
begintalkscript;

variables;
int revive;
string resurrect;

begintalknode 5;
	state = -1;
	nextstate = -1;
	question = "Soldier";
	text1 = "This soldier is intently scanning the surrounding jungle. Or napping while standing up, it's kind of hard to tell.";
	text2 = "Either way, you don't manage to strike up a conversation.";

begintalknode 6;
	state = -1;
	nextstate = -1;
	question = "Soldier";
	text1 = "Despite your best efforts, you can't engage this soldier in conversation. Or at least conversation that requires multisyllabic words.";

begintalknode 7;
	state = -1;
	nextstate = -1;
	question = "Child";
	text1 = "This child runs away before you can say much of anything.";

begintalknode 10;
	state = -1;
	nextstate = -1;
	question = "Soldier";
	text1 = "You attempt to engage this soldier in conversation, but he's more interested in the bowl of soup in front of him.";

begintalknode 11;
	state = -1;
	nextstate = -1;
	question = "Soldier";
	text1 = "This soldier is busy drinking himself into oblivion. He's about halfway there, so he mutters a string of angry slurs at you.";

begintalknode 12;
	state = -1;
	nextstate = -1;
	question = "Townswoman";
	text1 = "This woman is having a conversation with the others at her table, and seems none too pleased when you interrupt it.";
	text2 = "_Mind your own business!_ she says, casting a glance around the room.";
	text5 = "You try to engage this woman in conversation, but she ignores you.";
	action = INTRO;

begintalknode 13;
	state = -1;
	nextstate = -1;
	question = "Townsman";
	text1 = "This man is engaged in conversation with the others at his table. When you try to get his attention, he turns and glares at you.";
	text2 = "_Can't you see we're having a conversation?_ he says, flashing a look at his companions.";
	text5 = "You try to engage this man in conversation, but he ignores you.";
	action = INTRO;

begintalknode 14;
	state = -1;
	nextstate = -1;
	question = "Soldier";
	text1 = "This soldier is conversing with the other people at his table. When you try to get his attention, he looks at you and pats the blade at his side.";
	text2 = "_We don't take kindly to people sticking their noses where they don't belong. Move along,_ he growls.";
	text5 = "You try to engage this man in conversation, but he ignores you.";
	action = INTRO;

begintalknode 20;
	state = -1;
	nextstate = 20;
	question = "Timothy";
	text1 = "The man who runs the Smoking Halberd is rather short, and quite bald. He seems preoccupied with obsessively cleaning the area behind the bar, wielding a grimy rag like a rapier.";
	text2 = "When you catch his attention, he gives you a crooked grin.";
	text3 = "_Once more, the name's Timothy. Anything else I can get you, seeing as you polished off those drinks?_";
	text5 = "Timothy runs the rag over an invisible spot on the counter, but he still seems to be paying attention.";
	action = INTRO;

begintalknode 21;
	state = 20;
	nextstate = -1;
	question = "How about another round of drinks?";
	text1 = "_Nope, not if everything I've heard about you is true. You shouldn't be mucking about here and getting drunk, you should be attending to your business._";
	text2 = "For emphasis, Timothy shakes his filthy rag at you. Questionably-colored liquid flies off of it, and you try not to flinch.";
	text5 = "Timothy snickers.";
	text6 = "_Persistent, aren't you? But no more for you, you've got important work to be doing._";
	code = 
		if(get_flag(0,1) >= 1) {
			clear_strings();
			add_string(5);
			add_string(6);
		}
		else {
		clear_strings();
		add_string(1);
		add_string(2);
		set_flag(0,1,1);
	}
	break;
begintalknode 22;
	state = 20;
	nextstate = -1;
	question = "How about some food?";
	text1 = "_Well, you know, why not. Seems natural that a free round of drinks should come with sandwiches._";
	text2 = "He disappears into the kitchen for a moment, and emerges carrying a giant sandwich. Still grinning the same unsettling grin, he hands it to you.";
	text3 = "He disappears into the kitchen for a moment, and emerges carrying a few giant sandwiches. Still grinning the same unsettling grin, he hands them to you.";
	text4 = "_It's just about all I've got in terms of food here, but it's good. Enjoy._";
	text5 = "_Well, anything else?_ ";
	code = 
		if(get_flag(0,3) == 1) {
			clear_strings();
			add_string(5);
			begin_shop_mode("Timothy's Sandwiches","Timothy describes his culinary masterpiece, the Firebolt sandwich. It certainly sounds appetizing, even if it's a bit pricey.",0,4,-1);
		}
		else {
		clear_strings();
		add_string(1);
		if(party_size() == 1)
			add_string(2);
		else
		add_string(3);
		add_string(4);
		char_give_item(1000,12);
		set_flag(0,3,1);
	}
	break;
begintalknode 23;
	state = 20;
	nextstate = -1;
	condition = get_flag(0,2) == 0;
	question = "How about a room for the night?";
	text1 = "Timothy looks confused.";
	text2 = "_Wait, what? We don't have rooms. This is just a tavern._";
	text3 = "_Why would I have rooms to rent? It's hard enough to clean up after drunkards when they're awake, so there's no way I'm signing up to deal with what they'd leave in the rooms._";
	code = 
		set_flag(0,2,1);
	break;
begintalknode 24;
	state = 20;
	nextstate = -1;
	question = "Can you tell us anything interesting about this area?";
	text1 = "_Well, Stonesthrow is a pretty quiet city, but we're right on the edge of the frontier. The islands past here can be pretty rough at times._";
	text2 = "_Of course, I don't know much about those places. I stay around here where it's nice and safe._";

begintalknode 25;
	state = 20;
	nextstate = -1;
	condition = get_flag(0,2) == 1;
	question = "How do you know what we're doing here?";
	text1 = "Timothy leans closer to you and winks.";
	text2 = "_Don't worry, your secret's safe with me. I'm a big supporter of the local politics, so I catch wind of things in various ways. Sometimes I learn things about people before they know it themselves._";
	text3 = "_You're doing the Empire a great service, and I commend you for that. Why else do you think I gave you a free round?_";
	code = 
		set_flag(0,2,2);
	break;
begintalknode 30;
	state = -1;
	nextstate = 30;
	question = "Elena";
	text1 = "The woman behind the counter looks exhausted. When you catch her attention, she waves but doesn't get up.";
	text2 = "_The name's Elena, and I'm currently a cook. What can I get you?_";
	text5 = "Elena is still slumped behind the counter, fidgeting with a kitchen knife.";
	text6 = "_Yeah?_";
	action = INTRO;

begintalknode 31;
	state = 30;
	nextstate = -1;
	question = "What do you have for sale?";
	text1 = "Elena wearily gestures at the food lying around the shop.";
	code = 
		begin_shop_mode("Elena's Eats","Elena has managed to pull together some food, despite not normally being a cook. Not the best, but it looks edible.",1,3,-1);
	break;
begintalknode 32;
	state = 30;
	nextstate = -1;
	condition = get_flag(0,19) == 0;
	question = "What do you mean by 'currently' a cook?";
	text1 = "Elena sighs.";
	text2 = "_Well, this is how it goes. My husband normally runs this place. He's a great cook, but he's a stickler for ingredients, so every so often he goes out to the mainland to replenish his stocks._";
	text3 = "_And when he does... well, someone's got to watch the shop. I can't cook worth a damn, honestly. I just managed to get one cake out of the oven without burning it. But it has to be done._";
	text4 = "_Hopefully, he won't be gone very long. There was one time he went missing for a week because he was looking for some rare mushroom. I was not pleased._";
	code = 
		set_flag(0,19,1);
	break;
begintalknode 33;
	state = 30;
	nextstate = -1;
	condition = get_flag(0,5) == 0;
	question = "Can you tell us anything about the Stonesthrow area?";
	text1 = "_Well, when I'm not covering for my husband, I'm a hunter. So I'm familiar with the lay of the land, and I can safely say that there isn't anything on this island that would interest adventurers._";
	code = 
		set_flag(0,5,1);
	break;
begintalknode 34;
	state = 30;
	nextstate = -1;
	condition = (get_flag(0,4) == 1) && (get_flag(0,5) == 1);
	question = "Nevermind, that's all.";
	text1 = "Elena nods and sighs.";
	action = END_TALK;

begintalknode 40;
	state = -1;
	nextstate = 40;
	question = "Father Andrews";
	text1 = "When this aged priest sees you, his face lights up. You get the feeling that he doesn't get many visitors here.";
	text2 = "_Greetings! I am Father Andrews, of the Church of Unexpected Windfalls. How may I help you?_";
	text5 = "Father Andrews smiles at you through a thick beard.";
	text6 = "_Yes?_";
	action = INTRO;
	code = 
		if(get_flag(0,23) == 1) {
			message_dialog("Father Andrews is busy explaining the resurrection process to the mayor.","");
			end();
		}
	break;
begintalknode 41;
	state = 40;
	nextstate = 41;
	condition = get_flag(0,10) == 0;
	question = "Why's this place so empty?";
	text1 = "Father Andrews sighs.";
	text2 = "_Well, I have a theory. People tend to be lazy, to the point where they ignore the wonderful workings of chance that go on right in front of their faces. I've tried reaching the people here, but to no effect._";
	text3 = "_I'm starting to regret my having been posted out here, but so it goes._";
	code = 
		set_flag(0,10,1);
	break;
begintalknode 42;
	state = 40;
	nextstate = -1;
	question = "Tell us about your beliefs.";
	text1 = "_Well, the Church of Unexpected Windfalls follows a simple philosophy. We simply accept the good things that happen to us in life, as well as the bad. It is a faith of tranquility and peace._";
	text2 = "_After all, it's just a fact of life. You take the good, you take the bad, and there you have it._";
	text3 = "It sounds like he's been working on this speech for quite a while.";
	text5 = "_Look, I appreciate this. Your humoring me and all. But I know you're not actually interested._";
	code = 
		if(get_flag(0,11) == 0)
			remove_string(5);
		else {
		clear_strings();
		add_string(5);
		set_flag(0,11,1);
	}
	break;
begintalknode 43;
	state = 40;
	nextstate = 42;
	question = "Can you heal us?";
	text1 = "_Ah, but of course. It's the majority of my work out here, aside from raising awareness of the church. Are we talking about a minor injury, or something more, well... morbid?_";
	text2 = "_For lesser healing, I charge ten coins per person. But for a resurrection, the process is more complicated._";
	code = 
		if(get_flag(0,12) == 0)
			set_flag(0,12,1);
	break;
begintalknode 44;
	state = 40;
	nextstate = 44;
	question = "Can you teach us any spells?";
	text1 = "_Sadly, I cannot. It is an honor to learn holy rituals, and I cannot pass them off to just anyone._";
	text2 = "_My apologies._";

begintalknode 45;
	state = 41;
	nextstate = -1;
	question = "Then why not ask to be posted elsewhere?";
	text1 = "Father Andrews shakes his head.";
	text2 = "_It is not the way of the church to question the operation of chance. We are to simply accept it. And besides, fair is fair. I did draw the short straw, after all._";
	text3 = "He sighs.";
	text4 = "_And yes, we used actual straws._";

begintalknode 46;
	state = 42;
	nextstate = 40;
	question = "On second thought, nevermind.";
	text1 = "_Well, fine then._";

begintalknode 47;
	state = 42;
	nextstate = -1;
	question = "Just some lesser healing, please. (10 coins)";
	text1 = "Brother Andrews takes the coins from you, and traces a few sigils in the air in front of you. The air flashes orange, and your skin tingles. You feel significantly better now.";
	text2 = "_Anything else?_";
	text5 = "When you can't produce the ten coins, Brother Andrews frowns.";
	text6 = "_Really now? I do have to make ends meet, you know._";
	code = 
		if(coins_amount() >= 10) {
			clear_strings();
			add_string(1);
			add_string(2);
			change_coins(-10);
			play_sound(24);
			heal_char(1000,200);
			restore_energy_char(1000,200);
		}
		else {
		clear_strings();
		add_string(5);
		add_string(6);
	}
	break;
begintalknode 48;
	state = 42;
	nextstate = 43;
	question = "One of our group needs to be resurrected.";
	code = 
		run_select_a_pc(1);
		if(get_selected_pc() == -1) {
			message_dialog("Brother Andrews shakes his head.","_Well, then what do you want?_");
			end();
		}
		else if((char_status(get_selected_pc()) != 2) && (char_status(get_selected_pc()) != 3) && (char_status(get_selected_pc()) != 4)) {
		clear_buffer();
		append_string("_");
		append_char_name(get_selected_pc());
		append_string(" doesn't appear to be dead._");
		get_buffer_text(resurrect);
		message_dialog("Brother Andrews sighs.",resurrect);
		end();
	}
	else {
	revive = get_selected_pc();
	clear_buffer();
	append_string("_Don't worry, I believe I can resurrect ");
	append_char_name(get_selected_pc());
	append_string(" without any trouble. But it will cost 150 coins, and it might take some time._");
	get_buffer_text(resurrect);
	message_dialog("Brother Andrews surveys the remains of your friend. Eventually, he looks up at you.",resurrect);
}
	break;
begintalknode 49;
	state = 43;
	nextstate = -1;
	question = "By all means, proceed! (150 coins)";
	text1 = "Brother Andrews takes the pile of coins from you, and withdraws an elaborate holy symbol from a side pocket in his robes.";
	text2 = "He places what's left of your companion on the ground, and starts tracing sigils in the air above it. This process goes on for quite some time, so you get comfortable.";
	text3 = "An hour passes, and Brother Andrews has been chanting for the better part of it. You're about to tell him it's not worth the trouble when the room suddenly smells like onions for a moment, and Brother Andrews shouts.";
	text4 = "_Success! Your friend is restored!_ he says, beaming. _I suppose I should let you catch up, and besides, I need to rest a bit._";
	text5 = "_Come on now, don't do that to me. If you don't have the money, don't ask for the service._";
	text6 = "He turns away, insulted.";
	code = 
		if(coins_amount() >= 150) {
			remove_string(5);
			remove_string(6);
			change_coins(-150);
			restore_pc(revive);
			set_ticks_forward(200);
			play_sound(24);
		}
		else {
		clear_strings();
		add_string(5);
		add_string(6);
	}
	break;
begintalknode 50;
	state = 43;
	nextstate = 40;
	question = "No, on second thought, I prefer them dead.";
	text1 = "_Hunh. Well that's awfully cold of you,_ he says before turning away.";
	action = END_TALK;

begintalknode 51;
	state = 44;
	nextstate = -1;
	question = "What if we pay you?";
	text1 = "He shakes his head.";
	text2 = "_I do not accept bribes. Not even really, really big ones._";

begintalknode 60;
	state = -1;
	nextstate = 60;
	question = "Skip";
	text1 = "This man bears the marks of a long career in smithing; namely, numerous burns and cuts, along with a singed beard. Still, he appears to be friendly, and he waves when you catch his attention.";
	text2 = "_Greetings, friends. The name's Skip, and I run the forge here. If it's pointy or made of metal, I've probably got one of it for sale. Oh, and..._";
	text3 = "He gestures at the robed young man hunched over an anvil.";
	text4 = "_That over there is Duncan, my apprentice. Don't bother him._";
	text5 = "Skip smiles broadly at you.";
	text6 = "_Well, what can I do?_";
	action = INTRO;

begintalknode 61;
	state = 60;
	nextstate = 61;
	question = "What do you make here?";
	text1 = "Skip points at some of the armor and weaponry lying around the room.";
	text2 = "_Well, pretty much anything that adventurers like yourselves could want. Armor, weapons, and of course the more mundane tools that probably wouldn't interest you._";

begintalknode 62;
	state = 60;
	nextstate = -1;
	question = "Let's see what you have for sale.";
	text1 = "Skip puts away the last of his merchandise and shrugs.";
	text2 = "_Well, anything else?_";
	code = 
		begin_shop_mode("Skip's Smithing","True to his word, Skip offers a wide variety of things that are pointy and/or metallic. The merchandise appears to be fairly high-quality, too.",2,5,-1);
	break;
begintalknode 63;
	state = 60;
	nextstate = -1;
	condition = get_flag(0,13) == 0;
	question = "Why shouldn't we bother your apprentice?";
	text1 = "_Well, isn't it obvious? I don't want him getting any more distracted than he already gets._";
	text2 = "You hear a muffled 'thud', followed by a yelp. Skip turns to look at Duncan, and sighs.";
	text3 = "_Soak it in the bucket for a while, Duncan, you'll be fine._";
	code = 
		set_flag(0,13,1);
	break;
begintalknode 64;
	state = 61;
	nextstate = -1;
	condition = get_flag(0,14) == 0;
	question = "So who makes the stuff, you or Duncan?";
	text1 = "Skip looks insulted.";
	text2 = "_Of course I make them! Duncan is just my apprentice, and-_ he turns to Duncan, _it'll be that way for a long time if he doesn't shape up._";
	text3 = "_I swear to you that nothing passes through this building without me working it into shape. Every finished piece must meet with my approval._";
	code = 
		set_flag(0,14,1);
	break;
begintalknode 65;
	state = -1;
	nextstate = -1;
	question = "Duncan";
	text1 = "This young man appears to be an apprentice. He's currently occupied with sharpening a spear, and he's having some trouble with it.";
	text2 = "You decide it might be better to leave him alone, lest he injure himself.";

begintalknode 70;
	state = -1;
	nextstate = -1;
	question = "Soldier";
	text1 = "This soldier is preoccupied with the game on the table, and doesn't seem to be interested in speaking with you.";

begintalknode 71;
	state = -1;
	nextstate = -1;
	question = "Soldier";
	text1 = "This soldier barely acknowledges your presence, except for the occasional glare.";

begintalknode 80;
	state = -1;
	nextstate = 80;
	question = "Commander Sigmund";
	text1 = "This man appears to be a fairly run-of-the-mill Empire captain, in that he looks like bitter anger is his default emotion. He greets you with a grunt, barely looking up from the papers in front of him.";
	text2 = "_I am Commander Sigmund of the Empire army. I am currently not hiring adventurers._";
	text5 = "Commander Sigmund grunts.";
	action = INTRO;

begintalknode 81;
	state = 80;
	nextstate = -1;
	question = "Do you normally hire adventurers?";
	text1 = "_Not when I can avoid it._";
	text2 = "He burps. That appears to be all you're getting here.";

begintalknode 82;
	state = 80;
	nextstate = -1;
	question = "How big is the garrison?";
	text1 = "_Classified._";
	text2 = "He continues writing, nonplussed.";

begintalknode 83;
	state = 80;
	nextstate = -1;
	question = "What does the garrison normally do?";
	text1 = "_Patrol, guard the docks. Keep things safe. We can't all be glamorous adventurers after all._";
	text2 = "_By the way, go away. I already told you we don't need you._";

begintalknode 90;
	state = -1;
	nextstate = -1;
	question = "Secretary";
	text1 = "This man appears to be the mayor's secretary. He also appears to be asleep.";

begintalknode 91;
	state = -1;
	nextstate = 90;
	question = "Mayor Skellick";
	text1 = "The mayor of Stonesthrow is a very important figure in the realm of Empire politics. In this one man rests nearly all of the political sway to be found in the islands around Vantanas. Honestly, you expected him to be a bit taller.";
	text2 = "And now, he cheerfully greets you.";
	text3 = "_Welcome, welcome. We have much to discuss with regards to your mission. Where shall we begin?_";
	text5 = "Mayor Skellick smiles.";
	text6 = "_Yes?_";
	action = INTRO;
	code = 
		if(get_flag(0,23) == 1) {
			message_dialog("Mayor Skellick is busy talking to Father Andrews about the resurrection process to notice you.","");
			end();
		}
		if((get_flag(8,0) == 1) && (get_flag(0,21) == 0)) {
			message_dialog("Mayor Skellick smiles at you approvingly.","_Well? Let's hear it._");
		}
		else if(get_flag(0,16) == 0) {
		message_dialog("The mayor ignores you, as he's already speaking with the liaison. Maybe if you went inside...","");
		end();
	}
	else if(get_flag(0,16) == 2) {
	clear_strings();
	add_string(5);
	add_string(6);
}
else if(get_flag(0,16) == 1) {
clear_strings();
add_string(1);
add_string(2);
add_string(3);
set_flag(0,16,2);
}
	break;
begintalknode 92;
	state = 90;
	nextstate = -1;
	condition = (get_flag(0,16) == 2) && (get_flag(8,0) == 0);
	question = "Could you explain our mission?";
	text1 = "_Ah, but of course,_ Mayor Skellick says, pulling a map of the islands from his pocket and laying it out on the table.";
	text2 = "_Now, the city of Copperpeak,_ he says, gesturing to an island northeast of Stonesthrow, _is under siege from a group of rebels. Now we're not sure how the rebels slipped such a force past us, but here's what we do know._";
	text3 = "_The group of rebels in question calls itself the Darkside Loyalists, and their goal is a wholesale takeover of the Empire. Up until this point, we had heard nothing but whispers of their activity, but now they have come into the open._";
	text4 = "_Your mission is a very simple one: break the siege of Copperpeak, by whatever means necessary. Drive off the Darkside Loyalists, and gather as much information as you can. You can get a boat at the docks to the east._";
	text5 = "_Do you have any questions?_";
	code = 
		set_flag(0,16,3);
		toggle_quest(0,0);
		toggle_quest(1,1);
	break;
begintalknode 93;
	state = 90;
	nextstate = -1;
	condition = (get_flag(0,16) >= 3) && (get_flag(8,0) == 0);
	question = "What can you tell us about Copperpeak?";
	text1 = "_Copperpeak is a town that wasn't founded all that long ago. It was in part meant to oversee the mining of copper deposits on the island, but we haven't developed that infrastructure yet._";
	text2 = "_Right now, it's mostly an outpost for mages and others who want to study the islands. I don't know much about what they do there, truth be told, but from what I've heard it's not a very exciting place._";
	text3 = "_That makes it even stranger that the Darkside Loyalists would attack it, of course._";

begintalknode 94;
	state = 90;
	nextstate = -1;
	condition = (get_flag(0,16) >= 3) && (get_flag(8,0) == 0);
	question = "What can you tell us about the Darkside Loyalists?";
	text1 = "_Not much, I'm afraid. If the rumors have any truth to them, they have infiltrated quite a bit of the Empire's bureaucracy and military, but I don't believe them. All we know for sure is that they want to take control of the Empire._";
	text2 = "_And before you ask, I know for a fact that my staff is entirely clean of involvement with the Loyalists, as is most of the city. I also know for a fact that you folks are clean... your record checks out perfectly._";
	text3 = "_Of course, they have a fairly strict stance against non-humans, but you might've known that already,_ he adds hastily.";
	code = 
		if((species_in_party(2) == 0) && (species_in_party(3) == 0))
			remove_string(3);
	break;
begintalknode 95;
	state = 90;
	nextstate = -1;
	condition = (get_flag(0,16) >= 3) && (get_flag(8,0) == 0);
	question = "What can you tell us about the rest of the islands?";
	text1 = "_Well, first off, if you need supplies, you ought to stock up while you're here. There aren't any more cities between here and Copperpeak, just some farms and guardposts._";
	text2 = "_Other than that, the other islands aren't terribly relevant to your mission, unless the Loyalists have a presence there. And truth be told, we haven't gotten consistent reports from the islands east of here for a week or two._";
	text3 = "_Be careful, basically._";

begintalknode 96;
	state = 90;
	nextstate = -1;
	condition = (get_flag(0,16) >= 3) && (get_flag(8,0) == 0);
	question = "Is there any other assistance you can give us?";
	text1 = "_I'm afraid not. The Empire as a whole isn't ready to accept that these Loyalists exist, much less that they are a serious problem. So I'm limited in the material aid I can give you._";
	text2 = "_In fact, it's only by the work of my friend Torvald here,_ he says, gesturing to the liaison, _that I was even permitted to hire adventurers to work on this problem._";
	text3 = "_Of course, if my request had been denied, I might've done it anyway,_ he adds with a smirk.";

begintalknode 97;
	state = 90;
	nextstate = 91;
	condition = (get_flag(8,0) == 1) && (get_flag(0,21) == 0);
	question = "The siege is broken!";
	text1 = "The mayor claps his hands and pulls a bottle of wine from under the table, slamming it down triumphantly.";
	text2 = "_We had already heard the news, but it's good to hear it from the source! The Loyalists have scattered, and we've sealed off Copperpeak until we can get a better idea of the damage._";
	text3 = "_The blow you have struck will surely keep the Loyalists out of our hair for some time. A job well done indeed!_";
	text4 = "He pushes a hefty bag of coins across the table, as well as a glimmering golden circlet.";
	text5 = "_And what of their leader? I heard he was quite the fighter._";
	code = 
		put_item_on_spot(42,45,415);
		award_party_xp(500,10);
		set_flag(0,21,1);
		change_coins(500);
		reward_give(450);
		toggle_quest(1,0);
	break;
begintalknode 98;
	state = 91;
	nextstate = -1;
	condition = get_flag(0,22) != 1;
	question = "Dead as a doornail!";
	text1 = "You describe the battle with Trevahn, and how you heroically swam back to shore. Then the liaison asks what became of the body. When you just shrug, the mayor frowns.";
	text2 = "_You... you left the body. So that the Loyalists could recover it. A battle-hardened lunatic, and you left the body._";
	text3 = "_Fools! What, do you think priests will only resurrect adventurers?_";
	text4 = "He snorts indignantly, and looks absolutely enraged. Fortunately, he calms down quickly.";
	text5 = "_Just... fine. Fine. It's okay, the threat has been dealt with for now. But should they return, we will be in touch. I wish you luck in your future endeavors._";
	text6 = "And with that, he turns back to the liaison, and the two begin conversing.";
	action = END_TALK;
	code = 
		set_flag(0,21,2);
		set_flag(0,24,1);
	break;
begintalknode 99;
	state = 91;
	nextstate = -1;
	condition = get_flag(0,22) == 1;
	question = "Dead, and I have proof!";
	text1 = "You describe the battle with Trevahn, and how you thought to bring the body back with you as proof. The mayor's eyes light up, and the liaison appears shocked.";
	text2 = "_This is wonderful! So many adventurers never think to truly destroy the body of a worthy foe, and it has lead to a fair share of unfortunate resurrections over the years. Few stop to think that priests might resurrect people other than adventurers._";
	text3 = "_And now, we have a truly unique opportunity in front of us. Here we have the mastermind of the Darkside Loyalists, theoretically at our mercy. Come, we must visit Father Andrews! Bring the body and meet us there!_";
	text4 = "Skellick leaps up from his seat, and hurries out the door. The liaison hesitates for a moment, but then rises to follow him.";
	action = END_TALK;
	code = 
		set_flag(0,23,1);
		relocate_character(18,15,19);
		set_character_pose(18,0);
		relocate_character(20,14,40);
		relocate_character(13,15,41);
		set_character_pose(13,0);
		set_character_facing(13,6);
		set_mobility(13,0);
		force_instant_terrain_redraw();
	break;
begintalknode 110;
	state = -1;
	nextstate = 110;
	question = "Liaison Torvald";
	text1 = "Liaison Torvald looks like just about any other Empire bureaucrat you can think of, yet for some reason he commands your respect. The Empire was bound to find competent liaisons eventually, you suppose.";
	text2 = "_Well, now that you've had your mission explained, what can I do for you?_";
	text5 = "Liaison Torvald nods.";
	text6 = "_Yes, so what is it?_";
	action = INTRO;
	code = 
		if(get_flag(0,23) == 1) {
			message_dialog("The liaison shifts uncomfortably in his seat, while waiting for the process to begin. He doesn't notice you.","");
			end();
		}
		if(get_flag(0,21) == 2) {
			message_dialog("The liaison ignores you, too engrossed in his discussion with the mayor.","");
			end();
		}
		if((get_flag(8,0) > 0) && (get_flag(0,21) < 1)) {
			message_dialog("The liaison watches you silently as you enter, and nods approvingly.","_Word of your success has reached our ears already, but I want to hear you describe it yourself. Speak with the mayor, and let's hear it._");
			end();
		}
		if(get_flag(0,16) == 0) {
			message_dialog("The liaison ignores you, as he's already speaking with the mayor. Maybe if you went inside...","");
			end();
		}
		else if(get_flag(0,16) == 1) {
		message_dialog("Liaison Torvald acknowledges your greeting, but gestures toward the mayor.","_Perhaps the mayor should be the one to explain your mission._");
		end();
	}
	if(get_flag(0,17) <= 2) {
		clear_strings();
		add_string(5);
		add_string(6);
	}
	else {
	clear_strings();
	add_string(1);
	add_string(2);
	set_flag(0,17,1);
}
	break;
begintalknode 111;
	state = 110;
	nextstate = -1;
	question = "Can you tell us anything else about our mission?";
	text1 = "_I'm afraid the specifics of the mission are beyond me... the mayor should be your primary source. I'm just the political force that made the mission possible._";

begintalknode 112;
	state = 110;
	nextstate = -1;
	question = "What's your role in all of this?";
	text1 = "The liaison smiles.";
	text2 = "_Well, I'm the one who did the political legwork. You see, not all of the Empire is as forward-thinking as myself and the mayor here, and so they are not ready to accept the threat posed by the Loyalists._";
	text3 = "_I was the one who argued before the Imperial Governor in Woodsmuir for a quick and prompt response, and I successfully lobbied for the hiring of a group of adventurers. And that would be you._";

