
portraitIcon=portrait_magi;
portraitIconFrames=10;
portraitIconFrames=42;
statements=This is just a short reconnaissance mission, to see what kind of obstacles we're up against.;
statements=Don't worry, I can give advice along the way. Let's not keep the troops waiting!;
nextNodeID=scene_intro2c;

[DialogNode] ID=scene_intro2c;
specialEffect=tIntro_tip1;
nextNodeID=;


[DialogNode] ID=scene_intro_prefight1;
portraitIcon=portrait_magi;
portraitIconFrames=38;
portraitIconFrames=79;
portraitIconFrames=10;
statements=Ooh. Look at those... bug things.;
statements=Captain, I think we should be ready for a fight. I've heard reports of hostile parasites in the serpent.;
statements=They don't look particularly intimidating, but there's no telling how they'll react, or what else we'll find.;
statements=Go ahead and equip everyone's weapons. You can access their inventory by pressing '<color=Orange><keybind=inventory><color=White>'.;
nextNodeID=;

[DialogNode] ID=scene_intro_postfight1;
portraitIcon=portrait_magi;
portraitIconFrames=50;
portraitIconFrames=10;
portraitIconFrames=76;
portraitIconFrames=10;
statements=Well done, Captain!;
statements=You can loot the bodies by double-clicking them.;
statements=And don't forget, whenever you win a fight, you earn <color=Gold>XP<color=White> to spend on new abilities!;
statements=You should have the troops learn some now, if you can. Press '<color=Orange><keybind=classWindow><color=White>' to open the Class Window.;
nextNodeID=;


[DialogNode] ID=scene_intro_exit1;
portraitIcon=portrait_magi;
portraitIconFrames=73;
portraitIconFrames=40;
statements=That patch of ground right there...<p=2> looks like we can break it open!;
statements=Once we do, it'll make a nice entry point for our next mission.<p=2> Break it, head home, and we'll call this one a success.;
nextNodeID=;


[DialogNode] ID=scene_intro_exit2;
portraitIcon=portrait_magi;
portraitIconFrames=13;
portraitIconFrames=10;
statements=We'll explore that passage next time.;
statements=For now, let's get our troops back, and get you up to speed on the rest of the operation.;
nextNodeID=;

----------------


[DialogNode] ID=scene_palace1;
portraitIcon=portrait_magi;
portraitIconFrames=71;
portraitIconFrames=38;
portraitIconFrames=76;
portraitIconFrames=54;
statements=Hold on. Those walls... is that...?;
statements=Captain! I think we found it - part of the Golden Palace!;
statements=Okay, hold on, hold on. If this is it, then we have to be really careful exploring it. The Golden Palace was a maze of traps.;
statements=But even if we don't find a Vault, this is an amazing discovery...!;
nextNodeID=;

--------------

[DialogNode] ID=scene_palace_afterAspect1;
portraitIcon=portrait_magi;
portraitIconFrames=88;
statements=Captain...<p=3> what the hell did we just fight...?;
[DialogOption] text=Probably just a weird-looking animal... right?;
nodeToConnectTo=scene_palace_afterAspect2a;
[DialogOption] text=...I'm not sure.;
newLineOfOptions=true;
nodeToConnectTo=scene_palace_afterAspect2b;


[DialogNode] ID=scene_palace_afterAspect2a;
portraitIcon=portrait_magi;
portraitIconFrames=55;
statements=Hahah...<p=3> you're right.<p=2> I'm sure that's what it was.;
nextNodeID=;

[DialogNode] ID=scene_palace_afterAspect2b;
portraitIcon=portrait_magi;
portraitIconFrames=87;
portraitIconFrames=80;
statements=Whatever it was...<p=3> gives me the creeps.;
statements=I hope we don't run into any more.;
nextNodeID=;

-------------------

[DialogNode] ID=scene_vault1;
portraitIcon=portrait_magi;
portraitIconFrames=38;
portraitIconFrames=39;
portraitIconFrames=52;
statements=Oh my god!<p=1> Captain, you did it!;
statements=This is one of the Vaults of the Miser-king!<p=2> What everyone's been looking for!;
statements=I -<p=2> I'm going to document this right now! Make sure you get everything!;
nextNodeID=;

-------------------

[DialogNode] ID=scene_palaceGate1;
portraitIcon=portrait_magi;
portraitIconFrames=73;
portraitIconFrames=40;
statements=Hmm...<p=2> these doors look really solid. No obvious opening mechanism around here either...;
statements=I think there must be a switch elsewhere in the palace to open them.<p=2> Let's turn back and keep searching.;
nextNodeID=;

-------------------

[DialogNode] ID=scene_spawner1;
portraitIcon=portrait_magi;
portraitIconFrames=38;
portraitIconFrames=73;
portraitIconFrames=82;
portraitIconFrames=84;
statements=What...<p=3> is that?;
statements=Looks like part of the serpent<speed=0.25>...<speed=1><p=2> is that what's creating all those little pillbugs?;
statements=If it is...<p=2> then that means...<p=5> oh no.;
statements=<speed=0.8>If I'm correct about this, then...<p=3> Captain, we have to destroy it!;
nextNodeID=;


[DialogNode] ID=scene_spawner_end1;
portraitIcon=portrait_magi;
portraitIconFrames=40;
portraitIconFrames=64;
statements=Well done, Captain.;
statements=However, we may have bigger problems to deal with soon...<p=3> let's bring the troops back and then we'll discuss it.;
nextNodeID=;

------------------

[DialogNode] ID=scene_discuss_spawner1;
portraitIcon=portrait_magi;
portraitIconFrames=10;
portraitIconFrames=60;
statements=I've called everyone here for an important meeting about<p=1> that<speed=0.5>...<speed=1><p=2> thing that we fought in Alvora.;
statements=There are some dire implications from what we saw.<p=2> If it was creating those pillbugs, then that means...<p=3> <speed=0.8>that means those pillbugs are NOT parasites.;
nextNodeID=scene_discuss_spawner1a;
specialEffect=tCam_magi1;

[DialogNode] ID=scene_discuss_spawner1a;
portraitIcon=portrait_magi;
portraitIconFrames=64;
statements=<speed=0.5>They're larvae.;
specialEffect=tNoMusic;

[DialogOption] text=That's a problem.;
nodeToConnectTo=scene_discuss_spawner2b;
[DialogOption] text=So, what's the big deal?;
newLineOfOptions=true;
nodeToConnectTo=scene_discuss_spawner2a;
[DialogOption] text=...;
newLineOfOptions=true;
nodeToConnectTo=scene_discuss_spawner2b;

[DialogNode] ID=scene_discuss_spawner2a;
portraitIcon=portrait_magi;
portraitIconFrames=63;
statements=Captain, all those larva will grow into giant serpents!;
specialEffect=facingRot90;
nextNodeID=scene_discuss_spawner2b;

[DialogNode] ID=scene_discuss_spawner2b;
portraitIcon=portrait_magi;
portraitIconFrames=65;
portraitIconFrames=78;
portraitIconFrames=1;
statements=And we encountered them all over!<p=2> There must be tens of thousands of them...<p=3> tens of thousands of would-be Alvoras!;
statements=Captain, you realize if even 1% or 2% of them survive and mature into Great Serpents<speed=0.5>... then that's...;
statements=Well.<p=4> It might be the end of the world.;
specialEffect=facingRot90;

[DialogOption] text=So what do we do?;
nodeToConnectTo=scene_discuss_spawner3a;
[DialogOption] text=But we don't know for sure.;
newLineOfOptions=true;
nodeToConnectTo=scene_discuss_spawner3b;

--

[DialogNode] ID=scene_discuss_spawner3a;
portraitIcon=portrait_magi;
portraitIconFrames=12;
portraitIconFrames=46;
statements=<speed=0.5>I...<p=2> I'm not sure.;
statements=<speed=0.7>I have no idea what to do.;
nextNodeID=scene_discuss_spawner4a;
specialEffect=facingRot180;


[DialogNode] ID=scene_discuss_spawner3b;
portraitIcon=portrait_magi;
portraitIconFrames=60;
portraitIconFrames=47;
portraitIconFrames=73;
portraitIconFrames=46;
statements=Well we can't exactly wait to find out!;
statements=Some of these larva might be escaping into the countryside... and if too many of them do...!;
statements=We have to do something soon, but...;
statements=What can we possibly do...?;
nextNodeID=scene_discuss_spawner4a;

--

[DialogNode] ID=scene_discuss_spawner4a;
speakerOverride=trainer;
portraitIcon=portrait_sivle;
portraitIconFrames=1;
portraitIconFrames=5;
statements=Isn't it obvious?<p=2> I mean, what have I been training these chuckleheads to do all this time?;
statements=We gotta kill 'em!;
animations=handupPose;
nextNodeID=scene_discuss_spawner4b;
specialEffect=tTravelMusic;

[DialogNode] ID=scene_discuss_spawner4b;
speakerOverride=magi;
portraitIcon=portrait_magi;
portraitIconFrames=80;
statements=Sivle, there are tens of thousands of them, maybe more--;
animations=sigh;
nextNodeID=scene_discuss_spawner4c;

[DialogNode] ID=scene_discuss_spawner4c;
speakerOverride=trainer;
portraitIcon=portrait_sivle;
portraitIconFrames=6;
portraitIconFrames=5;
statements=<speed=0.7>No no no.<speed=1><p=3> I'm not talking about the pillbugs.<p=2> I'm talking about Alvora.;
statements=They're all inside Alvora, right?<p=2> Crash that snake into the ocean, and <p=1>boom!<p=4> Problem solved!;
nextNodeID=scene_discuss_spawner4d;

[DialogNode] ID=scene_discuss_spawner4d;
speakerOverride=magi;
portraitIcon=portrait_magi;
portraitIconFrames=79;
portraitIconFrames=88;
portraitIconFrames=72;
statements=...;
statements=...;
statements=...but... and then...;
nextNodeID=scene_discuss_spawner4e;

[DialogNode] ID=scene_discuss_spawner4e;
speakerOverride=gavin;
portraitIcon=portrait_gavin;
portraitIconFrames=50;
statements=I hate to say it,<p=1> Lorim,<p=1> but I think Sivle is correct.;

[DialogOption] text=But, what about all the treasure?;
nodeToConnectTo=scene_discuss_spawner5a;
[DialogOption] text=How do we accomplish that?;
newLineOfOptions=true;
nodeToConnectTo=scene_discuss_spawner5c;

[DialogNode] ID=scene_discuss_spawner5a;
speakerOverride=gavin;
portraitIcon=portrait_gavin;
portraitIconFrames=30;
statements=The larvae are obviously a more pressing matter, Captain.;
nextNodeID=scene_discuss_spawner5b;

[DialogNode] ID=scene_discuss_spawner5b;
speakerOverride=magi;
portraitIcon=portrait_magi;
portraitIconFrames=46;
statements=He's right...<p=3> this takes priority.;
nextNodeID=scene_discuss_spawner5c;

[DialogNode] ID=scene_discuss_spawner5c;
speakerOverride=trainer;
portraitIcon=portrait_sivle;
portraitIconFrames=5;
portraitIconFrames=4;
statements=Everything's got innards, right?<p=3> We just need to find the thing that keeps Alvora afloat, and puncture it!<p=3> Like crashing a hot air balloon!;
statements=Trust me, that's even easier than it sounds!;
animations=handupPose;
animations=;
nextNodeID=scene_discuss_spawner5d;

[DialogNode] ID=scene_discuss_spawner5d;
speakerOverride=gavin;
portraitIcon=portrait_gavin;
portraitIconFrames=0;
statements=Whatever we're looking for,<p=1> then,<p=1> must be at the topmost part of the serpent.;
nextNodeID=scene_discuss_spawner5e;

[DialogNode] ID=scene_discuss_spawner5e;
speakerOverride=magi;
portraitIcon=portrait_magi;
portraitIconFrames=74;
portraitIconFrames=62;
portraitIconFrames=64;
statements=I suppose...<p=2> that's our next step, then.;
statements=Get to the top of Alvora, and take it out of the sky.;
statements=What do you think, Captain?;
animations=sigh;
animations=;
nextNodeID=scene_discuss_spawner5e;

[DialogOption] text=I'll see it done.;
nodeToConnectTo=scene_discuss_spawner6a;
[DialogOption] text=It sounds like a horrible idea!;
newLineOfOptions=true;
nodeToConnectTo=scene_discuss_spawner6c;

---

[DialogNode] ID=scene_discuss_spawner6a;
speakerOverride=trainer;
portraitIcon=portrait_sivle;
portraitIconFrames=1;
statements=That's the spirit!;
nextNodeID=scene_discuss_spawner6b;

[DialogNode] ID=scene_discuss_spawner6b;
speakerOverride=magi;
portraitIcon=portrait_magi;
portraitIconFrames=40;
statements=Thank you, Captain.<p=2> I have complete confidence in you.;
nextNodeID=scene_discuss_spawnerEnd;
specialEffect=facingRot90;

---

[DialogNode] ID=scene_discuss_spawner6c;
speakerOverride=magi;
portraitIcon=portrait_magi;
portraitIconFrames=46;
portraitIconFrames=45;
portraitIconFrames=42;
statements=I understand your hesitation...<p=3> but, the longer we wait, the greater the chance some larvae will escape.;
statements=Take some time to think it over.<p=2> Whenever you're ready, we can send the troops to do it.;
statements=I know you'll make the right decision, Captain.;
nextNodeID=scene_discuss_spawnerEnd;

[DialogNode] ID=scene_discuss_spawnerEnd;
nextNodeID=;
specialEffect=tCleanUp_magi1;


--------

[DialogNode] ID=scene_bartender_end1;
portraitIcon=portrait_barkeep;
portraitIconFrames=22;
portraitIconFrames=3;
portraitIconFrames=43;
statements=<speed=0.8>Well Cap, looks like the gold rush is over, eh?<cmd=advanceDialog=2>;
statements=<speed=0.8>I guess old Alvora could only hold up for so long.<cmd=advanceDialog=2>;
statements=<speed=0.8>Still, I can tell from the look in your eye that your expedition turned out just fine.<cmd=advanceDialog=2>;
nextNodeID=;

[DialogNode] ID=scene_smith_end1;
portraitIcon=portrait_zirel;
portraitIconFrames=19;
portraitIconFrames=73;
portraitIconFrames=12;
statements=<speed=0.8>Ahhh... you know, I thought I'd be upset when this was over.<cmd=advanceDialog=2>;
statements=<speed=0.8>I love making weapons.<p=1> But,<p=3> I sure as hell could use a break.<cmd=advanceDialog=2>;
statements=<speed=0.8>...wonder if I should take on an apprentice...?<cmd=advanceDialog=2>;
animations=;
animations=;
nextNodeID=;

[DialogNode] ID=scene_trainer_end1;
portraitIcon=portrait_sivle;
portraitIconFrames=5;
portraitIconFrames=35;
portraitIconFrames=36;
statements=<speed=0.8>Hey Captain!<p=2> You killed it out there!<cmd=advanceDialog=1.5>;
statements=<speed=0.8>Good thing you had such WELL TRAINED troops, to pull that off! <p=3>Eh?<p=2> Eh??<cmd=advanceDialog=2>;
statements=<speed=0.8>Heheh.<p=1> I know you appreciate my work, Cap.<p=2> Just call on me again anytime you need something made dead!<cmd=advanceDialog=2.5>;
animations=;
animations=;
nextNodeID=;

[DialogNode] ID=scene_magi_end1;
portraitIcon=portrait_magi;
portraitIconFrames=40;
portraitIconFrames=54;
portraitIconFrames=50;
statements=<speed=0.8>Both you and the troops performed admirably,<p=1> Captain!<cmd=advanceDialog=1.87>;
statements=<speed=0.8><textIf=Even with having to take down Alvora... we made a huge profit!=g:vaultTalk><textIf=Although it's a shame we never found a Vault... we accomplished something much more important!=1-g:vaultTalk><cmd=advanceDialog=2>;
statements=<speed=0.8>And it's all thanks to your hard work!<cmd=advanceDialog=2>;
animations=;
animations=;
animations=;
nextNodeID=;

[DialogNode] ID=scene_innkeeper_end1;
portraitIcon=portrait_gavin;
portraitIconFrames=19;
portraitIconFrames=50;
portraitIconFrames=1;
statements=<speed=0.8>It was a pleasure working with you, Captain.<cmd=advanceDialog=2>;
statements=<speed=0.8>Anyone lesser would not have made the sacrifice to destroy Alvora like that.<p=2> You have my deepest respect.<cmd=advanceDialog=2.5>;
statements=<speed=0.8>Your troops also deserve credit for their noble service.<cmd=advanceDialog=2>;
animations=;
nextNodeID=;


