
begintalkscript;

variables;
int bottles, bodies;

begintalknode 10;
	state = -1;
	nextstate = 10;
	question = "Townswoman";
	text1 = "This woman looks ready to burst into tears. She doesn't appear to be anyone of importance, just someone who was caught in the wrong place at the wrong time.";
	text2 = "She manages to gain control of herself long enough to greet you half-heartedly.";
	text5 = "This woman looks ready to burst into tears, but she chokes them back. Barely.";
	text6 = "_Yes?_ she says in a faltering voice.";
	text7 = "This woman looks a lot happier than when you first saw her, but she still looks a little unstable.";
	text8 = "She waits for you to speak.";
	action = INTRO;
	code = 
		if(get_flag(4,2) == 2) {
			remove_string(5);
			remove_string(6);
		}
		else {
		remove_string(7);
		remove_string(8);
	}
	break;
begintalknode 11;
	state = -1;
	nextstate = -1;
	question = "Townswoman";
	text1 = "This woman lapses into hysterics when you try to talk to her. After a moment, she just starts sobbing. The shock must just be too much for her.";
	text2 = "This doesn't really surprise you, particularly since you know that she lost her husband.";
	action = END_TALK;
	code = 
		if(get_flag(4,1) != 1)
			remove_string(2);
	break;
begintalknode 12;
	state = 10;
	nextstate = -1;
	condition = get_flag(4,1) == 0;
	question = "What's wrong?";
	text1 = "She chokes for a moment, visibly fighting back tears. When she finally speaks, she does so quietly.";
	text2 = "_My husband... he..._";
	text3 = "She trails off into silence, and you can guess the rest of the sentence.";
	code = 
		set_flag(4,1,1);
	break;
begintalknode 13;
	state = 10;
	nextstate = 11;
	condition = get_flag(4,1) == 1;
	question = "Is there anything we can do to help?";
	text1 = "_Well, there is one thing..._";
	text2 = "She falls silent for a moment, and just stares into the fire. After a moment, she snaps back to reality.";
	text3 = "_A necklace, that my husband gave to me before our wedding. It's somewhere in our house, and I can't bring myself to go in there. If you can bring it back to me, I'd be forever indebted._";
	text4 = "_You've already done so much for me... I can't think of anything else that you can help with._";
	text5 = "Her gaze shifts for a moment.";
	text6 = "_Everything that's left is in my head. I'll cope. But thank you for all that you've done for me.";
	code = 
		if(get_flag(4,2) == 2) {
			remove_string(1);
			remove_string(2);
			remove_string(3);
		}
		else {
		remove_string(4);
		remove_string(5);
		remove_string(6);
	}
	break;
begintalknode 14;
	state = 11;
	nextstate = -1;
	condition = get_flag(4,2) == 0;
	question = "We can do that.";
	text1 = "The woman's face lights up for a moment. You hate to admit it, but that's almost a reward in itself.";
	text2 = "_Our house is right next to where the mayor's office used to be. Be careful when you're in there, because what's left might collapse!_";
	action = END_TALK;
	code = 
		set_flag(4,2,1);
		toggle_quest(3,1);
	break;
begintalknode 15;
	state = 11;
	nextstate = -1;
	condition = get_flag(4,2) == 0;
	question = "We'd like to, but we don't have time.";
	text1 = "You explain your way out of this quest, saying that you have to find out who's behind this. It's the truth, but you still feel a little bad about waving this woman away.";
	text2 = "Disheartened by your response, she turns back to the fire and begins to sob lightly.";
	action = END_TALK;

begintalknode 16;
	state = 10;
	nextstate = -1;
	condition = ((get_flag(4,2) == 1) && (has_item(445) == 1));
	question = "We've got your necklace.";
	text1 = "_You did? You did!_";
	text2 = "Surprising everyone nearby, particularly you, she jumps up and hugs you.";
	text3 = "_I don't have anything to give you in return, just my gratitude. You've made this a little less painful, and I can't thank you enough for that._";
	text4 = "After saying this, she sits back down and just looks at the necklace for a while.";
	action = END_TALK;
	code = 
		take_item(445);
		set_flag(4,2,2);
		toggle_quest(3,0);
		award_party_xp(50,15);
	break;
begintalknode 20;
	state = -1;
	nextstate = 20;
	question = "Samuel";
	text1 = "This soldier looks like he was roused from a deep sleep a moment ago. Either that, or he was powerfully drunk when the town exploded. He greets you somewhat unevenly. _The name's Samuel... I think._";
	text2 = "Yep, probably drunk.";
	text3 = "You're a little surprised to see Samuel here, given how drunk he was when you saw him last. He must've barely staggered out of the inn in time. Unsurprisingly, he looks a little roughed up, including a badly dented helmet.";
	text4 = "_Hey, I remembers you... right? Yer the people who... did the thing, aren't yeh?_";
	text5 = "Samuel's still here, and he's still as drunk as the last time you saw him, if not more so.";
	text6 = "_Hello again, friends. Wait, how many of you are there?_";
	text7 = "He stares at you for a minute.";
	text8 = "_Nevermind..._";
	action = INTRO;
	code = 
		if(get_flag(11,3) >= 1) {
			remove_string(1);
			remove_string(2);
		}
		else {
		remove_string(3);
		remove_string(4);
	}
	set_flag(11,3,2);
	break;
begintalknode 21;
	state = -1;
	nextstate = -1;
	question = "Samuel";
	text1 = "At first, this middle-aged soldier looks like he wasn't affected very much by the explosion. However, when you ask him his name, it becomes apparent that he can barely speak. He barely gets out _Samuel_ before he falls over.";
	text2 = "You think it's just from shock, but then you catch a whiff of the soldier's breath. A bit of drinking seems to have made the shock worse for him. That, and his helmet is a bit dented.";
	text3 = "You find Samuel struggling to stand up, looking just as drunk as he did when you first met him. And it also looks like he has a big dent in his helmet. So it's not very surprising when he tries to talk, and falls over from the effort.";
	text4 = "You try to rouse him, but he's soundly asleep. Well, at least he's not dead.";
	text5 = "Samuel is still here, and he's still passed out on the ground. Again, you try to wake him up, but nothing works.";
	text6 = "You're beginning to think that this isn't very productive.";
	action = INTRO;
	code = 
		if(get_flag(11,3) == 1) {
			remove_string(1);
			remove_string(2);
		}
		else {
		remove_string(3);
		remove_string(4);
	}
	break;
begintalknode 22;
	state = 20;
	nextstate = -1;
	question = "Are you all right?";
	text1 = "Samuel stares at you with a glazed look in his eyes for a moment.";
	text2 = "_No, I'm not all right. Did ya think I would be, after having a town collapses around my ears? I had this big board fall on my head when I was trying to get out of the... the... what's that word? Oh, right, inn._";

begintalknode 23;
	state = 20;
	nextstate = 21;
	question = "Is there anything we can do to help you?";
	text1 = "Samuel leers at nothing in particular for a while before speaking.";
	text2 = "_Well, I'm been getting the feeling that my commander'd like to know just where's I am right now, and that I'm still kinda alive._";
	text3 = "He tries to regain his composure, and fails. Unfazed, he continues.";
	text4 = "_And since I couldn't look him straight in the eye right now, I'd verrry much appreciate it if you could go tell him my story. Could you do that'n for me?_";
	text5 = "_But since you alrrready did that 'un fer me, I guess there's nothing much left._";
	code = 
		if(get_flag(4,6) == 3)
			remove_string(4);
		else
		remove_string(5);
	break;
begintalknode 24;
	state = 21;
	nextstate = -1;
	condition = get_flag(4,6) == 0;
	question = "Sure, we can do that.";
	text1 = "_You're great peoples, you know that?_";
	text2 = "He takes a long look at you, though he has a hard time focusing.";
	text3 = "_And even the ones 'o ya that aren't people, you're all good peoples too. Yeh've got me thanks._";
	text4 = "_Yeh've got me thanks._";
	text5 = "_My commanders's name is Newmann... Lieutenenenant Newmann. And don't forget to tell 'im that he's a rotten bastard!_";
	text6 = "And with that, he passes out.";
	action = END_TALK;
	code = 
		remove_string(3);
		if((species_in_party(2) == 1) || (species_in_party(3) == 1)) {
			add_string(3);
			remove_string(4);
		}
		
		set_flag(4,6,1);
		toggle_quest(4,1);
	break;
begintalknode 25;
	state = 21;
	nextstate = -1;
	condition = get_flag(4,6) == 0;
	question = "We would, but we've got more important things to do.";
	text1 = "Samuel starts cursing roundly, proving that at least some of his vocabulary has remained intact. When he finishes, he doesn't seem very inclined to talk.";
	action = END_TALK;

begintalknode 26;
	state = 20;
	nextstate = 22;
	condition = get_flag(4,6) == 2;
	question = "We told Lieutenant Newmann that you're still alive.";
	text1 = "_Yeh did? That's great! Did ye tell 'im that he's a rotten bastard?_";
	code = 
		set_flag(4,6,3);
		toggle_quest(4,0);
	break;
begintalknode 27;
	state = 22;
	nextstate = -1;
	question = "Of course we did!";
	text1 = "Samuel's face lights up, and he thrusts out a hand for what you guess was meant to be a handshake. Instead, he almost punched you in the gut.";
	text2 = "_You lot are alllright, yeh know that? Yer really great._";
	text3 = "He reaches into a pocket and rummages around for a moment. Eventually, he pulls out a single copper coin.";
	text4 = "_Here, take a copper for yer troubles,_ he says, handing you the coin. _Good day to ye!_";
	text5 = "You're tempted to punch him in the face, but you hold back. It just wouldn't be a fair fight.";
	action = END_TALK;
	code = 
		change_coins(1);
		award_party_xp(50,15);
	break;
begintalknode 28;
	state = 22;
	nextstate = -1;
	question = "No, we didn't.";
	text1 = "_Yeh didn't? Why the hells not? I can't believe yeh folks!_";
	text2 = "He tries to shake his head disapprovingly, and almost loses his balance.";
	text3 = "_And to think, I hads me a reward for you. But ye didn't finish the jerb!_";
	text4 = "You're tempted to punch him in the face, but you hold back. It wouldn't be a fair fight.";
	text5 = "_Anyway, thanks fer trying! Have a good 'un, all 'o ya!_";
	action = END_TALK;
	code = 
		award_party_xp(50,15);
	break;
begintalknode 29;
	state = 20;
	nextstate = -1;
	question = "We're trying to find who did this to Hektos. Would you be willing to help us?";
	text1 = "Samuel laughs. _Yeh can't be serious! I can burrly stand up right now, and I can't talk right-way round right now._";
	text2 = "_If'n I tried to skewer some bandit, he'd be off with meh pants before I could bat a stirrup!_";
	text3 = "Well, it was worth a shot.";

begintalknode 30;
	state = -1;
	nextstate = 30;
	question = "Karl";
	text1 = "You barely recognize this dirt- and dust-covered man as Karl, the innkeeper of the Sunken Cow. The formerly cheerful man just looks flat-out depressed. He's staring vacantly at the fire when you finally get his attention.";
	text2 = "_Hello, friends. Sorry I can't offer much in the way of hospitality right now, but the inn's out of commission, as you can see. Was there something you wanted to talk to me about?_";
	text3 = "You think you recognize this man. After a moment, you realize that it's Karl, the innkeeper whom you met when you first arrived in Hektos. It's kind of hard to tell beneath all of the dust and ash which covers his clothing.";
	text4 = "_Hello, friends. Sorry I can't offer much in the way of hospitality right now, but the inn's out of commission, as you can see. Was there something you wanted to talk to me about?_";
	text5 = "Karl is still sitting here, just staring at the fire. He acknowledges your presence, but doesn't speak.";
	action = INTRO;
	code = 
		if(get_flag(11,2) == 1) {
			remove_string(1);
			remove_string(2);
		}
		else {
		remove_string(3);
		remove_string(4);
	}
	break;
begintalknode 31;
	state = -1;
	nextstate = -1;
	question = "Karl";
	text1 = "You barely recognize this dirt- and dust-covered man as Karl, the innkeeper of the Sunken Cow. The formerly cheerful man just looks flat-out depressed. He's just staring vacantly at the fire when you try to get his attention.";
	text2 = "Perhaps it was the shock of losing his inn, but he just doesn't seem to want to talk to you right now.";
	text5 = "Karl still refuses to speak.";
	action = INTRO;

begintalknode 32;
	state = 30;
	nextstate = -1;
	question = "Are you okay?";
	text1 = "Karl simply grimaces, and slowly extends a leg covered in painful-looking scars and burns. He probably won't be walking very much for a while.";
	text2 = "_What do you think?_ he asks, his voice positively dripping sarcasm.";
	text3 = "Karl shows you his leg again. It doesn't look any better than it did before.";
	text4 = "_As if that weren't enough, the inn's leveled. It'll be months before I can get it rebuilt, and I'll be out of business for at least a year. Even if I do get back into business, this town won't exactly be drawing any travelers for a while._";
	text5 = "He pauses for a moment and sighs. _Ah, well... at least I'm still alive. And my dog got out of it too._";
	code = 
		if(get_flag(4,10) == 1) {
			remove_string(1);
			remove_string(2);
		}
		else {
		remove_string(3);
		set_flag(4,10,1);
	}
	break;
begintalknode 33;
	state = 30;
	nextstate = -1;
	condition = get_flag(4,10) == 1;
	question = "Is there anything we can do for you?";
	text1 = "_Well, now that you mention it, I've been wondering just how much of my supplies survived. Something's got to be left in the cellar._";
	text2 = "He casts a glance over towards the ruins of the inn, looking thoughtful.";
	text3 = "_I think there's some wine and ale down there, and I doubt all of it was crushed. I'll give you 15 coins for each bottle you can salvage from the cellar._";
	text4 = "He takes a key on a chain from around his neck, and tosses it to you. _There's also a locker down there with a bottle of some fine Solarian wine in it. I'll give you a hundred coins if you can bring that back. If it survived, that is._";
	text5 = "_You folks are already giving me a hand by helping me salvage the cellar. I wouldn't feel right asking anything more of you._";
	code = 
		if(get_flag(4,11) == 0) {
			remove_string(5);
			change_spec_item(1,1);
			set_flag(4,11,1);
			toggle_quest(5,1);
			toggle_quest(6,1);
			set_flag(4,12,1);
		}
		else {
		remove_string(1);
		remove_string(2);
		remove_string(3);
		remove_string(4);
	}
	break;
begintalknode 34;
	state = 30;
	nextstate = -1;
	condition = ((get_flag(4,11) == 1) && ((has_item(414) == 1)||(has_item(415) == 1)));
	question = "We've brought back some bottles. (15 coins each)";
	text1 = "Karl looks over the bottles, then fishes around in his pockets for a small pouch of coins. He counts out the right amount, and hands it to you with a flourish.";
	text2 = "_Thank you, friends. This might help me get back on my feet a bit quicker. And if that fails, I can drink the pain away._";
	code = 
		bottles = take_all_of_item(414) + take_all_of_item(415);
		change_coins(bottles * 15);
	break;
begintalknode 35;
	state = 30;
	nextstate = -1;
	condition = ((get_flag(4,12) == 1) && (has_special_item(2) == 1));
	question = "We've got that Solarian wine. (Give him the jug)";
	text1 = "Karl's face perks up as you describe how you found the jug intact in the badly-damaged locker. He takes the jug, swirls it around for a moment, and uncorks it, sniffing the old wine.";
	text2 = "_Ah, still as good as the day I bought it. No, it's better._";
	text3 = "He fishes around in a pocket of his tunic for a moment, eventually pulling out a largish pouch of coins and handing it to you.";
	text4 = "_I owe you a lot... this will really make things easier for me. Even if I can't get a good price for it anywhere, I can drink it. And I really just needed something to go right for once..._";
	code = 
		set_flag(4,12,2);
		change_spec_item(2,-1);
		toggle_quest(6,0);
		award_party_xp(100,15);
		change_coins(100);
	break;
begintalknode 36;
	state = 30;
	nextstate = -1;
	condition = ((get_flag(4,12) == 1) && (get_flag(5,0) == 4));
	question = "We found the Solarian wine, but it was shattered.";
	text1 = "You tell Karl about the shattered jug you found in the locker. He doesn't look surprised, just downcast.";
	text2 = "_Well, I guess that's to be expected. I'd have been really surprised if it had survived the blast. Thanks for trying, though._";
	code = 
		set_flag(4,12,3);
		toggle_quest(6,0);
		award_party_xp(15,15);
	break;
begintalknode 37;
	state = 30;
	nextstate = -1;
	condition = get_flag(4,13) == 0;
	question = "Have you heard anything about who could've done this?";
	text1 = "Karl looks at you incredulously. He gestures at the ruins surrounding him.";
	text2 = "_This? All of this? You've got to be kidding me! I'm just an innkeeper... I hear little inconsequential rumors, not detailed sabotage plans!_";
	text3 = "_Whoever did it, they're sick. And they need to be put out of our misery. Look at us. Our lives will never be the same here. We can't rebuild what we've lost, not with all this trauma._";
	code = 
		set_flag(4,13,1);
	break;
begintalknode 40;
	state = -1;
	nextstate = 40;
	question = "Mayor Anderson";
	text1 = "It's been a while since you saw Mayor Anderson, but he somehow looks even worse than before. He's covered in soot, and parts of his body are badly scorched. ";
	text2 = "_Welcome back to what's left of Hektos, adventurers. What do you want?_";
	text3 = "It's hard to tell with the ashes and burns that cover most of this man's body, but it looks like he is wearing an Empire mayor's sash. He extends a sooty hand in a half-hearted greeting.";
	text4 = "_I'm Mayor Anderson. Though at the moment, I'm mayor of a pile of rubble. Is there anything I can do for you, adventurers?_";
	text5 = "Mayor Anderson looks just as bad as he did before. He still walks among the debris, occasionally stopping to sift through a pile of dust and crumbled rock.";
	text6 = "_What is it?_";
	action = INTRO;
	code = 
		if(get_flag(11,9) >= 1) {
			remove_string(3);
			remove_string(4);
		}
		else {
		remove_string(1);
		remove_string(2);
		set_flag(11,9,2);
	}
	break;
begintalknode 41;
	state = 40;
	nextstate = 41;
	question = "How did you make it out of the blast?";
	text1 = "He turns to face the smoking pile of rubble that used to be his office.";
	text2 = "_Quite honestly, I shouldn't be alive. I had just walked out of the office, after deciding to take a break from my paperwork. I was going to grab something to drink at the inn, and then I heard that rumbling sound that came before the explosion._";
	text3 = "_I could hear the sound all around me, so I started walking away a little faster. When the buildings around me exploded, I was knocked all the way into the lake. I got burned pretty badly, but none of the debris hit me, so I got off lucky._";
	text4 = "With how big that explosion looked from across the lake, you can only think that this man is a walking miracle.";
	code = 
		set_flag(4,15,1);
	break;
begintalknode 42;
	state = 41;
	nextstate = 42;
	condition = get_flag(4,14) == 0;
	question = "Did anyone else get out?";
	text1 = "You remember seeing an Empire official in the lobby of the mayor's office, and you can't help but wonder if he got out alive.";
	text2 = "Mayor Anderson just shakes his head. _There was an Empire official waiting outside my office. He didn't survive the explosion._";
	text3 = "Mayor Anderson just shakes his head. _You remember that Empire servant waiting outside my office? He was killed in the blast._";
	text4 = "He says this with more enthusiasm than you're comfortable with. You wouldn't quite call the faint smile on his face maniacal, but it's close. His behavior seems uncalled for, to say the least.";
	text5 = "He says this with more enthusiasm than you're comfortable with. You wouldn't quite call the faint smile on his face maniacal, but it's close. And after seeing what he already thought of the man, you're not all that surprised by this display.";
	text6 = "You're beginning to think that the mayor isn't a huge advocate of the Empire.";
	text7 = "All of this behavior nicely matches the rants and outbursts against the Empire that you heard from the mayor before. You're still not quite sure what to make of it.";
	code = 
		set_flag(4,14,1);
		if(get_flag(0,14) == 0)
			remove_string(1);
		if(get_flag(0,20) >= 2) {
			remove_string(2);
			remove_string(4);
		}
		else {
		remove_string(3);
		remove_string(5);
	}
	if((get_flag(0,20) >= 2) || (get_flag(0,11) == 1) || (get_flag(0,21) == 1))
		remove_string(6);
	else
	remove_string(7);
	break;
begintalknode 43;
	state = 42;
	nextstate = -1;
	condition = (get_flag(0,20) >= 2) || (get_flag(0,11) == 1) || (get_flag(0,21) == 1);
	question = "You really do hate the Empire, don't you?";
	text1 = "A hunted look crosses the mayor's face for a moment, and he unsuccessfully tries to shrug it off. You're not sure why, as he hasn't really tried to hide his hatred of the Empire.";
	text2 = "He recovers his composure. _Well, as you know, I disagree with a number of the Empire's policies. But this is on the grounds that they are bad for the people. I hold no personal grudges._";
	text3 = "He hastily adds this last bit with an insincere-looking smile. The mayor is starting to worry you, to say the least.";
	action = END_TALK;
	code = 
		set_flag(4,16,1);
	break;
begintalknode 44;
	state = 42;
	nextstate = -1;
	condition = (get_flag(0,20) < 2) && (get_flag(0,11) == 0) && (get_flag(0,21) == 0);
	question = "You seem a little too happy about that man's death.";
	text1 = "The disturbing smile on the mayor's face vanishes, and he falls silent for a moment. But he quickly regains his former composure.";
	text2 = "_Naturally, I mourn the passing of another like anyone would. I've just been a bit of a wreck since the explosion, and I haven't had a chance to collect myself._";
	text3 = "_I apologize if I gave you the wrong impression there... I swear that I had nothing against the man. Now if you'll excuse me, I'm trying to see if anything from my office survived the blast._";
	text4 = "He returns to sifting through the debris of what used to be his office.";
	action = END_TALK;
	code = 
		set_flag(4,16,2);
	break;
begintalknode 45;
	state = 40;
	nextstate = 43;
	condition = get_flag(4,17) == 0;
	question = "Why are you out in the rubble?";
	text1 = "The mayor shrugs. _I thought that something might've survived the blast. Anything, really. It's just kind of hard to believe that all the paperwork that made my life hell disappeared so easily._";
	text2 = "_And of course, there was even more in storage below the office proper. I even had a room to myself down there... just a place to collapse after a round of tariff forms._";
	text3 = "He absentmindedly kicks over a blackened stone. He finds more blackened stones.";
	code = 
		set_flag(4,17,1);
	break;
begintalknode 46;
	state = 40;
	nextstate = -1;
	condition = get_flag(4,17) == 1;
	question = "Have you found anything yet?";
	text1 = "_Nope,_ the mayor says as he kicks over another pile of debris.";

begintalknode 47;
	state = 43;
	nextstate = -1;
	condition = get_flag(14,6) != 2;
	question = "Your office had a basement?";
	text1 = "_Oh, yes. It wasn't all that great, really... the roaches were starting to get organized, and it was generally dank. But it was familiar._";
	text2 = "_And before you ask, I can't tell you how to access it. I don't know why you'd even want to, really. It's probably collapsed in by now, and I don't think I had anything valuable down there._";

begintalknode 48;
	state = 40;
	nextstate = -1;
	question = "Is there anything we can do for you?";
	text1 = "The mayor gestures toward the rubble around him. _Well, you can help us all by searching the rubble for anything of use. That's why I'm out here in the first place._";
	text2 = "The mayor gestures toward the rubble around him. _Well, you can help us all by searching the rubble for anything of use. As I remember telling you, that's why I'm out here in the first place._";
	text3 = "He pauses to think. _There's the matter of food, in that we don't have much left. The town storeroom was destroyed. We could really use some grain... surely there's someone in the valley who can help us. Find that person, if you can._";
	text4 = "_There's the matter of honoring those who died in the blast. We haven't found or recovered any of the bodies yet, mostly because we've all been a little jittery, to say the least. If you could help us with this, we'd be very grateful._";
	text5 = "_Finally,_ he says before drawing a deep breath. _There's the issue of relief from the Empire. I think we need it, though I don't like admitting it. Go speak with the commanders at Fort Galima, and see if we can get some aid from Blackcrag._";
	text6 = "The mayor sighs. _A lot remains to be done before we can really begin rebuilding Hektos._";
	text7 = "The mayor just smiles at you, something which you haven't seen anyone around here do for quite some time. _You've done us a great service already. There's nothing else, really... unless you happen to be well-versed in construction techniques._";
	text8 = "_Then again, I'm sure that the survivors have jobs for you. I suggest you speak with them._";
	code = 
		if(get_flag(4,17) != 1) {
			remove_string(2);
			set_flag(4,17,1);
		}
		else
		remove_string(1);
		if(get_flag(4,19) == 3)
			remove_string(3);
		if(get_flag(4,5) == 3)
			remove_string(4);
		if(get_flag(4,20) == 5)
			remove_string(5);
		
		if(get_flag(4,18) != 8) {
			remove_string(7);
			remove_string(8);
		}
		else
		remove_string(6);
		
		if(get_flag(4,18) == 0) {
			set_flag(4,5,1);
			set_flag(4,19,1);
			set_flag(4,20,1);
			toggle_quest(7,1);
			toggle_quest(8,1);
			toggle_quest(9,1);
			set_flag(4,18,1);
		}
	break;
begintalknode 49;
	state = 40;
	nextstate = -1;
	question = "Do you have any idea who could've done this?";
	text1 = "_I can't imagine who would do this to us,_ the mayor says stiffly, his eyes not leaving the piles of debris surrounding him.";
	text2 = "_Whoever it is, I want them punished. They can't get away with this, and I want you to find the culprit and slay them on the spot._";
	text3 = "He can't meet your eye when he says this last part. He goes back to kicking around the rubble, unwilling to continue the conversation.";
	action = END_TALK;

begintalknode 50;
	state = 40;
	nextstate = -1;
	condition = get_flag(4,19) == 2;
	question = "We found someone who can supply grain.";
	text1 = "You tell Mayor Anderson about Harrison's offer to supply the survivors with food.";
	text2 = "_That's excellent! I should reward you for your efforts..._";
	text3 = "He pulls out a modest pouch of coins and tosses it to you, at which point you realize that it's even more modest than it looked. In fact, the reward is downright disappointing. You thank him anyway.";
	code = 
		set_flag(4,19,3);
		change_coins(25);
		award_party_xp(50,15);
		toggle_quest(7,0);
	break;
begintalknode 51;
	state = 40;
	nextstate = -1;
	condition = has_item_of_class(1,0) == 1;
	question = "We recovered a body.";
	text1 = "You show Mayor Anderson the body you recovered, and he grimaces a little.";
	text2 = "_Right... just bring it over here,_ he says, motioning to a space of clear earth behind the inn. As you walk over to the site with the mayor, he picks up a few shovels that were leaning up against the inn.";
	text3 = "When you'd arrived in this valley, you never thought you'd end up digging graves, but here you are. In a little over an hour, you and the mayor finish the grave, and drag a makeshift headstone onto it.";
	text4 = "_Thank you for your help. I wish I could help more, but I just don't have the manpower at my disposal,_ the mayor says flatly, walking back to the ruins of the town. This leaves you standing uncomfortably near the freshly-dug grave.";
	action = END_TALK;
	code = 
		has_item_of_class(1,1);
		award_party_xp(100,15);
		set_ticks_forward(250);
		inc_flag(4,21,1);
		if(get_flag(4,21) == 1) {
			set_terrain(1,1,486);
			put_item_on_spot(3,6,318);
			put_item_on_spot(3,6,318);
			put_item_on_spot(3,7,318);
		}
		if(get_flag(4,21) == 2)
			set_terrain(3,1,486);
		if(get_flag(4,21) == 3)
			set_terrain(1,3,486);
		if(get_flag(4,21) == 4)
			set_terrain(3,3,486);
		if(get_flag(4,21) == 5)
			set_terrain(1,5,486);
		if(get_flag(4,21) == 6)
			set_terrain(3,5,486);
		force_view_center(4,5);
		relocate_character(0,4,5);
		relocate_character(1,5,5);
		relocate_character(2,6,5);
		relocate_character(3,7,5);
	break;
begintalknode 52;
	state = 40;
	nextstate = -1;
	condition = get_flag(4,20) == 2;
	question = "Commander Ylissa refuses to help us.";
	text1 = "You tell the mayor about your failure of a meeting with Commander Ylissa. He doesn't seem all that surprised.";
	text2 = "_I expected as much from the higher-ranking officers. They'll only help the well-off areas, which means pretty much everywhere but here._";
	text3 = "_There must be some other officers at the fort..._ he says hopefully. _Perhaps you can convince one of them to get some sort of aid for us._";
	code = 
		set_flag(4,20,3);
	break;
begintalknode 53;
	state = 40;
	nextstate = -1;
	condition = get_flag(4,20) == 4;
	question = "Lieutenant Newmann said he could request aid.";
	text1 = "_Excellent! The others will love this!_";
	text2 = "The mayor digs a small charm out of his robe and hands it to you. _We're basically out of money, so this is all I can give you. It has some sort of charm on it... I can't remember what, exactly._";
	text3 = "_Friends, you will always have a warm welcome in Hektos._";
	code = 
		set_flag(4,20,5);
		award_party_xp(200,15);
		reward_give(308);
		toggle_quest(9,0);
	break;
begintalknode 54;
	state = 40;
	nextstate = -1;
	condition = get_flag(14,6) == 1;
	question = "We found a trapdoor in the ruins, and it's locked.";
	text1 = "The mayor looks a little surprised by this news. _Really? I didn't think that would've survived the blast._";
	text2 = "_That's the door leading to the city's records, as well as my personal quarters. Please, please, please don't go down there, it's not safe anymore. I'm certain that the whole thing's just going to cave in once the lake water gets into it._";
	text3 = "You try to reason with him, detailing your experience with such matters, but he flatly refuses to listen.";
	text4 = "_I'm not giving you the key to that door... I don't want any more deaths coming from this atrocity._";
	code = 
		set_flag(14,6,2);
	break;
begintalknode 60;
	state = -1;
	nextstate = 60;
	question = "Iracos";
	text1 = "This man, clad in a scorched tunic and blackened gloves, simply looks dejected. When he notices your presence, he tries to smile, and fails. _The name's Iracos, and I used to make weapons. What do you want?_";
	text2 = "This man, clad in a scorched tunic and blackened gloves, looks simply elated. When he notices your presence, he grins from ear to ear. _The name's Iracos, and I used to make weapons. Are you the ones who rescued Miali?_";
	text3 = "Iracos sits here, looking much like he did before, just more depressed. He recognizes you, but doesn't seem all that enthused about talking right now. _What?_ he asks sullenly.";
	text4 = "Iracos sits here, looking much like he did before, just much, much happier. He immediately jumps up to greet you. _Are you the ones who rescued Miali?_";
	text5 = "Iracos is still here, staring dejectedly at the fire. He doesn't say anything, instead waiting for you to speak.";
	text7 = "Iracos is still here, and he looks happier than anyone else around the fire. Really, he looks a bit out of place, but he doesn't seem to care.";
	text8 = "_What can I do for you?_ he asks happily.";
	action = INTRO;
	code = 
		if(get_flag(11,5) == 1) {
			remove_string(1);
			remove_string(2);
			if(get_flag(10,1) < 1)
				remove_string(3);
			else
			remove_string(4);
		}
		
		else {
		if(get_flag(10,1) < 1) {
			clear_strings();
			add_string(2);
		}
		else {
			clear_strings();
			add_string(1);
	}
}

set_flag(11,5,1);
if(get_flag(10,1) >= 1) {
	remove_string(7);
	remove_string(8);
}
else
remove_string(5);
	break;
begintalknode 61;
	state = 60;
	nextstate = -1;
	question = "Are you okay?";
	text1 = "Iracos makes a choking sound, and turns away from you for a moment. He coughs a few times, then turns back to you.";
	text2 = "_No. What do you think? My wife is dead and I've got two lungs full of smoke and ash._";
	text3 = "Iracos sees your confused looks, and then sighs.";
	text4 = "_When one of the blasts went off outside the building we were in, my wife Miali was down in the forge. I think the ground collapsed enough to have trapped her down there. I don't know if she survived._";
	text5 = "Iracos just stares at you.";
	text6 = "_Well, my wife is still missing, and my lungs are still full of god knows what. So I'm still pretty lousy right now._";
	text7 = "Iracos smiles, something you haven't seen enough of in this town.";
	text8 = "_Well, now that Miali is back, I've just got two bad lungs. But I'll take that over losing my wife any day._";
	code = 
		if(get_flag(4,29) != 1) {
			remove_string(5);
			remove_string(6);
			remove_string(7);
			remove_string(8);
		}
		else {
		clear_strings();
		add_string(5);
		add_string(6);
	}
	if(get_flag(10,1) != 0) {
		remove_string(7);
		remove_string(8);
	}
	else {
	clear_strings();
	add_string(7);
	add_string(8);
}
set_flag(4,29,1);
	break;
begintalknode 62;
	state = 60;
	nextstate = -1;
	question = "Is there anything we can do to help you?";
	text1 = "Iracos shakes his head sullenly. _Not unless you can rescue my wife Miali from down in the forge. I'd do it myself, but I can barely walk right now... every time I try to, I just get short of breath and fall over._";
	text2 = "_Hell, I don't even know if she's still alive right now. But since you're here, you can go and see. Then I can at least be sure._";
	text3 = "Iracos doesn't look happy about having to repeat himself. Then again, he doesn't really look happy about anything right now.";
	text4 = "_Find Miali. Then maybe I'll have something to live for again._";
	text5 = "_Are you serious? Look at what you've done for me! What else could I ask for?_";
	text6 = "_I'm sure you've got more important things to do than to help me clean up the shop, so go find the bastards who did this!_";
	text7 = "Iracos doesn't even look you in the eye when he replies. _No, there's nothing left for me here._";
	text8 = "_Until the bastards who did this are six feet under, I've got nothing left to live for._";
	code = 
		if(get_flag(14,0) == 1) {
			clear_strings();
			add_string(3);
			add_string(4);
		}
		if(get_flag(14,0) == 2) {
			clear_strings();
			add_string(5);
			add_string(6);
		}
		if(get_flag(14,0) == 3) {
			clear_strings();
			add_string(7);
			add_string(8);
		}
		if(get_flag(14,0) == 0) {
			clear_strings();
			add_string(1);
			add_string(2);
			toggle_quest(10,1);
			set_flag(14,0,1);
		}
	break;
begintalknode 63;
	state = 60;
	nextstate = 61;
	question = "You used to make weapons?";
	text1 = "Iracos sighs. _Yep. Me and Miali used to make weapons and armor in the forge, and we'd sell them in the shop right above it. But now the shop's been leveled, and the forge is probably useless._";
	text2 = "_It'll be months before I'm back in business._";
	text5 = "Iracos sighs. _Yep. Like I told you before, Miali and I used to make weapons and armor in our forge, and then we'd sell them in the shop above the forge. But now... well, it's all been ruined._";
	text6 = "_It'll be months before I'm back in business._";
	text7 = "_Kinda makes me all wistful for the good old days... enjoy your adventurin' while it lasts._";
	code = 
		if(get_flag(0,6) == 0) {
			remove_string(5);
			remove_string(6);
			set_flag(0,6,1);
		}
		else {
		remove_string(1);
		remove_string(2);
	}
	break;
begintalknode 64;
	state = 60;
	nextstate = -1;
	condition = (get_flag(10,1) == 0) && (get_flag(14,0) <= 1);
	question = "We saved Miali. (Tell him what happened)";
	text1 = "As you start telling the story of what transpired in the forge, Iracos holds up a hand to silence you.";
	text2 = "_Miali already told me... I don't need to hear it again._";
	text3 = "_All I care is that things are a little closer to normal again, and I can't thank you enough for that. And while I don't have much to offer, I can give you this._";
	text4 = "He pulls a beautifully-crafted pike from under the rough pad he'd been sitting on, and hands the weapon to you.";
	text5 = "_Quite possibly my finest work, and I want you to have it. I won't be using it anymore... my adventuring days are over. I'm going to stay here with Miali and rebuild our lives._";
	action = END_TALK;
	code = 
		set_flag(14,0,2);
		award_party_xp(500,15);
		reward_give(451);
		toggle_quest(10,0);
	break;
begintalknode 65;
	state = 60;
	nextstate = -1;
	condition = (get_flag(10,1) == 1) && (get_flag(14,0) <= 1);
	question = "Miali is dead. (Tell him the story)";
	text1 = "You say that you found Miali dead, completely leaving Stirlen out of the story. Iracos' face darkens.";
	text2 = "_Are you sure? You tried reviving her?_";
	text3 = "You nod, unsure of what he's going to do. He could get angry, he could break down... but he surprises you by standing up and pulling a beautifully-crafted halberd from under the rough pad he'd been seated on.";
	text4 = "_I'm leaving. Maybe I'll find the bastard who did this one day, but I can't stay here anymore. I don't want... I just don't want to have to think about this yet._";
	text5 = "Well, that was odd. For a moment, you thought you'd have to take him down. Instead, you try to talk him out of his proposition.";
	text6 = "_No, don't try to dissuade me. I have enough experience... Miali did too. She'd want me to move on, so I will._";
	text7 = "With that, he limps away, partially propping himself up with the halberd. You wish him the best of luck.";
	action = END_TALK;
	code = 
		set_flag(14,0,3);
		erase_char(8);
		award_party_xp(300,15);
		toggle_quest(10,0);
	break;
begintalknode 66;
	state = 61;
	nextstate = 62;
	question = "You used to be an adventurer?";
	text1 = "_Yeah, I used to wield a pretty mean halberd, but I tended to focus on spellcraft. After a while, I got to where it was easier to burn a hole in an enemy than to slice a hole in them._";
	text2 = "_After a while, I got tired of adventuring. But I still had the skills, so I figured I'd go into the weapons trade. The magery helped me keep our forge running at full blast, and I'd learned so much about weapons in my travels._";
	text3 = "He starts to ramble about the various things he's done, and you can tell he's more than a bit nostalgic.";

begintalknode 67;
	state = 61;
	nextstate = -1;
	question = "Did any of your stock survive the blast?";
	text1 = "Iracos frowns. _I bet everything was either broken or buried when the building collapsed... the only intact pieces I've found are spearpoints and a couple of sword hilts. Oh, and one full blade, but I'll need to reattach it to something._";
	text2 = "_Of course, I haven't been able to get down into the forge yet, but I bet that I won't be able to rebuild my stock for months._";

begintalknode 68;
	state = 62;
	nextstate = -1;
	question = "Well, you could travel with us.";
	text1 = "Iracos bursts out laughing.";
	text2 = "_Are you kidding? I may not have much anymore, but I still have a loving wife, and a relatively happy life. And except for the lunatic who blew up the town, nobody's tried to kill me for years!_";
	text3 = "Iracos takes a moment to think before he responds.";
	text4 = "_You know, I know I would enjoy it, and I really want to take down the bastard who did this to Hektos. But I can't leave until I know what happened to Miali._";
	text5 = "Iracos stares off into space for a moment.";
	text6 = "_You know what, I'm too tired. I just can't._";
	action = END_TALK;
	code = 
		if(get_flag(10,1) == 2) {
			clear_strings();
			add_string(3);
			add_string(4);
		}
		else if(get_flag(10,1) == 0) {
		clear_strings();
		add_string(1);
		add_string(2);
	}
	else {
	clear_strings();
	add_string(5);
	add_string(6);
}
	break;
begintalknode 69;
	state = 62;
	nextstate = -1;
	question = "Yep, it's a wonderful profession.";
	text1 = "_Yes it is, but I'm sure that one day, you'll get tired of it like I did._";

begintalknode 70;
	state = 60;
	nextstate = -1;
	condition = get_flag(10,1) < 1;
	question = "What are you and Miali going to do now?";
	text1 = "_Well, right now, I won't be doing much. Miali's going to work on healing all of us until we're ready to start rebuilding the town, and eventually, the two of us will clean up the forge and set up shop again._";
	text2 = "_But between you and me, I've half a mind to go yell at the local bureaucrats to get their sorry asses down here to help us, as soon as I'm able._";

begintalknode 80;
	state = -1;
	nextstate = 80;
	question = "Mitch";
	text1 = "Even with the disheveled appearance of the survivors of the blast, you find it a little hard to excuse this young man's attire. He looks a little like a beggar, just minus a few decades of age. He doesn't seem to care, though.";
	text2 = "_Hey there,_ he says, sounding strangely peaceful. _The name's Mitch, and I used to fish here. Anything I can do for you folks?_";
	text3 = "Mitch is still here, but now lacks the fishing gear you first saw him with. He looks slightly less at ease than the last time you spoke with him, but that's not much of a surprise.";
	text4 = "_Hello again, folks. You sure missed a lot here,_ he says with a grim smile.";
	text5 = "Mitch is still here, looking more peaceful than any of the other survivors.";
	text6 = "_What can I do for you folks?_";
	action = INTRO;
	code = 
		if(get_flag(11,7) == 0) {
			remove_string(3);
			remove_string(4);
		}
		else {
		remove_string(1);
		remove_string(2);
	}
	set_flag(11,7,2);
	break;
begintalknode 81;
	state = 80;
	nextstate = 81;
	question = "Are you okay?";
	text1 = "Mitch shifts uneasily, and you notice that he seems to be favoring his left leg.";
	text2 = "_Well, yes and no. I'm alive, so that's good. But when the buildings behind me exploded, I was knocked into the lake. I'm pretty sure that my right leg hit a big rock. Either way, it hurts like hell now._";
	text3 = "_But it's not a huge problem... I know where I can get some good healing. I'll probably be heading out there sometime soon._";
	code = 
		if(get_flag(14,3) == 0)
			set_flag(14,3,1);
	break;
begintalknode 82;
	state = 80;
	nextstate = -1;
	question = "Is there anything we can do for you?";
	text1 = "_Well, thank you for offering, but I think I'm doing just fine now. I just need to find my fishing gear, and then I'll be heading out of here._";
	text2 = "He smiles. _I bet my gear fell into the lake when I got knocked over by that blast. Then again, I don't really need the stuff. I'll pick up some more later._";
	code = 
		if(get_flag(14,3) == 0)
			set_flag(14,3,1);
	break;
begintalknode 83;
	state = 81;
	nextstate = -1;
	condition = get_flag(14,2) == 0;
	question = "Where would that be?";
	text1 = "_Why would I tell you that? The last thing those people need is adventurers keeping them busy with the sort of gruesome wounds you people tend to get. They're going to be busy enough when they hear about this._";
	text2 = "You try to get him to reveal just who _these people_ are, but he flatly refuses.";
	text3 = "_It's a bit of a walk, trust me. But these folks, they're wonderful. And they've got some of the best fishing spots this side of Blackcrag._";
	code = 
		set_flag(14,2,1);
	break;
begintalknode 84;
	state = 81;
	nextstate = -1;
	question = "We could heal you.";
	text1 = "_Thank you for offering, but no thanks. I'll go with that people that I know a little better._";
	text2 = "_Well, with what you seem to think of me, I don't think I should trust you folks. So I'll pass on your offer._";
	text3 = "_You're kind for offering, but I'll pass. Besides, I've been meaning to pay those people a visit for a while._";
	text4 = "Despite more attempts, Mitch refuses to tell you just who he's talking about.";
	code = 
		set_flag(14,2,2);
		if(get_flag(11,7) == 0) {
			remove_string(2);
			remove_string(3);
		}
		else if(get_flag(0,5) == 2) {
		remove_string(1);
		remove_string(2);
	}
	else {
	remove_string(1);
	remove_string(3);
}
	break;
begintalknode 85;
	state = 80;
	nextstate = -1;
	question = "Well... did you catch any fish?";
	text1 = "_Yup. But after the blast, I took the fish that hadn't been blown back into the lake and gave them to the rest of the survivors._";
	text2 = "_I don't have any left right now, but I'll catch some soon._";

begintalknode 90;
	state = -1;
	nextstate = 90;
	question = "Will";
	text1 = "This man leans on a rather alarmingly-large halberd, and wears an odd-looking leather helmet. Beyond that, he's rather... well, nondescript. He sounds rather nervous when he greets you.";
	text2 = "_Hello there. My name's Will, and I used to live in that house over there,_ he says, pointing southwest at a charred shell of a house. _Anything I can do for you?_";
	text3 = "You're surprised to see that Will survived the blast... you would've thought that he'd have had a heart attack on the spot. As you approach him, he's leaning on his halberd and staring at the fire.";
	text4 = "_Hello again, folks. What can I do for you?_";
	text5 = "Will is still here, and is still staring at the fire. He acknowledges your presence with a nod, but doesn't say anything.";
	action = INTRO;
	code = 
		if(get_flag(11,6) == 0) {
			remove_string(3);
			remove_string(4);
		}
		else {
		remove_string(1);
		remove_string(2);
	}
	set_flag(11,6,2);
	break;
begintalknode 91;
	state = 90;
	nextstate = -1;
	question = "Are you okay?";
	text1 = "_Yeah, I got kind of lucky. A board bounced off my head as I was running out of my house, and my helmet probably saved me from a split skull. And I didn't get nearly as many burns as everyone else._";
	text2 = "_I know that a blast went off just to the west of my house, but I think it was less violent than the others that went off. So whoever wanted us all dead screwed up on me._";
	text3 = "Considering how nervous he seemed before, Will has calmed down considerably. You wonder if whatever he was waiting for had to do with the blast.";
	code = 
		if(get_flag(0,9) != 1)
			remove_string(3);
	break;
begintalknode 92;
	state = 90;
	nextstate = -1;
	question = "Is there anything we can do for you?";
	text1 = "Will pauses to think for a moment.";
	text2 = "_Well, unless you feel like rebuilding my house, there's really nothing. I'm alive, and that's all I care about._";

begintalknode 93;
	state = 90;
	nextstate = -1;
	condition = get_flag(0,10) == 0;
	question = "What did you do before the blast?";
	text1 = "_Well, I used to train people. Still do, technically, but I really don't feel like it right now._";
	text2 = "You ask what he trained people in.";
	text3 = "_Well, mostly combat stuff, but I'm a pretty decent hunter, so I taught that stuff too._";
	code = 
		set_flag(0,10,1);
	break;
begintalknode 94;
	state = 90;
	nextstate = 92;
	condition = get_flag(0,10) == 1;
	question = "Can you train us?";
	text1 = "_You know, I'd love to... but not really. I'm still a bit shaken up._";

begintalknode 96;
	state = 90;
	nextstate = 91;
	condition = (get_flag(14,4) < 2) && (get_flag(3,14) == 1);
	question = "So what's it like being a rebel?";
	text1 = "Will jumps a foot in the air, then frantically motions for you to shut up.";
	text2 = "_What are you trying to do, get me killed?!_ he says, in what could be best described as a panicked whisper. _Yes, yes, I work with them, but don't call us rebels or we'll all be put to death!_";
	text3 = "_That's right, they'll get you too. If they see you with me, they'll get you. So shut up about it!_";
	text4 = "Ylissa was right... he's not very good at this.";
	code = 
		set_flag(14,4,2);
	break;
begintalknode 97;
	state = 91;
	nextstate = -1;
	question = "So you don't know who's responsible for the blasts?";
	text1 = "_No, of course not! Leave me the hell out of it!_";
	action = END_TALK;

begintalknode 98;
	state = 92;
	nextstate = -1;
	condition = get_flag(14,4) == 2;
	question = "Okay, we can just tell the Empire of your being a rebel.";
	text1 = "Will just glares at you.";
	action = END_TALK;
	code = 
		begin_shop_mode("Will's Training","Upon hearing your threat, Will gladly agrees to train you. He even keeps his glowering to a minimum.",7,4,-1);
	break;
begintalknode 100;
	state = -1;
	nextstate = -1;
	question = "Townswoman";
	text1 = "When you try to talk to this woman, she just bursts into tears. Nothing you say calms her down, and even when she stops sobbing, she just stares woodenly into the fire.";

begintalknode 105;
	state = -1;
	nextstate = 105;
	question = "Spark";
	text1 = "This dog cautiously approaches you after issuing a short warning bark. You manage to get a look at the collar on it's neck, and see _Spark_ crudely inscribed on a tag.";
	text2 = "You're a bit surprised that the dog survived.";
	text5 = "Spark is still here, and you're just a bit surprised that he survived.";
	action = INTRO;

begintalknode 106;
	state = 105;
	nextstate = -1;
	question = "(Pet the dog)";
	text1 = "Spark shies away from you when you try to pet him. He's probably still a bit nervous from the explosions.";

begintalknode 107;
	state = 105;
	nextstate = -1;
	question = "(Shoo the dog away)";
	text1 = "Spark slinks away, looking incredibly unhappy.";
	action = END_TALK;

begintalknode 108;
	state = 105;
	nextstate = -1;
	condition = has_item(192) == 1;
	question = "(Give the dog a bone)";
	text1 = "Spark perks up a bit when you hand him the bone, and he runs around in circles for a while before finally spitting out the bone.";
	text2 = "You're kind of surprised that he didn't spit it out sooner, since even you can't remember where you got the bone from. Still, Spark looks a lot happier than before.";

begintalknode 110;
	state = -1;
	nextstate = 110;
	question = "Miali";
	text1 = "It's encouraging to see somebody in this town who isn't taking the attack lying down, even though the last time you saw her she was nearly dead. Miali is busy checking on the other survivors when you get her attention.";
	text2 = "_Ah, it's you again. I'm glad to see you're still doing fine, unlike everyone else here... I have a lot of people to heal._";
	text5 = "Miali is still here, and is still focusing on healing the other survivors.";
	text6 = "_Yes?_ she asks, a little irritated at being interrupted.";
	code = 
		if(get_flag(11,1) == 2) {
			remove_string(1);
			remove_string(2);
		}
		else {
		remove_string(5);
		remove_string(6);
	}
	set_flag(11,1,2);
	break;
begintalknode 111;
	state = 110;
	nextstate = -1;
	question = "Are you doing any better?";
	text1 = "_Well, you folks did a good job of healing me. I owe you a lot for that. But I can tell that I'm going to lose a bit of mobility in my right leg unless I keep working at it myself._";
	text2 = "She reaches down to one of the nastier scars on her legs and rubs a hand over it. The wound begins to glow a pale blue, but the light recedes after a moment.";
	text3 = "_It'll be little spells like this that'll save me a lot of trouble until I'm fully healed._";
	text4 = "You're glad that you didn't tell her anything about Stirlen. It would've been unfair to inflict that kind of psychological damage on her.";
	code = 
		if(get_flag(5,4) != 2)
			remove_string(4);
	break;
begintalknode 112;
	state = 110;
	nextstate = -1;
	question = "Is there anything we can do to help?";
	text1 = "_No, I'm fine for the moment, thanks. Besides, you've done enough for me lately,_ she adds with a smile.";
	text2 = "_I can tell that you've got much more important things to take care of._";

begintalknode 113;
	state = 110;
	nextstate = 111;
	question = "You're healing the survivors?";
	text1 = "Miali shrugs. _Why not? I do have some training in the healing arts, after all._";
	text2 = "She catches your look of disbelief.";
	text3 = "_What? Why can't I heal them? I'm easily the most able out of anyone here. The only thing I have to worry about is running out of energy, and that's not a difficult problem, even after that scare under the forge._";
	text4 = "_And it's not like anybody else is about to help them._";

begintalknode 114;
	state = 111;
	nextstate = -1;
	question = "Well, we could help them too.";
	text1 = "_Don't be silly, you've got much better things to do... like find out who blew up our town. I used to be an adventurer, you know. I can tell when something big is happening, and it's happening right now._";
	text2 = "_Whenever something big happens, people are always in place to take care of it, one way or another. You are those people today, so go find the bastard who did this to us!_";

begintalknode 115;
	state = 110;
	nextstate = -1;
	question = "What are you and Iracos going to do now?";
	text1 = "_Well, as soon as Iracos is back to full strength, I expect we'll start rebuilding the town. But right now, we're just all going to try and live through the day. After all, the Empire probably won't get here for months._";
	text2 = "She sighs. _I'm sure you know what I'm talking about... Empire bureaucracy, huh?_";

