
begintalkscript;

variables;
int revive;
string resurrect;

begintalknode 15;
	state = -1;
	nextstate = 15;
	question = "Darkside Loyalist";
	text1 = "This Darkside Loyalist is clearly terrified, but he's still able to speak coherently. He doesn't look any older than twenty.";
	text2 = "_Look, look... you don't have to kill us. I swear you don't. We'll leave! Just spare us, please!_";

begintalknode 16;
	state = 15;
	nextstate = -1;
	question = "Why should we spare you?";
	text1 = "_We're not anyone important! We were just supposed to watch for intruders, and we didn't see you coming until it was too late... we're not even good sentries!_";
	text2 = "_We're just kids, please! We've got our entire lives ahead of us, as long as you let us go._";
	text3 = "_We don't know anything, and I swear you'll never see us again if you let us live!_";

begintalknode 17;
	state = 15;
	nextstate = -1;
	question = "What are you doing out here?";
	text1 = "_We're just keeping watch! We got sent up here after the advance troops captured the watchtower, I swear that's all we know!_";
	text2 = "He looks at you pleadingly.";

begintalknode 18;
	state = 15;
	nextstate = -1;
	question = "Fine, you've been spared. Go.";
	text1 = "_Thank you, thank you, thank you!_ the Loyalist says.";
	text2 = "He continues in this vein while practically dragging his friend down the steps.";
	text3 = "You breathe a sigh of relief... finally. Now you can figure out a way to distract the ships to the south.";
	action = END_TALK;
	code = 
		erase_char(11);
		erase_char(12);
		set_flag(4,1,1);
		award_party_xp(50,10);
	break;
begintalknode 19;
	state = 15;
	nextstate = -1;
	question = "Die, Loyalist scum!";
	text1 = "You don't feel like leaving any survivors today... no sense in giving the Loyalists too much information about you.";
	text2 = "The Loyalist and his friend scream in terror, fumbling to ready their weapons.";
	action = END_TALK;
	code = 
		set_attitude(1002,10);
	break;
