// creator  : weidu.exe (version 23600)
// argument : RSSORREM.DLG
// game     : .
// source   : ./DATA/DIALOG.BIF
// dialog   : lang\en_us/dialog.tlk
// dialogF  : (none)

BEGIN ~RSSORREM~

IF ~  NumberOfTimesTalkedTo(0)
GlobalLT("RASAAD_PLOT","GLOBAL",4)
~ THEN BEGIN 0 // from:
  SAY #28983 /* ~Who do you think you are, busting in on me like this?~ [RSE101] */
  IF ~~ THEN REPLY #28984 /* ~We know you sent your Dark Moon allies after us.~ */ DO ~SetGlobal("RASAAD_PLOT","GLOBAL",4)
~ GOTO 1
  IF ~~ THEN REPLY #28985 /* ~Special delivery for one dirty rotten Dark Moon snitch. That would be you.~ */ DO ~SetGlobal("RASAAD_PLOT","GLOBAL",4)
~ GOTO 1
  IF ~~ THEN REPLY #28986 /* ~You're going to spill your guts metaphorically or literally. Your choice. If it was me, I'd start talking about the Dark Moon.~ */ DO ~SetGlobal("RASAAD_PLOT","GLOBAL",4)
~ GOTO 1
END

IF ~~ THEN BEGIN 1 // from: 0.2 0.1 0.0
  SAY #28987 /* ~Dark Moon...? I don't know what you're talking about.~ [RSE102] */
  IF ~~ THEN REPLY #28988 /* ~Perhaps I can jog your memory.~ */ GOTO 2
  IF ~  IfValidForPartyDialogue("Rasaad")
~ THEN REPLY #28989 /* ~Rasaad, would you care to do the honors?~ */ EXTERN ~RASAADJ~ 10
  IF ~~ THEN REPLY #28990 /* ~It's no good, Sorrem. Your friends already gave you up. After they died.~ */ GOTO 2
END

IF ~~ THEN BEGIN 2 // from: RASAADJ:10.1 1.2 1.0
  SAY #28991 /* ~All right, all right! No need to get rough with me. I'm not the one you want!~ [RSE105] */
  IF ~~ THEN GOTO 3
END

IF ~~ THEN BEGIN 3 // from: 2.0
  SAY #28992 /* ~As it turns out, I do have a line on a group of Shar worshippers in the city. You leave me alone, I'll tell you where to find them.~ [RSE106] */
  IF ~~ THEN REPLY #28993 /* ~You are in no position to negotiate.~ */ GOTO 4
  IF ~~ THEN REPLY #28994 /* ~I'm starting to think you're no more useful alive than dead.~ */ GOTO 4
  IF ~~ THEN REPLY #20068 /* ~What do you know?~ */ GOTO 5
END

IF ~~ THEN BEGIN 4 // from: 3.1 3.0
  SAY #28995 /* ~You make a good point. I'll tell you what I know.~ [RSE107] */
  IF ~~ THEN GOTO 5
END

IF ~~ THEN BEGIN 5 // from: 4.0 3.2
  SAY #28996 /* ~There is a cult that calls itself the Dark Moon. They've been in Baldur's Gate for less than a year, but they're always looking for new recruits.~ [RSE108] */
  IF ~~ THEN GOTO 6
END

IF ~~ THEN BEGIN 6 // from: 5.0
  SAY #28997 /* ~They're pretty rough characters, so yeah, when they asked me about your buddy Rasaad, I told them what I knew. A while back I saw him in Nashkel, and then I spotted him again here in Baldur's Gate.~ [RSE109] */
  IF ~~ THEN GOTO 7
END

IF ~~ THEN BEGIN 7 // from: 6.0
  SAY #28998 /* ~They have a safe house over in the Seven Suns building. I can show you the way if you meet me there tonight.~ [RSE110] */
  IF ~~ THEN REPLY #28999 /* ~Why not right now?~ */ GOTO 8
  IF ~~ THEN REPLY #29000 /* ~At night? That sounds like a bad idea.~ */ GOTO 8
  IF ~~ THEN REPLY #29001 /* ~That sounds like too much trouble. Simpler to kill you now and check out this building later.~ */ GOTO 11
END

IF ~~ THEN BEGIN 8 // from: 7.1 7.0
  SAY #29002 /* ~What do you want? They worship Shar, the Mistress of the Night. When else do you think they'd get together?~ [RSE111] */
  IF ~~ THEN REPLY #29003 /* ~That makes sense. Very well.~ */ GOTO 12
  IF ~~ THEN REPLY #29004 /* ~Why should I believe you won't just run off?~ */ GOTO 9
  IF ~~ THEN REPLY #29005 /* ~Pull the other one, funny guy. We'll go there right now.~ */ GOTO 10
END

IF ~~ THEN BEGIN 9 // from: 8.1
  SAY #29006 /* ~You gotta see it from my perspective: You look pretty tough. I've gotta be sure you don't decide to hurt me after I tell you what you want to know. I don't gamble with my own skin.~ [RSE112] */
  IF ~~ THEN REPLY #29007 /* ~Very well. But if you don't show up, I'll find you.~ */ GOTO 12
  IF ~~ THEN REPLY #29008 /* ~Forget it. I don't trust a rat like you any farther than I can throw you.~ */ GOTO 10
END

IF ~~ THEN BEGIN 10 // from: 9.1 8.2
  SAY #29009 /* ~All right, all right! If that's the way it's got to be, what can I do but go with you? You're holding all the cards.~ [RSE113] */
  IF ~~ THEN DO ~SetGlobal("SORREM_SEVEN_SUNS","GLOBAL",1)
AddJournalEntry(30773,QUEST)
~ EXIT
END

IF ~~ THEN BEGIN 11 // from: 7.2
  SAY #29010 /* ~Wait, wait! There's no need for— Aaaaah! Not the face!~ [RSE114] */
  IF ~~ THEN DO ~SetGlobal("ATTACKED_SORREM","GLOBAL",1)
Enemy()
~ EXIT
END

IF ~~ THEN BEGIN 12 // from: 9.0 8.0
  SAY #29011 /* ~Terrific! I'll meet you there.~ [RSE115] */
  IF ~~ THEN DO ~SetGlobal("SORREM_SEVEN_SUNS","GLOBAL",1)
AddJournalEntry(30773,QUEST)
~ EXIT
END

IF ~  Global("SORREM_SEVEN_SUNS","GLOBAL",3)
~ THEN BEGIN 13 // from:
  SAY #29012 /* ~All right, here's the place, just like I promised. Since you've been so good about not killing me, I brought you a present: the key to this building.~ [RSF101] */
  IF ~~ THEN DO ~SetGlobal("SORREM_SEVEN_SUNS","GLOBAL",4)
StartCutSceneMode()
StartCutScene("CUTRS1C")
~ EXIT
END

IF ~  Global("SORREM_SEVEN_SUNS","GLOBAL",5)
~ THEN BEGIN 14 // from:
  SAY #29013 /* ~In fact, tonight's all about my bringing presents for my best pals. Hey, boys! Here are those friends I told you about. Come on out and say hello.~ [RSF102] */
  IF ~~ THEN DO ~SetGlobal("SORREM_SEVEN_SUNS","GLOBAL",6)
~ EXTERN ~RSDMNK04~ 0
END

IF ~~ THEN BEGIN 15 // from: RSDMNK04:0.0
  SAY #29014 /* ~I suppose I have this <PRO_MANWOMAN> to thank. Be sure to give them some special gratitude.~ [RSF104] */
  IF ~~ THEN REPLY #29015 /* ~You betrayed us!~ */ GOTO 16
  IF ~~ THEN REPLY #29016 /* ~Oh, come on. This is how you repay us for letting you live?~ */ GOTO 16
  IF ~~ THEN REPLY #29017 /* ~You rat! You'll get what's coming to you.~ */ GOTO 16
END

IF ~~ THEN BEGIN 16 // from: 15.2 15.1 15.0
  SAY #29018 /* ~I thought I was in when I found your Sun Soul pal, but you screwed it up. Consider this your way of making it up to me.~ [RSF105] */
  IF ~~ THEN DO ~StartCutSceneMode()
StartCutScene("CUTRS1D")
ActionOverride("RSDMNK04",Enemy())
Shout(99)
Enemy()
ActionOverride("RSDMNK04",EscapeAreaMove("AR1102",758,643,S))
EscapeAreaMove("AR1102",799,611,NEE)
~ EXIT
END
