
begintalkscript;

variables;
int bottles, bodies;

begintalknode 10;
	state = -1;
	nextstate = 10;
	question = "Eli";
	text1 = "This man, crouched quietly by the fire, takes a while to acknowledge your presence. When he does, he stands up and extends a scarred hand. He's a little put-off when you don't shake it.";
	text2 = "_Greetings, friends. My name's Eli, and I guard this caravan. What can I do for you?_";
	text3 = "You can't help but notice the immense broadsword strapped to his belt.";
	text5 = "Eli is still here, staring into the fire. Occasionally, he glances at the trees.";
	text6 = "_Well?_";
	action = INTRO;

begintalknode 11;
	state = 10;
	nextstate = 11;
	question = "What do you know about this area?";
	text1 = "_Not much. I'm rather new here, since I just signed on with this caravan a few weeks ago._";
	text2 = "_I'll tell you what I do know, though. It's peaceful. Not many wolves around, nice people in the towns, and a few great fishing spots._";
	text3 = "_Though I did hear somebody talking about some weird spiders they saw in the woods. Not sure what to make of it, but I don't feel like investigating it myself. I like my job too much._";

begintalknode 12;
	state = 11;
	nextstate = -1;
	question = "What about the spiders?";
	text1 = "Eli scratches his head, pausing for a moment.";
	text2 = "_Let's see here... I think it was that woman who sells herbs who was talking about it. The one at the other end of the bridge, in case you didn't know. She didn't say much about them, just that they were there._";
	code = 
		if(get_flag(1,0) == 0)
			set_flag(1,0,1);
	break;
begintalknode 13;
	state = 10;
	nextstate = -1;
	question = "What's your story?";
	text1 = "Eli looks confused for a moment. _You mean how I got here? Sure._";
	text2 = "_I had a job on Morrow's Isle for a few years, but I decided to leave after I heard that Zaskiva got blown up. Before I left, the rebels tried to get me to join them in their weird crusade thing. That just made me run faster, and I wound up in Valorim._";
	text3 = "_I took random jobs in Valorim for a few years, until I wound up in Hektos on a courier job one day. I found this caravan, and joined up because they needed a guard._";
	text4 = "_I took random jobs in Valorim for a few years, until I wound up in Hektos on a courier job one day. I found this caravan, and joined up because they needed a guard. Good thing I did, too..._";
	text5 = "_That's about it, really. How about you?_";
	text6 = "After hesitating for a moment, you spend a while telling tales of your adventures, which Eli finds really entertaining.";
	code = 
		if(get_flag(0,25) == 4)
			remove_string(3);
		else
		remove_string(4);
	break;
begintalknode 14;
	state = 10;
	nextstate = -1;
	condition = get_flag(1,1) == 0;
	question = "Where'd you get the sword?";
	text1 = "Eli pats his sword affectionately.";
	text2 = "_Took it off a bandit a few months ago. The idiot tried attacking me when I was within earshot of Kriszan's guards, on a courier mission from Storm Port. Once the guards filled him with arrows, I kicked his teeth in and took his sword._";
	text3 = "_Last I heard, the guy was rotting in a cell in Delis. I'm still amazed the arrows didn't kill him, but it turned out he had some pretty good armor on at the time. I would've taken that too, but the arrows kind of ruined it._";
	text4 = "_Anyway, it's a good sword. Not magic, at least as far as I know. But it's served me well, and that's all I ask of it._";
	code = 
		set_flag(1,1,1);
	break;
begintalknode 15;
	state = 10;
	nextstate = 12;
	condition = get_flag(0,25) == 4;
	question = "Do you know anything about the blast?";
	text1 = "Eli shudders. _Seeing that explosion was a bit of a shock, to say the least. I'm not going to get that sight out of my head for a long time. And I thought I'd seen it all..._";
	text2 = "_Whoever did it needs to be slain before they can strike again,_ he says levelly, patting his sword hilt.";

begintalknode 16;
	state = 12;
	nextstate = -1;
	question = "Well, you could come with us. We're trying to find out who did this.";
	text1 = "Eli shuffles his feet nervously. _Well, I didn't mean that I'd be the one to do the killing. That's really more up your alley, after all. Besides, I like this job. The bandits I normally see usually don't blow up towns._";
	text2 = "_But I'll be sure to let you know if I see anything crooked going on around here._";

begintalknode 20;
	state = -1;
	nextstate = 20;
	question = "Harrison";
	text1 = "This man is dressed in unusually rich robes for being this far from Solaria. You note that the robes are dirty and torn in places, as if the man hasn't changed in a while.";
	text2 = "When he notices that you're looking at him, he quickly brushes his faded green robe off, as if it will mend the torn threads. When he appears satisfied, he extends a hand in greeting.";
	text3 = "_Welcome. The name's Harrison, and it's a pleasure to meet you._";
	text5 = "Harrison is still here, occasionally flicking a piece of imaginary dust from his robe.";
	action = INTRO;

begintalknode 21;
	state = 20;
	nextstate = 21;
	question = "Why are you out here?";
	text1 = "He smiles amiably for a moment. _Well, I'm a grain merchant from Lorelei. I thought I'd be able to get some business in Yris, but the area seems relatively well-off._";
	text2 = "He smiles amiably for a moment. _Well, I'm a grain merchant from Lorelei. I thought I'd be able to get some business in Yris, and then you pointed me to that town. They paid a decent amount for the grain I had left._";
	text3 = "_Of course, now that I have some free capital, I can invest in something else. So if you have any equipment you'd like to get rid of, I'll be more than happy to take it off your hands._";
	text4 = "_Anyway, I jumped in on this caravan with Tomas and Jess,_ he says, motioning to the others around the fire. _And we've been all the way around Valorim. We happened to meet Eli in Hektos, and he's been kind enough to guard us._";
	code = 
		set_flag(1,2,1);
		if(get_flag(4,19) >= 2) {
			remove_string(1);
			set_flag(1,16,1);
		}
		else {
		remove_string(2);
		remove_string(3);
	}
	break;
begintalknode 22;
	state = 21;
	nextstate = -1;
	question = "Do you really need a guard out here?";
	text1 = "_Well, I prefer to feel safe out here. And we've had some of our goods disappear lately, and we're not sure why or how._";
	text2 = "_We actually had to run from some nasty bandits when we got north of Blackcrag, and I'd rather not repeat the experience._";
	text3 = "_Of course we do! You saw the town explode! There are madmen out here, and I feel much safer knowing that Eli is watching out for us._";
	code = 
		remove_string(3);
		if(get_flag(0,25) == 4) {
			clear_strings();
			add_string(3);
		}
	break;
begintalknode 23;
	state = 20;
	nextstate = -1;
	condition = (get_flag(1,2) == 1) && (get_flag(1,16) == 0);
	question = "Can I buy some grain?";
	text1 = "Harrison is absolutely delighted to have a potential customer, and spends quite some time extolling the virtues of his product.";
	text2 = "_I'm sorry, but I sold it all to the folks at Hektos. But they gave me a pretty decent price for it, considering that I was just doing them a huge favor. So I can't sell you grain, but I can buy any unwanted equimpent you have._";
	code = 
		if(get_flag(4,29) < 2) {
			remove_string(2);
			begin_shop_mode("Harrison's Grain","You're not exactly sure why you'd need to buy grain, but Harrison has a lot of it that he wants to sell.",8,3,-1);
			end();
		}
		else {
		remove_string(1);
		set_flag(1,16,1);
	}
	break;
begintalknode 24;
	state = 20;
	nextstate = -1;
	condition = (get_flag(1,2) == 1) && (get_flag(4,19) == 1);
	question = "The people of Hektos need food. Do you have some to spare?";
	text1 = "You explain the problem facing the survivors of the Hektos blasts, and the quest given to you by Mayor Anderson. When you finish, Harrison walks over to the horse and cart and begins unloading a few pots and baskets.";
	text2 = "_Right, I can take them pretty much all of the grain and meal I've got. The stuff would've spoiled if I'd tried to sell it somewhere else, anyway._";
	text3 = "He hitches the horse up to the cart, climbs into the saddle, and waves encouragingly to you.";
	text4 = "_I'll be back in no time,_ he says as he starts the horse off down the road.";
	action = END_TALK;
	code = 
		set_flag(4,19,2);
		erase_char(10);
		set_terrain(5,20,0);
		set_terrain(5,19,0);
		set_terrain(5,18,261);
		force_instant_terrain_redraw();
	break;
begintalknode 25;
	state = 20;
	nextstate = -1;
	condition = get_flag(0,25) == 4;
	question = "Do you know anything about the blast?";
	text1 = "Harrison looks shocked. _Of course not! It just came out of the blue! One minute we're sitting here eating biscuits and fish, and the next, we're crouching behind a rock watching for flying debris!_";
	text2 = "_I never saw anything like that in Lorelei... all we ever had was giants. Does this happen often out here?_";
	text3 = "You reassure him that this is pretty rare.";
	text4 = "_Right... well, all I know is that it let me unload the rest of my stock._";
	text5 = "_Well, I can swear to you right now that I don't know anything._";
	code = 
		if(get_flag(4,19) < 2)
			remove_string(4);
		else
		remove_string(5);
	break;
begintalknode 26;
	state = 20;
	nextstate = -1;
	condition = get_flag(1,16) == 1;
	question = "We'd like to sell some of our stuff.";
	text1 = "Harrison enthusiastically considers the items you're willing to sell. He seems to think that the people of Lorelei will pay top dollar for the _interesting_ junk you've collected in your travels.";
	action = END_TALK;
	code = 
		begin_shop_mode("Harrison's Grain","Harrison is out of grain, but he's willing to buy your unused equipment for a fair price.",12,4,4);
	break;
begintalknode 30;
	state = -1;
	nextstate = 30;
	question = "Jess";
	text1 = "This woman is clad in a rough-looking leather jerkin, and carries a rather vicious-looking paring knife. It looks like she's cutting up a piece of leather.";
	text2 = "She sheathes the knife and sets it aside. _Greetings, friends. I'm Jess. What can I do for you?_";
	text5 = "Jess has picked up the piece of leather again, and is diligently carving it into... something. You're not sure what.";
	action = INTRO;

begintalknode 31;
	state = 30;
	nextstate = 31;
	question = "What brings you out here?";
	text1 = "_Well, I deal in leather. I make boots and sandals, mostly. Armor's out of my league, regrettably._";
	text2 = "_Anyway, I was working in Lorelei when I ran into Tomas and Harrison, and we came up with the idea of taking our goods on the road. However, our idea of a caravan was basically us and three horses._";
	text3 = "_Eventually, we got north of Blackcrag, because we thought we'd get some business this far out. Instead, we got bandits. We had to bolt up the road, and we almost got stuck full of arrows south of Fort Galima._";
	text4 = "She sighs. _But we're here, and we're going to make the most of it._";
	code = 
		set_flag(1,3,1);
	break;
begintalknode 32;
	state = 30;
	nextstate = -1;
	condition = get_flag(1,3) == 1;
	question = "Can I see what you've got for sale?";
	text1 = "Jess takes time to show you her most rugged creations, the kind that might actually be useful.";
	code = 
		begin_shop_mode("Jess's Leather Goods","Jess has taken a lot of time to craft these boots, bracers, and sandals from armor-grade leather. They actually look as rugged as she makes them sound.",9,4,-1);
	break;
begintalknode 33;
	state = 31;
	nextstate = -1;
	question = "Bandits? How did you escape?";
	text1 = "_I told you. We ran like hell, occasionally throwing something back at the ones pursuing on horseback._";
	text2 = "She shakes her head, looking at the fire for a moment. ";
	text3 = "_It was not a proud moment for me, nor for any of us. But we're alive._";

begintalknode 34;
	state = 30;
	nextstate = -1;
	condition = get_flag(0,25) == 4;
	question = "Do you know anything about the blast?";
	text1 = "Jess shrugs. _It was big, bright and loud. And we saw flaming rocks shoot out of it. I don't want to go near that town._";
	text2 = "_I know the adventuring type... dealt with a lot of them over the years. You'll be trying to find the ones who did this, aren't you? Well, I don't want any part in it._";

begintalknode 40;
	state = -1;
	nextstate = 40;
	question = "Tomas";
	text1 = "This man is dressed in average-looking street clothes. Well, maybe average for Kriszan, but not average for this area. Still, he looks fairly comfortable out here, almost relieved.";
	text2 = "_The name's Tomas. What can I do for you?_";
	text3 = "There's something unusual about how he carries himself, but you can't quite put your finger on it.";
	text5 = "Tomas is still here, gazing into the depths of the fire.";
	text6 = "Tomas is still here, gazing into the depths of the fire. He looks a little nervous in your presence.";
	action = INTRO;
	code = 
		if(get_flag(1,5) == 1)
			remove_string(5);
		else
		remove_string(6);
	break;
begintalknode 41;
	state = 40;
	nextstate = 41;
	question = "What brings you out here?";
	text1 = "Tomas shuffles uneasily for a moment, as if unsure of what to say.";
	text2 = "_Well, I sell tools. Used to do it in Gale, but business got too fierce for me, and I wound up in Lorelei. Met Jess and Harrison, and wound up out here, still plying the ol' trade. And I can try to identify your stuff, for a price._";
	text3 = "_I'm just glad to get out of the cities, really._";
	code = 
		set_flag(1,4,1);
	break;
begintalknode 42;
	state = 41;
	nextstate = 42;
	condition = get_flag(1,5) == 0;
	question = "Why don't you like the cities?";
	text1 = "_Well,_ he says, hesitating a bit. He shifts nervously and clears his throat.";
	text2 = "_Alright, honestly, I'm not very welcome in the cities right now. I'd really rather not explain why._";
	code = 
		set_flag(1,5,2);
	break;
begintalknode 43;
	state = 40;
	nextstate = -1;
	condition = get_flag(1,4) == 1;
	question = "Can I see the tools you're selling?";
	text1 = "Tomas gladly pulls out some of his most recently-crafted tools. He doesn't seem to realize that you know how they all work, but you let him go on explaining anyway.";
	code = 
		begin_shop_mode("Tomas' Tools","Tomas has crafted an interesting variety of tools, ranging from the mundane and useless to essential adventuring gear.",10,4,-1);
	break;
begintalknode 44;
	state = 42;
	nextstate = -1;
	question = "What happened? Why don't you want to talk about it?";
	text1 = "Tomas starts twitching. Eventually, he sighs and looks skyward for a moment.";
	text2 = "_Alright, gods help me, I'll tell you what happened. I used to be addicted to skribbane when I lived in Gale. I kicked the habit, but I still had debts to dealers there, so I fled to Lorelei._";
	text3 = "_Well, as it turns out, Lorelei is home to the Thieves' Guild, which has strong ties to Gale's dealers. They were going to give me a week to pay up before they killed me, and I just happened to meet Jess and Harrison._";
	text4 = "He notes the incredulous looks you're giving him.";
	text5 = "_I'm not a coward, I just value my life. I trust that you won't tell anybody about it?_";
	text6 = "You reassure him, but he still looks nervous.";
	action = END_TALK;
	code = 
		set_flag(1,5,1);
	break;
begintalknode 45;
	state = 42;
	nextstate = -1;
	question = "Alright, you don't have to talk about it.";
	text1 = "Tomas relaxes considerably.";
	text2 = "_Thank you. I'd like to forget my past._";
	code = 
		set_flag(1,5,2);
	break;
begintalknode 46;
	state = 40;
	nextstate = -1;
	condition = get_flag(0,25) == 4;
	question = "Do you know anything about the blast?";
	text1 = "_It scared the hell out of me. That's all I know. I just hope somebody can figure out what happened before it happens again._";

begintalknode 47;
	state = 40;
	nextstate = -1;
	condition = get_flag(1,4) == 1;
	question = "Can you identify some items?";
	text1 = "_Sure. It'll be five coins per item. Show me what you've got._";
	action = ID 5;

begintalknode 50;
	state = -1;
	nextstate = -1;
	question = "Child";
	text1 = "There's a small child sitting in the middle of the bridge, playing with the small dog next to him. It takes a while, but you manage to get his attention.";
	text2 = "_Hi. Mommy says I shouldn't talk to strangers, so I won't,_ he says.";
	text3 = "He goes back to playing with his dog, and you don't get another word out of him.";
	text5 = "The child is still here, and is still playing with his dog.";
	text6 = "The child is still here, and is still playing with his dog. He seems a little angry, possibly because you lost his dog's ball.";
	action = INTRO;
	code = 
		if(get_flag(1,9) == 1)
			remove_string(5);
		else
		remove_string(6);
	break;
begintalknode 60;
	state = -1;
	nextstate = 60;
	question = "Dog";
	text1 = "This is a small dog, one who has a clay ball in its mouth. It sets the ball down in front of you and yips at you.";
	text5 = "The dog is still here, still waiting for you to throw the ball.";
	text6 = "The dog is still here, mourning the loss of its ball. It occasionally yips at you, but not with the same conviction as before.";
	action = INTRO;
	code = 
		if(get_flag(1,9) == 1)
			remove_string(5);
		else
		remove_string(6);
	break;
begintalknode 61;
	state = 60;
	nextstate = 60;
	condition = get_flag(1,9) != 1;
	question = "(Throw the ball)";
	text1 = "You lightly toss the ball down the bridge.";
	text2 = "The dog starts yipping frantically, and tears down the bridge to where the ball landed. Within a minute, the dog has returned the ball, and has deposited it at your feet again.";
	text3 = "The dog yaps at you, wagging its tail at an insane pace.";
	text5 = "You lightly toss the ball down the bridge. However, it takes a strange hop and bounces off the bridge, into the rushing water below.";
	text6 = "The dog, having chased it to the edge of the bridge, sits down and whines for a while. Eventually, the dog returns, and sits down dejectedly.";
	code = 
		if(get_ran(1,1,10) == 10) {
			remove_string(1);
			remove_string(2);
			remove_string(3);
			set_flag(1,9,1);
		}
		else {
		remove_string(5);
		remove_string(6);
	}
	break;
begintalknode 62;
	state = 60;
	nextstate = -1;
	question = "(Pet the dog)";
	text1 = "You pet the dog. The dog reacts as you'd expect it to, yapping happily while it runs around your feet. Eventually, it stops running, nudges the ball with its nose, and looks at you expectantly.";
	text2 = "You pet the dog. The dog reacts as you'd expect it to, yapping happily while it runs around your feet. Eventually, it stops running and sits down in front of you again.";
	code = 
		if(get_flag(1,9) == 1)
			remove_string(2);
		else
		remove_string(1);
	break;
begintalknode 63;
	state = 60;
	nextstate = -1;
	question = "(Shoo the dog away)";
	text1 = "The dog visibly sags. It whines for a moment before settling down on the ground again.";
	action = END_TALK;

begintalknode 70;
	state = -1;
	nextstate = 70;
	question = "Helen";
	text1 = "This woman looks like a fairly run-of-the-mill merchant, as opposed to the more colorful characters you've seen in your travels. It's rather refreshing to see a normal-looking person for once.";
	text2 = "In any case, she's seated behind a table covered with miscellaneous herbs and potions, including a few which look like they'd be useful. The rest are probably for home-brew cures to satisfy the locals... nothing that'd work for serious battle wounds.";
	text3 = "_Greetings, friends,_ she says calmly. _My name's Helen, and I sell herbs and home-brewed remedies. What can I get you?_";
	text4 = "You can't help but notice that the man standing on the other side of the table appears to be flirting with her. She doesn't seem to be paying much attention to him.";
	text5 = "Helen is still sitting here, occasionally rearranging her piles of herbs and potions.";
	text6 = "The man across from her is still flirting with her, unsuccessfully.";
	action = INTRO;
	code = 
		if(get_flag(0,25) == 4) {
			remove_string(4);
			remove_string(6);
		}
	break;
begintalknode 71;
	state = 70;
	nextstate = -1;
	question = "What do you have for sale?";
	text1 = "Helen takes some time to explain the properties of her herbs and brews.";
	code = 
		begin_shop_mode("Helen's Herbs and Remedies","Helen has a wide variety of herbs and potions for sale, some of which might actually be useful to you in your travels.",11,3,-1);
	break;
begintalknode 72;
	state = 70;
	nextstate = -1;
	question = "What do you think of this area?";
	text1 = "She smiles warmly. _Well, I've lived here all my life, and I like it here. Born and raised in Hektos, and I've been selling herbs here for almost a decade._";
	text2 = "_It's peaceful, to say the least. It's almost boring. But then you just get to know the people around you better, so it's been nice._";
	text3 = "_I just want things to get back to normal, really. Everyone's been so nervous since Hektos exploded... those poor people._";
	code = 
		if(get_flag(0,25) == 4)
			remove_string(2);
		else
		remove_string(3);
	break;
begintalknode 73;
	state = 70;
	nextstate = -1;
	condition = (get_flag(1,0) == 1) && (get_flag(1,12) == 0);
	question = "Eli told us you'd heard about some weird spiders.";
	text1 = "_Ah, yes. The spiders. Normally I wouldn't disclose this information, but I'm a bit desperate. One of my best herb-picking spots has been overrun by aranea._";
	text2 = "_You see, that spot's mandrake is just about ripe, and I need to harvest it before it goes bad. So, I'd really appreciate it if you could try to clear them out._";
	text3 = "_If you can get rid of them and live, I'll reward you handsomely. The spot is southeast of here, pretty far back in the forest._";
	code = 
		set_flag(1,12,1);
		toggle_quest(2,1);
	break;
begintalknode 74;
	state = 70;
	nextstate = -1;
	condition = get_flag(0,25) == 4;
	question = "Do you know anything about the blast?";
	text1 = "Helen sighs. _Well, it's got everyone around here so shaken up... and those poor people in Hektos..._";
	text2 = "_I really don't know anything about it, I just want something to be done. I expect you'll be trying to find out what's going on, and I wish you luck._";
	text3 = "_I wish I had the courage to do the same as you..._";

begintalknode 75;
	state = 70;
	nextstate = -1;
	condition = (get_flag(1,12) > 1) && (get_flag(1,12) < 4);
	question = "We cleared out the spiders.";
	text1 = "You tell her about how you got the spiders to leave, and she seems downright shocked.";
	text2 = "_They left without attacking? Really? That's amazing!_";
	text3 = "You tell her the story of the battle, and how you prevailed. She seems downright elated.";
	text4 = "_Finally! And now I don't have to worry about them ever coming back. Thank you so much!_";
	text5 = "She picks up an interesting-looking bottle off the table, as well as a sprig of what appears to be graymold, and hands it to you. _Here, take this. You deserve it._";
	text6 = "You really hope that she doesn't care about you having picked some of her herbs.";
	code = 
		if(get_flag(1,12) == 2) {
			remove_string(1);
			remove_string(2);
			reward_give(230);
		}
		else {
		remove_string(3);
		remove_string(4);
		reward_give(237);
	}
	if(get_flag(20,3) != 1)
		remove_string(6);
	reward_give(217);
	set_flag(1,12,4);
	toggle_quest(2,0);
	award_party_xp(100,10);
	break;
begintalknode 76;
	state = 70;
	nextstate = -1;
	condition = get_flag(1,12) == 4;
	question = "Any more jobs you want done?";
	text1 = "_Nope. You folks have already done enough for me, and I'm sure that you have other more important things to be doing right now._";
	text2 = "She goes back to ignoring the man trying to flirt with her.";
	code = 
		if(get_flag(0,25) == 4)
			remove_string(2);
	break;
begintalknode 80;
	state = -1;
	nextstate = -1;
	question = "Bladesman";
	text1 = "This young man is an almost impossibly well-groomed Empire soldier, and appears to be completely absorbed in flirting with the woman behind the counter.";
	text2 = "You try to gain his attention, but to no avail.";
	text5 = "This man still refuses to speak with you.";
	action = INTRO;

begintalknode 81;
	state = -1;
	nextstate = 80;
	question = "Private Scott";
	text1 = "This young man is an almost impossibly well-groomed Empire soldier. Everything about his stance suggests that he's always dreamed of joining the army, and has never given a thought to how most soldiers end their careers.";
	text2 = "When he sees you, he excitedly motions for you to come closer.";
	text3 = "_I am Private Scott of this great Empire's army. I have been told to contact a group of adventurers about current suspicious activities in this area, and I believe you match the description given to me._";
	text4 = "You strongly suspect that Private Scott has no idea what he's doing.";
	text5 = "This soldier seems to have finally finished flirting with the woman standing nearby, and has now busied himself with glancing around suspiciously. When he sees you, he excitedly motions for you to come closer.";
	text6 = "_I am Private Scott of this province's army. I have been told to contact a group of adventurers about current suspicious activities in this area, and I believe you match the description given to me._";
	text7 = "Private Scott is still standing here, and still looks a bit too excited about it.";
	action = INTRO;
	code = 
		if(get_flag(1,10) != 1) {
			remove_string(7);
			remove_string(8);
		}
		else {
		remove_string(5);
		remove_string(6);
	}
	set_flag(1,10,1);
	break;
begintalknode 82;
	state = 80;
	nextstate = 81;
	question = "What do you have to tell us?";
	text1 = "Private Scott takes a deep breath before beginning. _Well, I think it's about the rebels. Commander Ylissa hasn't told me everything about what's going on, but I think I'm sharp enough to figure it out,_ he says with a wink.";
	text2 = "Somehow, you're almost completely certain that he has no idea what's going on. But you let him continue, hoping that he says something useful.";
	text3 = "_I've seen boats around the base of the falls,_ he says, with a sweeping gesture to the north. _They go in there, and they don't come out for hours at a time. And the boats are always riding higher when they come out._";
	text4 = "_But the weird thing is,_ he says, pausing in what he probably thinks is a dramatic fashion, _There's never anybody guiding the boats._";
	text5 = "_So, I think that there's some sort of rebel base behind the falls, because nobody who wasn't doing something subversive would need invisible boatmen._";
	text6 = "_Nope, nothing new._";
	text7 = "_Nope. Haven't seen any boats in a while, either._";
	code = 
		if(get_flag(1,13) == 0) {
			remove_string(6);
			remove_string(7);
		}
		else if(get_flag(6,25) == 0) {
		clear_strings();
		add_string(6);
	}
	else {
	clear_strings();
	add_string(7);
}
	break;
begintalknode 83;
	state = 81;
	nextstate = 82;
	condition = get_flag(1,13) == 0;
	question = "Okay, where is it?";
	text1 = "Private Scott seems a little shaken by your response. He probably expected a little more surprise on your part, but he keeps going anyway.";
	text2 = "_Well, I'm not so sure. But the boats usually dock in the woods on this side of the river, so I think there must be some sort of dock or entrance over here, along the cliffs._";
	text3 = "_I haven't seen very many people, so don't expect to see a very well-defined trail. But I'm sure that there has to be something there._";
	code = 
		set_flag(1,13,1);
		toggle_quest(13,0);
		toggle_quest(14,1);
	break;
begintalknode 84;
	state = 82;
	nextstate = -1;
	question = "Anything else you need to tell us?";
	text1 = "_Um... good luck?_ he says, adding a hopeful smile.";

begintalknode 85;
	state = 80;
	nextstate = -1;
	question = "What are you doing here?";
	text1 = "Private Scott stands to full attention.";
	text2 = "_Protecting one of our province's cherished landmarks!_ he practically yells. The woman standing behind him laughs.";
	text3 = "Looking a bit cowed, Private Scott quietly adds, _And mingling with the local populace, trying not to make a fool out of myself._";

begintalknode 90;
	state = -1;
	nextstate = -1;
	question = "Archer";
	text1 = "This man appears to be an archer, and a rather grizzled one at that. He has scars on his hands and face, and you can see some sort of medicinal wrap poking out from under his tunic.";
	text2 = "However, try as you might, you can't get him to talk to you.";
	text5 = "This man still refuses to talk to you.";
	action = INTRO;

begintalknode 91;
	state = -1;
	nextstate = 90;
	question = "Joshua";
	text1 = "This man appears to be an archer, and a rather grizzled one at that. He has scars on his hands and face, and you can see some sort of medicinal wrap poking out from under his tunic.";
	text2 = "He turns from looking out over the lower falls to address you. _Greetings, friends. My name is Joshua. I know who you are, and why you're here. I have something important to tell you, should you choose to listen._";
	text5 = "You're a bit surprised when this man actually acknowledges your presence, given your failure to get his attention before.";
	text6 = "_Greetings, friends. My name is Joshua. I know who you are, and why you're here. I have something important to tell you, should you choose to listen._";
	text7 = "Joshua is still here, but he doesn't seem as talkative as before.";
	action = INTRO;
	code = 
		if(get_flag(1,11) != 1) {
			remove_string(7);
			remove_string(8);
		}
		else {
		remove_string(5);
		remove_string(6);
	}
	set_flag(1,11,1);
	break;
begintalknode 92;
	state = 90;
	nextstate = 91;
	condition = get_flag(1,15) == 0;
	question = "What did you want to tell us?";
	text1 = "_Simply put, I know why you are here in this province. I know that you're looking for answers in dangerous places. And I know that you need to leave before you get killed._";
	text2 = "_This whole valley is in grave danger, and it's not a good place to be right now. It'll probably be safe again soon, depending on your definition of the word..._";
	text3 = "He doesn't elaborate. He just stares directly at you.";
	code = 
		set_flag(1,15,1);
	break;
begintalknode 93;
	state = 90;
	nextstate = -1;
	question = "What are you doing here?";
	text1 = "Joshua simply doesn't answer for a while.";
	text2 = "_Enjoying the view._";

begintalknode 94;
	state = 91;
	nextstate = -1;
	question = "Wait... what do you mean?";
	text1 = "_That is all I have to tell you,_ Joshua says calmly. _Good day._";
	text2 = "And with that, he goes back to looking out over the falls.";
	action = END_TALK;

begintalknode 95;
	state = 90;
	nextstate = -1;
	condition = get_flag(3,13) > 0;
	question = "You're a rebel, aren't you?";
	text1 = "Joshua looks straight into your eyes, then nods. _You're smarter than I thought. I advise you to leave us alone._";
	text2 = "And with that, he leaps over the edge of the bridge, narrowly missing a few sharp rocks on his way into the water. You wait a while, and you don't see him surface anywhere. You're willing to admit, it's a unique exit, but maybe not the best one.";
	text3 = "You have a bad feeling that you'll be seeing him again.";
	action = END_TALK;
	code = 
		set_flag(1,14,1);
		erase_char(6);
	break;
