begintalkscript;

variables;
short bmessage,pcs,others_ok,twondx,join_pc;
string custom_m;

begintalknode 1;
	state = -1;
	nextstate = 1;
	question = "Anthony";
	text1 = "The soldier here looks like he has seen a lot of battle- more than likely because he actually has done so, considering the extenuating circumstances in the area.";
	text2 = "_Greetings.  My name is Bladesman Anthony.  Welcome to Fort Ivalice- or at least, what's left of it.  In case you haven't noticed, we don't have as many..._  He pauses and looks at you and your equipment.";
	text3 = "_Oh sweet mercy, you were in a battle recently!  You're covered with blood.  Are you okay?  What happened?_";
	text5 = "Anthony is still standing here attentively, both giving attention to you and looking out for intruders.";
	text6 = "_Greetings once again.  Have you spoken with Dervish Malachai yet?_";
	text7 = "_Hello.  How are things going?_";
	action = INTRO;
	code = 
		if(get_flag(5,0) == 4)
			remove_string(7);
		if(get_flag(5,0) == 5)
			remove_string(7);
		if(get_flag(5,0) < 4){
			remove_string(6);
			remove_string(7);
		}
		if(get_flag(5,0) >= 6){
			remove_string(6);
		}
break;

begintalknode 2;
	state = 1;
	nextstate = -1;
	condition = party_size() == 1 && get_flag(5,0) < 4;
	question = "Thanks for worrying, Anthony.  I'm okay.";
	text1 = "Anthony nods, worryingly.  He doesn't entirely believe you, but he's willing to give you the benefit of the doubt.";
	text2 = "_Well, that's good to hear, comrade._";

begintalknode 3;
	state = 1;
	nextstate = -1;
	condition = party_size() > 1 && get_flag(5,0) < 4;
	question = "Thanks for worrying, Anthony.  We're okay.";
	text1 = "Anthony nods, worryingly.  He doesn't entirely believe you, but he's willing to give you the benefit of the doubt.";
	text2 = "_Well, that's good to hear, comrades._";

begintalknode 4;
	state = 1;
	nextstate = -1;
	condition = get_flag(5,0) < 4;
	question = "It's bad.  There was an ambush.  (Describe)";
	text1 = "Anthony listens to your story with worrying trepidation.  At the point where you tell him that you were with what was supposed to be the reinforcements, though, he already knows how it will end.";
	text2 = "_That's...  That's terrible.  I'm deeply sorry for the loss of Captain Biggs and his other men.  You shouldn't have stayed there overnight, but it's most definitely too late for that now..._";
	text3 = "_Listen, stop wasting my time.  This is bad news- you should probably tell Dervish Malachai about this.  He's down this road near the next campfire.  Oh, and thanks for taking out that raid that was clearly meant for us._";
	action = END_TALK;
	code = 
		set_flag(5,0,4);
break;

begintalknode 5;
	state = 1;
	nextstate = -1;
	condition = get_flag(5,0) == 4;
	question = "No, not yet.";
	text1 = "Anthony nods.  _Very well.  Then please, do so promptly.  I would love to talk with you again afterwards, but not before.  Please understand._";
	action = END_TALK;

begintalknode 6;
	state = 1;
	nextstate = 2;
	condition = get_flag(5,0) > 5;
	question = "They go, Anthony.";
	text1 = "_Well...  That's good to hear._";
	text2 = "A pregnant pause fills the air.";
	text3 = "_Ya know what?_";
	text4 = "_Those nephils are still tough as nails...  But fortunately, they haven't raided us for a while.  I think those ones that killed your unit who were killed by you in turn were actually meant for us._";
	code = 
		if(get_flag(7,0) == 0){
			remove_string(4);
		}
		if(get_flag(7,0) == 1){
			remove_string(2);
			remove_string(3);
		}
break;

begintalknode 7;
	state = 2;
	nextstate = 3;
	condition = get_flag(7,0) == 0;
	question = "What is it, Anthony?";
	text1 = "_I'm afraid.  I don't often say it, but sometimes I gotta let it off of my chest, you know?  And maybe the cold out here is giving me delirium.  Maybe I'm going mad.  But I just have to get this out in the open._";
	text2 = "_I've got a little sister back home.  She was barely 18.  Now, I'd imagine she's 19 or something.  But hell with her age- she was cute.  And a real innocent one.  And I want to be with her badly._";
	text3 = "_And so I ask Malachai if I can go back home to see her, and he says no._  He scoffs.  _Like we aren't doomed here anyway._";

begintalknode 8;
	state = 3;
	nextstate = -1;
	condition = get_flag(99,0) == 1;
	question = "That must be tough.";
	text1 = "He nods.  _It's tough.  She might be married by now.  Heck, she could be with child already.  She meant so much to me, and I can't see her for an instant.  But I don't mind being here._";
	text2 = "_Malachai was right.  He needs me here.  And he respects me for it.  In fact, he respects all of us, as if we were the family we had to leave behind.  He appreciates your coming here despite your loss too, I'm sure._";
	text3 = "_Besides, how could I stare little Priscilla in the face if I ran away from my problems?_";
	text4 = "He stops.  _Listen, I don't want to take up your time, but thanks for listening.  It really means something to me._";
	action = END_TALK;
	code = 
		set_flag(7,0,1);
break;

begintalknode 9;
	state = 3;
	nextstate = 4;
	condition = get_flag(99,0) == 2;
	question = "That hardass.";
	text1 = "He shakes his head.  _Ya know, it hurts to hear you say that because part of me really wants to give into that.  I want to return to her side.  I want to protect one of the last vestibules of innocence I know._";
	text2 = "_But Malachai was right.  He needs me here.  And he respects me for it.  In fact, he respects all of us, as if we were the family we had to leave behind.  He appreciates your coming here despite your loss too, I'm sure._";
	text3 = "_Besides, how could I stare little Priscilla in the face if I ran away from my problems?_";

begintalknode 10;
	state = 4;
	nextstate = -1;
	question = "Stop your whining.";
	text1 = "He silences himself and scowls.  _You're right._";
	text2 = "_Sorry for wasting your time.  Now if you'll excuse me, I have to continue my watch..._";
	action = END_TALK;
	code = 
		set_flag(7,0,1);
break;

begintalknode 11;
	state = 2;
	nextstate = -1;
	condition = get_flag(7,0) >= 1;
	question = "Is that so?";
	text1 = "_Yeah...  Ya know, some of the nephils become invisible to attack us with magical cloaking.  It's really dangerous if you don't know how to spot it.  But if you can see it and wave a sword in the direction of it, they give up._";
	text2 = "_Most large raids won't waste the magical energy with cloaking since they know how limited our ranged capabilities are anyway._";
	text3 = "He grins.  You don't have the foggiest idea why, considering how close he is to death standing out here.";
	text4 = "He turns away from you and shrugs absentmindedly, but he makes sure to keep his face away from you.";
	code = 
		if(get_flag(99,0) == 1)
			remove_string(4);
		if(get_flag(99,0) == 2)
			remove_string(3);
break;

begintalknode 12;
	state = -1;
	nextstate = 23;
	question = "Maxwell";
	text1 = "This soldier looks bored.  He stares out at the rather brief expanse between himself and the mountains off to the north.  He looks like a capable fighter to be sure, but that doesn't change the fact that he doesn't seem to care.";
	text2 = "As you approach, he barely recognizes you.  _You...  You're the remaining members of the reinforcements, right?_";
	text3 = "As you approach, he barely recognizes you.  _You...  You're the lone remaining member of the reinforcements, right?_";
	text4 = "He scoffs.  _Don't waste your time talking to me.  My name's Maxwell, and that's all you have to know._";
	text5 = "Maxwell is still standing here, not responding to you.";
	action = INTRO;
	code = 
		if(party_size() > 1 && get_flag(99,7) == 0)
			remove_string(3);
		if(party_size() == 1 || get_flag(99,7) == 1)
			remove_string(2);
		set_flag(33,0,1);
break;

begintalknode 13;
	state = 23;
	nextstate = 24;
	condition = get_flag(8,0) == 0 && get_flag(99,0) == 2;
	question = "What the hell is your problem?";
	text1 = "_You.  But I won't expect you to understand my pain._";
	text2 = "He suddenly feels like he said something to you that he shouldn't have.";

begintalknode 14;
	state = 24;
	nextstate = -1;
	condition = get_flag(99,0) == 2;
	question = "What's breaking your itty-bitty heart, Max?";
	text1 = "He scowls at you, baring his incisors and gripping his sword.";
	text2 = "_I don't know what the HELL made you think that coming here was a good idea.  I don't know why you joined the army.  And to be honest, I really don't WANT to know.  You're as worthless as they come to me._";
	text3 = "_You have no respect at all.  You are a husk.  A shell.  You have not seen true carnage, nor have you let yourself fail.  You are worthless._";
	text4 = "_Malachai...  I won't fail him like you will, like I did to..._  He stops and stares openly at nothing in particular with blood-shot eyes and a trembling grasp on the hilt of his sword.";
	action = END_TALK;
	code = 
		set_flag(8,0,1);
break;

begintalknode 15;
	state = 23;
	nextstate = 24;
	condition = get_flag(8,0) == 0 && get_flag(99,0) == 1 && (party_size() > 1 || get_flag(99,7) == 1);
	question = "Why are you so angry at us?";
	text1 = "He stops.  He didn't expect a response like that.";
	text2 = "_You aren't like most people.  Honestly, I expected you to snap.  You surpassed my expectations...  for what little that's worth._";
	text3 = "_Say, what's your opinion of the Dervish?  Of Dervish Malachai?_";

begintalknode 16;
	state = 23;
	nextstate = 24;
	condition = get_flag(8,0) == 0 && get_flag(99,0) == 1 && (party_size() == 1 && get_flag(99,7) == 0);
	question = "Why are you so angry at me?";
	text1 = "He stops.  He didn't expect a response like that.";
	text2 = "_You aren't like most people.  Honestly, I expected you to snap.  You surpassed my expectations...  for what little that's worth._";
	text3 = "_Say, what's your opinion of the Dervish?  Of Dervish Malachai?_";

begintalknode 17;
	state = 24;
	nextstate = -1;
	condition = get_flag(99,0) == 1 && get_flag(5,0) < 6;
	question = "Hmm.  Haven't spoken with him.";
	text1 = "He shrugs.  _You still remind me of him...  You're very compassionate to a person who just shouted at you like I did.  And I apologize- you didn't deserve it.  Do you...  Know of Duke Eubans?_";
	text2 = "That's a rhetorical question and Maxwell knows it.  Duke Eubans is a powerful presence in Kalzas and is the representative to the Marquis of Northwestern Valorim.";
	text3 = "_Duke Eubans was attacked by a bizarre, magical anomaly some months ago.  I was one of his personal guards, a vassal, a servant, a friend, and a coward.  I fled when things started to look pear-shaped.  I thought my Duke would die._";
	text4 = "_As fate would have it, the Duke survived, but was severely beaten.  He refused to speak to me afterwards.  He hardly spoke to anyone.  His words spoke of confidence, but inside, he felt betrayed and I knew it.  I haven't spoken with him since._";
	text5 = "_I...  I can't forgive myself for it.  I'm sorry.  All I can do now is serve the Dervish and hope for redemption._  He turns his head away in shame.";
	action = END_TALK;
	code = 
		set_flag(8,0,1);
break;

begintalknode 18;
	state = 23;
	nextstate = -1;
	condition = get_flag(99,0) == 1 && get_flag(8,0) == 1;
	question = "How's it going, Maxwell?";
	text1 = "He shakes his head.  _Listen...  Thanks.  Just, thanks for listening.  Everyone here- probably you as well- will probably die within the week._";
	text2 = "_It just feels good, you know, to let this stuff loose.  So thanks.  And yeah, it's going just fine._";

begintalknode 19;
	state = 23;
	nextstate = -1;
	condition = get_flag(99,0) == 2 && get_flag(8,0) == 1;
	question = "Hey, it's the rabid pansycat!";
	text1 = "His fingers begin twitching.  Slowly, they move towards his sword.  His head kinks back and forth.  He snarls and looks down at you.";
	text2 = "_No...  I will not...  Malachai's orders..._";
	text3 = "He isn't talking to you.  He brings his hand back to his side and ignores you.";
	action = END_TALK;

begintalknode 20;
	state = -1;
	nextstate = 5;
	question = "Lloyd";
	text1 = "This man is sitting at the fire with his sword gripped tightly.  He eyes you somewhat casually, regarding you as no more than a mildly interesting nuisance.";
	text2 = "_You...  Call me Lloyd if you must._";
	text5 = "Lloyd remains here, waiting for you to make the first move.";
	action = INTRO;

begintalknode 21;
	state = 5;
	nextstate = 6;
	condition = get_flag(9,0) == 0;
	question = "Lloyd, why are you here?";
	text1 = "He looks up at you.  _I...  I like carnage.  I enjoy it.  I cannot get enough of it.  The tingling feel of a life in my hands arouses me in a way that no woman or object can.  It is electrifying._";
	text2 = "Lloyd's inflection is a flat, monotone diatribe, and it is very forced.  On the other hand, this seems to be more of his disdain for speaking rather than insincerity.";

begintalknode 22;
	state = 6;
	nextstate = -1;
	condition = get_flag(99,0) == 1;
	question = "That's terrible!";
	text1 = "He smiles smugly.  _Oh, I know.  I thought so too.  But back then...  My previous officer readied us all to kill and be killed without thought or mercy.  That era, for me, was a blinding, hallucinogenic orgy of gore and carnage._";
	text2 = "His face becomes slightly flushed as he licks his lips.  _Oh, I can taste the rewards of battle now...  But..._  He pauses.  _Dervish Malachai has forbidden me from saying such things._";
	text3 = "_And so it goes.  Now leave me be whilst I reminisce._";
	text4 = "What a perturbed man.";
	action = END_TALK;
	code = 
		set_flag(9,0,1);
break;

begintalknode 23;
	state = 6;
	nextstate = -1;
	condition = get_flag(99,0) == 2;
	question = "That must be the ultimate release.";
	text1 = "_Lean forward._  You do so.  He seems nervous about telling this to you, but begins a reptilian hiss nevertheless.";
	text2 = "_You know...  Of General Foottracer, no?  The one who wiped out the Ratbane Clan the first time?  Yes...  I served under him.  It was a blinding, hallucinogenic orgy of mad pleasure._";
	text3 = "_At the end of every battle, at the command of our general, we would take the leaking hearts of the nephilim, pierce them open, and drink until we had our fill.  Our troop received no food or water from outside forces.  In those years, we dined on cat!_";
	text4 = "_And so it is a bloody coincidence that I, who murdered countless feline swine, will lie here dead soon.  Fort Ivalice has no chance whatsoever.  But I will die tasting the blood of myself and my enemies, have no doubt!_";
	text5 = "Lloyd leans back into his previous position.  Dervish Malachai seems suspicious, but does nothing about it.";
	action = END_TALK;
	code = 
		set_flag(9,0,1);
break;

begintalknode 24;
	state = 5;
	nextstate = -1;
	condition = get_flag(9,0) == 1;
	question = "Hey, Lloyd.  How's it going?";
	text1 = "He stares at you.  _I have said all that I will say to you.  Leave me be._";
	action = END_TALK;

begintalknode 25;
	state = -1;
	nextstate = 7;
	question = "Janet";
	text1 = "This woman is staring out at the frontier, watching for a nephil attack.  She seems fairly vigilant, but confident even moreso.  She looks like she could be mean in combat, especially for a woman.";
	text2 = "Unlike the men, though, she has taken great care of her armor, hair and face.  She wears lipstick, and her armor is resplendent.  The display is a bit much.";
	text3 = "_Friends...  My name is Janet, and I am a Bladesman of the Empire.  It is a pleasure to meet all of you._";
	text4 = "_Friend...  My name is Janet, and I am a Bladesman of the Empire.  It is a pleasure to meet you._";
	text5 = "Janet is still standing here confidently, giving you the occasional glance as well as the potential raiders lurking outside.";
	action = INTRO;
	code = 
		if(party_size() > 1 && get_flag(99,7) == 0)
			remove_string(4);
		if(party_size() == 1 || get_flag(99,7) == 1)
			remove_string(3);
break;

begintalknode 26;
	state = 7;
	nextstate = 8;
	condition = get_flag(10,0) == 0;
	question = "So, how's it going?";
	text1 = "She smiles.  _Why, it's going just splendidly!  Thanks for asking._";
	text2 = "That is not the response you expected.  This fort is going to fall any day now, she will be murdered, and she still finds the room to pretend nothing is wrong, keep her armor tidy and wear makeup.";

begintalknode 27;
	state = 8;
	nextstate = 9;
	condition = get_flag(10,0) == 0 && get_flag(99,0) == 2;
	question = "What the heck is wrong with you, ma'am?";
	text1 = "She seems flabbergasted.  _I...  Do you not like...  the way I display myself?  I mean, my order?  My manners?  I...  I'm so sorry, I didn't mean to offend._";
	text2 = "Janet shakes her head.  _R-right...  Well, um...  You like it, right?  I mean, my wardrobe?  I try to keep myself tidy, but it's a lot of work..._";
	text3 = "Poor, dunder-headed woman.  It never occurs to her what you actually meant.";

begintalknode 28;
	state = 8;
	nextstate = 9;
	condition = get_flag(10,0) == 0 && get_flag(99,0) == 1;
	question = "Janet, why do you dress up like this?";
	text1 = "She shakes her head and looks at the ground bashfully.  _Oh, this?  It's nothing, just a good old bit of polish and some simple knickknacks..._";
	text2 = "Janet notes your reaction and immediately realizes that you aren't buying such a hollow excuse.  She raises her head up at you with her lips pressed together grimly and her eyes full and deep.";
	text3 = "_You...  Have cared for a woman before, certainly.  Haven't you?_";

begintalknode 29;
	state = 9;
	nextstate = -1;
	condition = get_flag(99,0) == 2;
	question = "But you're in the middle of a war!";
	text1 = "She shakes her head.  _Yes!  And I know this!_";
	text2 = "_These soldiers, each and every one of them...  Some left behind mothers, some left behind sisters, some left behind daughters, and some left behind wives.  I...  I feel their pain every day here!  It's overbearing!_";
	text3 = "_These lonely men will not get their satisfaction of loved ones from me, but I have to be there for them.  Malachai needs me to help these soldiers remember why they fight...  It's an unspoken duty.  I have to keep these noble men inspired._";
	text4 = "_It's...  It's humiliating, degrading, and defies every reason why I joined this military.  But if I don't give these paladins their goddess, then we all will die, okay?  Do you understand?!_";
	action = END_TALK;
	code = 
		set_flag(10,0,1);
break;

begintalknode 30;
	state = 9;
	nextstate = -1;
	condition = get_flag(99,0) == 1;
	question = "What are you getting at, ma'am?";
	text1 = "She shakes her head.  _No, I'm sorry.  It's just that many of these men at this fort have people they care for at home...  Beautiful people.  Women of fair demeanor and fairer appearance._";
	text2 = "_I...  I owe it to the Dervish to keep the men inspired to fight, you see!  It's...  It's a very important job.  And they appreciate me for it!  They do!_";
	text3 = "_They are noble men.  Very noble.  And I must keep them so.  Each and every one.  They are good and noble people.  But I too can hold a sword!  I am a strong and proud individual._";
	text4 = "_I am valuable.  I just have to be this way...   It's because they need me.  And I will be there for them.  Each and every single one._";
	action = END_TALK;
	code = 
		set_flag(10,0,1);
break;

begintalknode 31;
	state = 7;
	nextstate = -1;
	condition = get_flag(10,0) == 1 && get_flag(99,0) == 1;
	question = "...";
	text1 = "She just stares absentmindedly, ignoring you.  She combs her fingers through her hair and smiles in no particular direction, just away from you.";
	action = END_TALK;

begintalknode 32;
	state = 7;
	nextstate = -1;
	condition = get_flag(10,0) == 1 && get_flag(99,0) == 2;
	question = "Janet, it's okay.";
	text1 = "She just stares absentmindedly, ignoring you.  She combs her fingers through her hair and smiles in no particular direction, just away from you.";
	text2 = "_Y-yes...  I know._";
	text3 = "She doesn't.";
	action = END_TALK;

begintalknode 33;
	state = -1;
	nextstate = 10;
	question = "Acacia";
	text1 = "This woman is sitting at the fire with a hand at her sword, ignoring you for the most part.";
	text2 = "She has a long scar running down her left cheek and dented armor.  Its spikes aren't necessarily dangerous, but they are rather imposing, as is the fact that her entire getup is a deep, blood red.";
	text3 = "_You...  Call me Acacia if you need to._";
	text5 = "Acacia is still sitting here idly, not paying you any mind.";
	action = INTRO;

begintalknode 34;
	state = 10;
	nextstate = 11;
	question = "Hey, Acacia.";
	text1 = "_Hey yourself.  I don't have the time to deal with you._";
	text2 = "She seems angry to be certain- her visage expressed that clearly enough.  Still, she is not angry with you.";

begintalknode 35;
	state = 11;
	nextstate = 12;
	condition = get_flag(11,0) == 0 && get_flag(99,0) == 1;
	question = "What's wrong?";
	text1 = "_You wanna know what's wrong?  You presume to ask me what's wrong!  You're really intrusive, do you know that?_";
	text2 = "She pauses, and looks you over carefully.";
	text3 = "_...It's this place.  I'm pissed at the nephs.  I'm pissed at my sister.  But most of all, I'm pissed at myself.  This whole place is a cesspit._";
	text4 = "_I assume you've never seen a relative die in front of you in a violent way?_";

begintalknode 36;
	state = 11;
	nextstate = -1;
	condition = get_flag(11,0) == 0 && get_flag(99,0) == 2;
	question = "What the hell is your problem?";
	text1 = "_You.  You're my problem, you got that?_  She spits on the ground and stares at you.";
	text2 = "_You are one spiteful bastard, you know that?  Why, I can hardly imagine what made you join the military other than an undying desire to see other people in pain.  But you know what?  That all doesn't matter._";
	text3 = "_Every single person in this fort will die soon.  The nephils will come for their final raid and wipe us all out.  There's no chance that any of us will survive, but I swear to you, before I die here, I will see you scream in pain._";
	text4 = "_Die.  Die in pain.  Die miserably with nobody to hold your hand.  But first and foremost, get the hell away from me._";
	action = END_TALK;
	code = 
		set_flag(11,0,1);
break;

begintalknode 37;
	state = 12;
	nextstate = -1;
	question = "...";
	text1 = "She notes your reaction.  _Sis...  She used to be a nice gal- the kind I never could be.  Mom and dad, they were so kind while she was in sight.  They'd make flower arrangements and knit and make supper..._";
	text2 = "_They spoiled her.  But...  She was still the nicest person ever.  Unfortunately, she had skill with a bow, so when the Empire came looking for recruits, they nabbed her and made her a fearsome sniper._";
	text3 = "_..._";
	text4 = "_She hasn't been the same since, and it pains me to see her like that.  That's all._  She doesn't want to speak anymore.  You decide not to force it.";
	action = END_TALK;
	code = 
		set_flag(11,0,1);
break;

begintalknode 38;
	state = -1;
	nextstate = 13;
	question = "Isabel";
	text1 = "This woman is draped in tattered cloths.  Her expression is bereft of emotion, and she grips a short sword that only barely pokes out from the mass of light fabric she's hiding under.";
	text2 = "She regards you out of the corner of her eye.  She doesn't want to talk to you much.";
	text3 = "_I'm Isabel.  Archer._";
	text5 = "Isabel is paying no attention to you.";
	action = INTRO;

begintalknode 39;
	state = 13;
	nextstate = 14;
	condition = get_flag(12,0) == 0;
	question = "How are you doing, Isabel?";
	text1 = "She turns her entire head towards you.  Without the rags, she could be a smiling beauty.";
	text2 = "_Ethical dilemma.  I'm...  not sure how I should deal with it..._";
	text3 = "She genuinely sounds torn- at least, by comparison to the way she greeted you.  Still, she remains oddly elusive as a conversationalist.";

begintalknode 40;
	state = 14;
	nextstate = 15;
	question = "What's your problem?";
	text1 = "_There is a woman here.  She is a beautiful person to me.  And yet, I cannot concentrate knowing that she is here.  I...  I doubt my ability to kill.  I doubt my ability to follow orders._";
	text2 = "_With her around, I think.  Past.  Peace.  Contentedness.  These things are not a soldier's domain.  I must purge these thoughts somehow.  I must not falter.  I mustn't.  What should I do._";

begintalknode 41;
	state = 15;
	nextstate = -1;
	condition = get_flag(99,0) == 1;
	question = "If you love her, then say so!";
	text1 = "She frowns.  _Love is a strong word.  I care for her, yes, but I cannot justify putting her above my orders.  I cannot justify defying the last order given to me by General Foottracer._";
	text2 = "_His last order before his forced retirement was that we all become the perfect killing machines for the Empire.  If something inferior gets in the way of my performance, it must be eliminated._";
	text3 = "General Foottracer was supposedly executed for war crimes at the behest of the military court eight years ago.  Interesting.";
	text4 = "_When the time comes...  I will shoot her.  We spent happy days together, but now that we are both soldiers, the only reunion possible for us will be in hell._";
	text5 = "She turns back to her post and continues mumbling inaudibly to herself.";
	action = END_TALK;
	code = 
		set_flag(12,0,1);
		set_flag(24,0,1);
break;

begintalknode 42;
	state = 15;
	nextstate = -1;
	condition = get_flag(99,0) == 2;
	question = "Trust me, attachment can only hinder you in times of war.";
	text1 = "_Attachment?  I am...  still attached.  Yes.  But what keeps us together?  I have not seen her in so long.  There should be nothing of the sort..._";
	text2 = "She has what appears to be an epiphany.  Her eyes open up in shock as her slack lower lip reveals two sharpened incisors.";
	text3 = "_I must...  Disconnect myself from her.  She is pitiful in combat.  I will not, we will not, lose anything if she dies.  I will take care of her when the time is right._";
	text4 = "She turns back to her post and continues mumbling inaudibly to herself.";
	action = END_TALK;
	code = 
		set_flag(12,0,1);
break;

begintalknode 43;
	state = 14;
	nextstate = -1;
	condition = get_flag(12,0) == 1;
	question = "Hello, Isabel.";
	text1 = "_Hello.  Enough.  Must guard._";
	text2 = "She does not even look your way and dismisses you very readily.";
	action = END_TALK;

begintalknode 44;
	state = -1;
	nextstate = 16;
	question = "Hunter";
	text1 = "This man is sitting absentmindedly, keeping his bow taut and his strings waxed.  His face has hollow cheeks and a fairly sharp nose, making him appear much more lithe and svelte than you would expect a soldier to be.";
	text2 = "He looks up at you absentmindedly.  _Yo.  I'm Hunter.  Nice meeting you._";
	text5 = "Hunter is playing around with his bow, trying to keep himself occupied.";
	action = INTRO;

begintalknode 45;
	state = 16;
	nextstate = 17;
	question = "So, what are you up to?";
	text1 = "He shrugs.  _Not much.  I'm just staying here like I was ordered to._";
	text2 = "_You know...  The people around here.  A lot of them have problems.  Have you ever wondered why?_";
	text3 = "_Life here still sucks, but that's okay.  I mean, it could be worse, as difficult as that is to imagine.  At least, that's my take.  I respect you and Dervish Malachai for having comparably level heads._";
	code = 
		if(get_flag(13,0) == 1)
			remove_string(2);
		if(get_flag(13,0) == 0)
			remove_string(3);
break;

begintalknode 46;
	state = 17;
	nextstate = -1;
	condition = get_flag(13,0) == 0 && get_flag(99,0) == 2;
	question = "It's because some people need to shut up.";
	text1 = "Hunter shrugs.  _See, that's where I'm not so sure._";
	text2 = "_Everyone here has problems of some sort.  I think the primary reason, though, is that we as humans aren't perfect.  And perhaps that makes things more interesting, you know?_";
	text3 = "_I mean, what fun would life be if it was perfect?  It wouldn't be, now would it?  So I don't mind it if my life sucks for a while; I up and deal with it as best I can.  And sometimes I fail._";
	text4 = "_Maybe we'll all be dead before we can deal with our problems.  Heck, we'll all *probably* be dead.  But that's okay, because for right now, I'm still alive._";
	code = 
		set_flag(13,0,1);
break;

begintalknode 47;
	state = 17;
	nextstate = -1;
	condition = get_flag(13,0) == 1 && get_flag(99,0) == 2;
	question = "I cannot agree with your insane ideology.";
	text1 = "He sighs.  _Well, if you ever want to face life in the real world, I'll be here._";

begintalknode 48;
	state = 17;
	nextstate = -1;
	condition = get_flag(13,0) == 0 && get_flag(99,0) == 1;
	question = "People have problems.  But that's normal.";
	text1 = "_No, that's not just normal- it has to be that way!_";
	text2 = "_It's way too easy to say that life sucks and leave it be, but that's not how it goes.  Life sucks, but we can do something about it!  And I think that's what matters._";
	text3 = "_See, it's not an easy concept to grasp while one is suffering, but the root of all suffering is ignorance.  Embrace life for what it is, and you can live much richer._";
	text4 = "_At least, that's my opinion._";
	code = 
		set_flag(13,0,1);
break;

begintalknode 49;
	state = 17;
	nextstate = -1;
	condition = get_flag(13,0) == 1 && get_flag(99,0) == 1;
	question = "Your philosophy, I like it.";
	text1 = "He smiles.  _I'm glad to hear it.  It's good to be able to get to at least one more person before we all meet our maker._";

begintalknode 50;
	state = -1;
	nextstate = 18;
	question = "Ivy";
	text1 = "This woman is not armed nearly as well as the other people here.  Her blade is long and accurate, but not particularly large.  She also wears no armor.";
	text2 = "She looks up at you and smiles cordially.  Her eyes belie her armaments- she has a confidence that too few warriors have nowadays.";
	text3 = "_Hello, friends.  My name is Ivy, a Bladeswoman serving under Dervish Malachai.  It is a pleasure to meet all of you, especially considering how much combat you've already seen._";
	text4 = "_Hello, friend.  My name is Ivy, a Bladeswoman serving under Dervish Malachai.  It is a pleasure to meet you, especially considering how much combat you've already seen._";
	text5 = "_Mm, hello.  What may I do for you?_";
	action = INTRO;
	code = 
		if(party_size() > 1 && get_flag(99,7) == 0)
			remove_string(4);
		if(party_size() == 1 || get_flag(99,7) == 1)
			remove_string(3);
break;

begintalknode 51;
	state = 18;
	nextstate = 19;
	condition = get_flag(14,0) == 0;
	question = "How's it going, Ivy?";
	text1 = "She shrugs.  _I have my blade and talented soldiers all around me.  Regardless of the situation, I'm a fighter for the Empire.  This is all that I need._";
	text2 = "_But...  Well, these soldiers.  They're all so sad.  Disturbed, some of them.  It's like this fort has brought the worst out of us all.  It becomes...  hellish at times._";
	text3 = "_I want to help them, but if I take on too much responsibility, I'll never be able to wean them off._";

begintalknode 52;
	state = 19;
	nextstate = 20;
	condition = get_flag(99,0) == 2;
	question = "It's just as well.  They don't need any help.";
	text1 = "_But they do!  So many lost relatives, so much separation, rejection and isolation...  They sit in the same camp, but live in different worlds.  I...  I want them to be free._";
	text2 = "_But what can I do?  I have no idea, to be quite frank!  There are so many complexes and phobias to sort out that it would take time we don't have._";
	text3 = "_This...  Their diseases of the mind, it will be the end of them._";

begintalknode 53;
	state = 19;
	nextstate = 20;
	condition = get_flag(99,0) == 1;
	question = "I know how you feel.  This fort is depressing.";
	text1 = "_The Empire never cared much about Ivalice.  Not that they would have had to under normal circumstances, either!_";
	text2 = "She caught herself- that was almost treasonous.";
	text3 = "_But this situation can only mean one thing, and that's the deaths of everyone here.  I want these people to have at least some solace before they all die.  Is that too much to ask?_";

begintalknode 54;
	state = 20;
	nextstate = -1;
	condition = get_flag(99,0) == 2;
	question = "They're soldiers, Ivy.  They'll have to deal with it.";
	text1 = "_Well, I know that, dammit!  But these people could use something...  Something more.  Something better and more fulfilling._";
	text2 = "_Life isn't all about murder.  There are things that everyone holds dear- heck, the same thing applies to you, whether or not you want to admit it!_";
	text3 = "_Listen, I don't want to baby these people.  They don't need or want that.  I just want everyone to be happy.  To be a family.  I know you don't understand, or maybe you've forgotten, but that won't stop me._";
	action = END_TALK;
	code = 
		set_flag(14,0,1);
break;

begintalknode 55;
	state = 20;
	nextstate = -1;
	condition = get_flag(99,0) == 1;
	question = "We can only do so much.";
	text1 = "She shakes her head and sighs.  _I...  I know this.  But!  I feel for them._";
	text2 = "_My parents...  They were violent, and they harmed Theo and I.  I'm fine with it now!  I am!  Running away from them, though...  It was difficult.  And dealing with the humiliation, it hurt a lot!  If Theo wasn't there to comfort me..._";
	text3 = "_Listen, I know what it means to be alone in this world.  And from the looks of it, I'm guessing you do too.  You don't have to tell me about it, but it's as clear as day._";
	text4 = "_I don't want others to experience that sort of pain.  Never!_";
	action = END_TALK;
	code = 
		set_flag(14,0,1);
break;

begintalknode 56;
	state = 18;
	nextstate = -1;
	condition = get_flag(14,0) == 1 && get_flag(99,0) == 1;
	question = "Ivy...  There, there.  It's alright.";
	text1 = "She shakes her head and frowns.  _What are you saying!  Can't you see that I'm fine?_";
	text2 = "_It's okay, I don't need it.  I don't.  So don't bother wasting your tears on me!  Okay?_";
	text3 = "She isn't being open with herself entirely, but you can't blame her.  That's a pain you never had to deal with.  Strangely, she is looking towards the Dervish with moistening eyes as she laments.";
	action = END_TALK;

begintalknode 57;
	state = 18;
	nextstate = -1;
	condition = get_flag(14,0) == 1 && get_flag(99,0) == 2;
	question = "...";
	text1 = "She looks up at you.  _Listen..._";
	text2 = "_I know you don't like to open up.  And I don't hate you.  But please, at least be honest with me.  You...  You cry to yourself, right?  At least when nobody's around, right?_";
	text3 = "A pregnant pause passes.";
	text4 = "_...I see.  Well then._";
	action = END_TALK;

begintalknode 58;
	state = -1;
	nextstate = -1;
	question = "Paolo";
	text1 = "This archer seems like he would be very sociable in another setting, although that's very reasonable given the setting.";
	text2 = "Unfortunately, this archer is also sleeping right now, so you leave him alone.  Rest must be scarce here, and you would hate to rob him of his only genuine reprieve for the next few days, if not the rest of his life.";
	action = END_TALK;

begintalknode 59;
	state = -1;
	nextstate = -1;
	question = "Rufus";
	text1 = "This man is well-armed in general, well-kept and tidy.  He would probably be a very anal person, were he awake.";
	text2 = "Alas, speaking to him will not happen unless you wake him, which would be very rude.  Sleep is, by the looks of things, a rarity here.  Depriving him of any would be cruel.";
	action = END_TALK;

begintalknode 60;
	state = -1;
	nextstate = -1;
	question = "Gregor";
	text1 = "What a beast!  This man's physique is intimidating, if not lithe or toned.  It is, all in all, a muscle-bound vessel to be certain.  The man, although you cannot be certain, appears to be poorly educated.";
	text2 = "He is asleep, and also snoring fairly loudly.  You leave him be out of politesse.";
	action = END_TALK;

// DERVISH MALACHAI

begintalknode 61;
	state = -1;
	nextstate = 21;
	question = "Dervish Malachai";
	text1 = "This man is the leader of the fortress, but even without his armor, you would know it immediately.  He has deep, focussed eyes that see everything around him, and he stands perfectly still in a zen-like state.";
	text2 = "A true Dervish acts this way.  A true servant of the Empire, sound of mind and quick to action, possesses himself as such.  But beyond the military nirvana, there's something more.";
	text3 = "He seems, if not disconnected, at least at ease with the situation around him.  Even the most capable men in the military would be fretting, but this man exudes an aura of incredibly profound contentedness.  His ease translates to your ease.";
	text4 = "He looks at you with a loose smile and a relaxed visage.  More so than anyone you've encountered before, this man respects you for coming here.  Furthermore, he is not demanding for your respect; his mannerisms ask for it.";
	text5 = "He still sits here, awaiting your word to restart conversation.  He is still smiling, effortlessly restraining the normal militaristic inclination to give out orders retroactively.";
	text6 = "It is, admittedly, a great relief.";
	action = INTRO;
	code = 
		set_flag(99,2,1);
break;

begintalknode 62;
	state = 21;
	nextstate = -1;
	condition = get_flag(23,0) == 0;
	question = "Greetings, Dervish.";
	text1 = "He nods.  _Hello, soldiers.  It's nice seeing you here.  I am Malachai, and I lead these soldiers in defending this fortress.  But enough about me, what brought you here, and why are you covered with flecks of blood?_";
	text2 = "He nods.  _Hello, soldier.  It's nice seeing you here.  I am Malachai, and I lead these soldiers in defending this fortress.  But enough about me, what brought you here, and why are you covered with flecks of blood?_";
	code = 
		if(party_size() == 1)
			remove_string(1);
		if(party_size() > 1)
			remove_string(2);
		set_flag(23,0,1);
break;

//	USED WITH MAXWELL, NOT MALACHAI

begintalknode 63;
	state = 24;
	nextstate = -1;
	condition = get_flag(99,0) == 1 && get_flag(5,0) >= 6;
	question = "He's a good man.";
	text1 = "Yes, I agree completely.  You're very compassionate to a person who just shouted at you like I did.  And I apologize- you didn't deserve it.  Do you...  Know of Duke Eubans?_";
	text2 = "That's a rhetorical question and Maxwell knows it.  Duke Eubans is a powerful presence in Kalzas and is the representative to the Marquis of Northwestern Valorim.";
	text3 = "_Duke Eubans was attacked by a bizarre, magical anomaly some months ago.  I was one of his personal guards, a vassal, a servant, a friend, and a coward.  I fled when things started to look pear-shaped.  I thought my Duke would die._";
	text4 = "_As fate would have it, the Duke survived, but was severely beaten.  He refused to speak to me afterwards.  He hardly spoke to anyone.  His words spoke of confidence, but inside, he felt betrayed and I knew it.  I haven't spoken with him since._";
	text5 = "_I...  I can't forgive myself for it.  I'm sorry.  All I can do now is serve the Dervish and hope for redemption._  He turns his head away in shame.";
	action = END_TALK;
	code = 
		set_flag(8,0,1);
break;

begintalknode 64;
	state = 21;
	nextstate = -1;
	condition = get_flag(23,0) == 1;
	question = "(Describe the ambush)";
	text1 = "Malachai hunches close to you while you tell the story.  The other soldiers here pretend not to listen, but each of them is looking at you- at least, those not already asleep.";
	text2 = "Malachi in particular flinches as you describe how each soldier in your unit was killed.  His face doesn't contort into a contrived frown, though.  He seems to look inward when you mention the deaths, and his visage becomes one of pain.";
	text3 = "_I...  I'm so sorry.  Nobody should have to kill these poor, misguided creatures after watching one's friends die in a single, fell swoop._";
	code = 
		set_flag(23,0,2);
break;

begintalknode 65;
	state = 21;
	nextstate = -1;
	condition = get_flag(23,0) == 2 && get_flag(99,0) == 2;
	question = "You actually feel pity for those beasts?";
	text1 = "He shakes his head and frowns.  _They don't know what they do.  They think they fight for the freedom of their people.  Heck, they even think that they might win._";
	text2 = "_I will be blunt with you.  I believe that these nephils should have most if not all of their land back.  Failing that, though, I do not believe that they should have attacked us._";
	text3 = "_This whole situation is not liberating them.  It is merely enslaving them to a different cause.  Remember, they too have feelings of their own._";
	code = 
		set_flag(23,0,3);
break;

begintalknode 66;
	state = 21;
	nextstate = -1;
	condition = get_flag(23,0) == 2 && get_flag(99,0) == 1;
	question = "Most do not feel pity for the nephilim.";
	text1 = "He nods his head.  _You are right, most do not.  And I do not blame them for this.  In this fort alone, we have had twenty casualties.  They were all friends to me._";
	text2 = "_Erik, Simon, Sean, Bishop, Watts, Edwin, Brian, Michael, David, Clarence, Robert, Joseph, Thomas, Johnathan, Harold, Susanne, Tobit, Jack, Link and Marilynn...  I remember you all._";
	text3 = "_But...  I understand what you had to do when you slew those nephils.  I know how much I would hurt inside having to fight misguided souls after my friends had been slain._";
	text4 = "_I'm sorry you had to go through that.  I can only hope that I can make your life easier, now that you're here._";
	code = 
		set_flag(23,0,3);
break;

begintalknode 67;
	state = 21;
	nextstate = -1;
	condition = get_flag(23,0) == 3;
	question = "What's the status of Fort Ivalice?";
	text1 = "_Look around.  We're in a mess.  Including myself, there's only twelve of us.  I'm glad to have you, but you don't make much of an addition..._";
	text2 = "_We have a bit of food from raids, but nothing spectacular.  Hardly enough to keep us alive.  The archers have enough arrows to fire for a long time, but with all of their arrows, they'd only kill a quarter of the nephilim out there._";
	text3 = "_Worst of all, their numbers keep on growing- the Ratbane Revival is in full gear.  When we were still able to send out scouts, we saw nephils coming into the northern half of this province more and more by the day._";
	text4 = "_I'll be blunt.  This fort will be difficult to defend._";
	code = 
		set_flag(23,0,4);
break;

begintalknode 68;
	state = 21;
	nextstate = -1;
	condition = get_flag(23,0) == 4 && party_size() == 1;
	question = "So what would you have me do, Dervish Malachai?";
	text1 = "_I want you here.  I will be blunt- fending off a large nephilim raid by yourself is an incredible task.  You could be worth nine or ten soldiers to us easily._";
	text2 = "You tell him that your orders are to assist the fort only if it still exists and if it is possible to do so.  He nods.";
	text3 = "_Fellow, you needn't have told me that.  I know how to handle rebellions by the books.  What we have here, though, is the real thing.  Real nephils attacking real fortresses.  It is not a game._";
	text4 = "_Still, it is therefore up to you to make the judgment call on this issue.  You may stay here with us and defend Fort Ivalice, or you may return to Kalzas and request reinforcements._";
	text5 = "_But friend...  I want you to know that I respect your abilities, and that we need you here.  Desperately._";
	code = 
		set_flag(23,0,5);
break;

begintalknode 69;
	state = 21;
	nextstate = -1;
	condition = get_flag(23,0) == 4 && party_size() > 1;
	question = "So what would you have us do, Dervish Malachai?";
	text1 = "_I want you here.  I will be blunt- fending off a large nephilim raid by yourselves is an incredible task.  You could be worth nine or ten soldiers to us easily._";
	text2 = "You tell him that your orders are to assist the fort only if it still exists and if it is possible to do so.  He nods.";
	text3 = "_Fellows, you needn't have told me that.  I am well aware of the way the Empire handles rebellions on the books.  What we have here, though, is the real thing.  Real nephils attacking real fortresses.  It is not a game._";
	text4 = "_Still, it is therefore up to you to make the judgment call on this issue.  You may stay here with us and defend Fort Ivalice, or you may return to Kalzas and request reinforcements._";
	text5 = "_But friends...  I want you to know that I respect your abilities, and that we need you here.  Desperately._";
	code = 
		set_flag(23,0,5);
break;

begintalknode 70;
	state = 21;
	nextstate = -1;
	condition = get_flag(23,0) == 5 && get_flag(99,0) == 1;
	question = "Staying would be very difficult and dangerous.";
	text1 = "He sighs.  _I am sorry, but this I cannot deny.  And I can only tell my appreciation to those around me, my soldiers.  Nothing I can do will ever be worth the risks they go through for their Emperor and me._";
	text2 = "_But I cannot stand by.  These nephils are numerous, but where they have numbers, we have might and conviction.  We are trained, whereas they, as you probably noticed, are not.  Besides, we are much better armed._";
	text3 = "_Their tacticians are also inept, even though you might not believe this.  Their surprise tactic is the only one that works, and it only works once or twice before you know how to counter it._";
	text4 = "_All of that would change, though, if we were to fall here.  They would have an easily defendable fort where they actually could hold off our troops for years._";
	code = 
		set_flag(23,0,6);
break;

begintalknode 71;
	state = 21;
	nextstate = -1;
	condition = get_flag(23,0) == 5 && get_flag(99,0) == 2;
	question = "Impossible.";
	text1 = "He shakes his head.  _If it's impossible, then leave.  I, for one, disagree with that._";
	text2 = "_I cannot stand by.  These nephils are numerous, but where they have numbers, we have might and conviction.  We are trained, whereas they, as you probably noticed, are not.  Besides, we are much better armed._";
	text3 = "_Their tacticians are also inept, even though you might not believe this.  Their surprise tactic is the only one that works, and it only works once or twice before you know how to counter it._";
	text4 = "_All of that would change, though, if we were to fall here.  They would have an easily defendable fort where they actually could hold off our troops for years._";
	code = 
		set_flag(23,0,6);
break;

begintalknode 72;
	state = 21;
	nextstate = -1;
	condition = get_flag(23,0) == 6 && party_size() > 1;
	question = "...Dervish Malachai, you genuinely want us to stay?";
	text1 = "He smiles.  _Absolutely!  Do you doubt me somehow?  If so, then don't.  You seem like very levelheaded individuals.  We need more people like you around here.  Seriously!_";
	text2 = "_Again, it's your choice.  But if you were to stay, I'd be infinitely grateful.  We all would be._";
	code = 
		set_flag(23,0,7);
break;

begintalknode 73;
	state = 21;
	nextstate = -1;
	condition = get_flag(23,0) == 6 && party_size() == 1;
	question = "...Dervish Malachai, you genuinely want me to stay?";
	text1 = "He smiles.  _Absolutely!  Do you doubt me somehow?  If so, then don't.  You seem like a very levelheaded individual.  We need more people like you around here.  Seriously!_";
	text2 = "_Again, it's your choice.  But if you were to stay, I'd be infinitely grateful.  We all would be._";
	code = 
		set_flag(23,0,7);
break;

begintalknode 74;
	state = 21;
	nextstate = -1;
	condition = get_flag(23,0) == 7 && party_size() == 1;
	question = "No, Malachai.  I will not join you.";
	text1 = "He sighs and hangs his head.  _I...  Gave you the option, didn't I?_";
	text2 = "_Yes.  Yes, I gave you the option.  Feel free to leave if you want, I won't stop you.  But if you want to stay, I will still be here.  So keep that in mind._";
	text3 = "He's visibly disappointed, but manages to crack a smile anyway.";
	action = END_TALK;
	code = 
		set_flag(5,0,6);
break;

begintalknode 75;
	state = 21;
	nextstate = -1;
	condition = get_flag(23,0) == 7 && party_size() > 1;
	question = "No, Malachai.  We will not join you.";
	text1 = "He sighs and hangs his head.  _I...  Gave you the option, didn't I?_";
	text2 = "_Yes.  Yes, I gave you the option.  Feel free to leave if you want, I won't stop you.  But if you want to stay, I will still be here.  So keep that in mind._";
	text3 = "He's visibly disappointed, but manages to crack a smile anyway.";
	action = END_TALK;
	code = 
		set_flag(5,0,6);
break;

begintalknode 76;
	state = 21;
	nextstate = 22;
	condition = get_flag(23,0) == 7 && party_size() > 1;
	question = "Yes.  We will join you.";
	text1 = "_So go ahead and ask any questions that enter your mind.  I'm here for you now, as any self-respecting officer should be._";
	code = 
		reset_dialog();
		add_dialog_str(0,"Dervish Malachai grasps both of your hands and shakes them anxiously.  _Thank you, thank you, thank you!_",0);
		add_dialog_str(1,"_This is an honor.  I should be used to it now, due to the altruism of the saints who serve under me, but the thrill of knowing that you would risk your lives to help this effort honors me, soldiers._",0);
		add_dialog_str(2,"_Wait just a second, okay?_  You do so, whilst Malachai runs off towards the northeastern building.  Two minutes later, he runs towards the northwestern building.  A few moments later, he gets back to where he was standing through the other side.",0);
		add_dialog_str(3,"_I've unlocked this fort for you- everything except for the controls to this fort, the only key to which is on my person.  You should be able to access everything we have and then some._",0);
		add_dialog_str(4,"_We don't have much, seeing as how we've easily exhausted whatever supplies we have, we've cannibalized our arrows and we've picked up the best armor we could use and manage.  Other than that, you're free to everything here EXCEPT for the food._",0);
		add_dialog_str(5,"_If there's anything you need to ask, feel free.  Meanwhile, with this extra manpower I've just received, I'm going to have to start thinking of an effective plan to take the war to the enemy._",0);
		bmessage = run_dialog(1);
		set_terrain(45,28,30);
		set_terrain(28,16,31);
		set_terrain(19,28,30);
		set_terrain(14,28,30);
		set_terrain(36,45,33);
		set_flag(6,0,1);
		set_flag(23,0,8);
		set_flag(5,0,7);
break;

begintalknode 77;
	state = 21;
	nextstate = 22;
	condition = get_flag(23,0) == 7 && party_size() == 1;
	question = "Yes.  I will join you.";
	text1 = "_So go ahead and ask any questions that enter your mind.  I'm here for you now, as any self-respecting officer should be._";
	code = 
		reset_dialog();
		add_dialog_str(0,"Dervish Malachai grasps both of your hands and shakes them anxiously.  _Thank you, thank you, thank you!_",0);
		add_dialog_str(1,"_This is an honor.  I should be used to it now, due to the altruism of the saints who serve under me, but the thrill of knowing that you would risk your lives to help this effort honors me, soldier._",0);
		add_dialog_str(2,"_Wait just a second, okay?_  You do so, whilst Malachai runs off towards the northeastern building.  Two minutes later, he runs towards the northwestern building.  A few moments later, he gets back to where he was standing through the other side.",0);
		add_dialog_str(3,"_I've unlocked this fort for you- everything except for the controls to this fort, the only key to which is on my person.  You should be able to access everything we have and then some._",0);
		add_dialog_str(4,"_We don't have much, seeing as how we've easily exhausted whatever supplies we have, we've cannibalized our arrows and we've picked up the best armor we could use and manage.  Other than that, you're free to everything here EXCEPT for the food._",0);
		add_dialog_str(5,"_If there's anything you need to ask, feel free.  Meanwhile, with this extra manpower I've just received, I'm going to have to start thinking of an effective plan to take the war to the enemy._",0);
		bmessage = run_dialog(1);
		set_terrain(45,28,30);
		set_terrain(28,16,31);
		set_terrain(19,28,30);
		set_terrain(14,28,30);
		set_terrain(36,45,33);
		set_flag(6,0,1);
		set_flag(23,0,8);
		set_flag(5,0,7);
break;

begintalknode 78;
	state = 21;
	nextstate = 22;
	condition = get_flag(23,0) > 7;
	question = "Greetings, Dervish Malachai.";
	text1 = "_Hello!  What can I do for you today?_";

begintalknode 79;
	state = 22;
	nextstate = -1;
	question = "What supplies do you have?";
	text1 = "_Well, we have no shortage of good weapons.  Most of us are either better armed or have pet weapons, though, so we don't mind your taking any of the armaments there.  And don't worry about arrows, we have plenty of those too._";
	text2 = "_There's two sets of armor that are pretty rough around the edges, but if you're currently protecting yourself with bare skin, they're an improvement, I guess.  They're bulky and ineffective, though._";
	text3 = "_There's a bunch of alchemical reagents that we can't use.  There's also magic books captured in the same raid.  They probably have something to do with the herbs, but I can't read magic for the life of me._";
	text4 = "_Again, help yourself to everything except for the food._";

begintalknode 80;
	state = 22;
	nextstate = -1;
	question = "How is this fort laid out?";
	text1 = "_Well, there are the barracks that we don't use to the southwest.  There's also a totally unfurnished forge to the southeast.  Administrative facilities, currently unused, are to the northeast.  That's where my room is, by the way._";
	text2 = "_The entrance to the Ivalice Mines is in the building to the northeast.  Currently, the mines are locked up by a gate downstairs because of a nasty infestation of nephils who plugged that exit._";
	text3 = "_The mines would be convenient to escape from, but since the fall of Fort Ivalice would make this province very easy to defend for the nephs, I'd rather just not have to retreat._";

begintalknode 81;
	state = 22;
	nextstate = -1;
	question = "Why don't you use the barracks?";
	text1 = "_We can't sleep for very long here...  The twelve of us are the bare minimum needed to defend this place.  Any fewer, and we'd all be killed in one of their surprise raids.  No, having people sleep inside on comfortable beds is a non-option._";
	text2 = "_You can sleep in the barracks if you want, but I'd recommend sleeping in the southeastern one.  The other two haven't been used at all since we've been here, and the northeastern one hasn't been used since we knew we couldn't sleep in beds anymore._";

begintalknode 82;
	state = 22;
	nextstate = 25;
	condition = (get_flag(7,0) > 0 || get_flag(8,0) > 0 || get_flag(9,0) > 0 || get_flag(10,0) > 0 || get_flag(11,0) > 0 || get_flag(12,0) > 0 || get_flag(13,0) > 0 || get_flag(14,0) > 0) && party_size() > 1;
	question = "We spoke for a while with one of your soldiers...";
	text1 = "_Yes?  Which one did you have a chat with?_";

begintalknode 83;
	state = 22;
	nextstate = 25;
	condition = (get_flag(7,0) > 0 || get_flag(8,0) > 0 || get_flag(9,0) > 0 || get_flag(10,0) > 0 || get_flag(11,0) > 0 || get_flag(12,0) > 0 || get_flag(13,0) > 0 || get_flag(14,0) > 0) && party_size() == 1;
	question = "I spoke for a while with one of your soldiers...";
	text1 = "_Yes?  Which one did you have a chat with?_";

begintalknode 84;
	state = 25;
	nextstate = -1;
	condition = get_flag(7,0) > 0 && get_flag(99,0) == 1;
	question = "Anthony seems like a sensitive man.";
	text1 = "_He is.  Anthony, he loves his sister more like a father loves his daughter.  Priscilla has been the topic of lots of campfire discussions...  Lots of them._";
	text2 = "_If we leave here alive, I'd deign to meet her.  She must be a sweet girl indeed._";

begintalknode 85;
	state = 25;
	nextstate = -1;
	condition = get_flag(7,0) > 0 && get_flag(99,0) == 2;
	question = "Anthony seems like a regular wimp.";
	text1 = "_Anthony?  No, not at all.  You should see him with a sword.  He is far more nimble in combat than the average opponent we face, and that's saying something!";
	text2 = "_He's a great warrior.  Don't get the wrong impression about him just because he's open about loving somebody.  Thanks._";

begintalknode 86;
	state = 25;
	nextstate = -1;
	condition = get_flag(8,0) > 0 && get_flag(99,0) == 1;
	question = "Maxwell is needlessly guilty.";
	text1 = "_Maxwell served under Duke Eubans.  He probably told you this, but Eubans was attacked a month ago by an odd-looking nephil.  Investigators say that it is not a nephil._";
	text2 = "_They say it was a bizarre, extinct feline creature totally distant from the kitties, but the kitties remind Maxwell of his guilt anyway._";

begintalknode 87;
	state = 25;
	nextstate = -1;
	condition = get_flag(8,0) > 0 && get_flag(99,0) == 2;
	question = "Maxwell is psychotic.";
	text1 = "_He is...  Easily provoked.  I apologize on his behalf.  But please, try to identify with him.  He failed Duke Eubans, his old master and lifelong friend, because he fled from a magic-wielding, feline humanoid._";
	text2 = "_Being here has not been easy on him.  Please understand this._";

begintalknode 88;
	state = 25;
	nextstate = -1;
	condition = get_flag(9,0) > 0 && get_flag(99,0) == 1;
	question = "Lloyd is psychotic.";
	text1 = "_Lloyd's story is one long, drawn-out tragedy.  He served under General Foottracer, the brutal murderer and the devil responsible for this whole mess.  He was untaught all morality, and was ordered to learn the art of sadism._";
	text2 = "_Pity him.  His life has been a disaster, and he will likely die before knowing happiness again._";

begintalknode 89;
	state = 25;
	nextstate = -1;
	condition = get_flag(9,0) > 0 && get_flag(99,0) == 2;
	question = "Lloyd is neat.";
	text1 = "_Lloyd?  Neat?  He is powerful, to be sure.  But that is all he is.  He has been altered by General Foottracer ten years ago.  Now, he is one long scream trying to escape a hyper-violent shell.";
	text2 = "_I do not think that my words can accurately describe the torment of that man's soul._";
	text3 = "_I shouldn't tell you this, but Foottracer was supposedly executed for war crimes.  This is not true- he resides in a sequestered mansion in the richer areas of the capital city of Solaria._";
	text4 = "_The things Lloyd had to do for him...  Foottracer is a devil.  He does not deserve mercy.  If I leave this place alive, I will persecute him for sure._";
	code = 
		set_flag(24,0,2);
break;

begintalknode 90;
	state = 25;
	nextstate = -1;
	condition = get_flag(10,0) > 0 && get_flag(99,0) == 1;
	question = "Janet is very sensitive.";
	text1 = "_Sensitive...  Yes, that is a good way to put it.  Sensitive.  I was going to keep this from you, but you were extremely respectful when you spoke with her..._";
	text2 = "_Janet was fighting brigands a few years ago, and lost.  They...  Well, they're brigands, and she was an attractive young lady.  She has been 'sensitive' ever since._";

begintalknode 91;
	state = 25;
	nextstate = -1;
	condition = get_flag(10,0) > 0 && get_flag(99,0) == 2;
	question = "Janet is a regular hussy.";
	text1 = "Malachai flinches.  _You really shouldn't say that.  You don't understand her circumstances.  If you knew, then..._";
	text2 = "_Listen, I know how you can come to this conclusion, but take my word for it- you're wrong.  Janet is a beautiful woman on the inside as well._";

begintalknode 92;
	state = 25;
	nextstate = -1;
	condition = get_flag(11,0) > 0 && get_flag(99,0) == 1;
	question = "Do you know about Acacia's sister?";
	text1 = "He shakes his head and sobs.  _Acacia, yes...  I know about her sister.  I cannot imagine having the soul of a loved one die like that..._";
	text2 = "_I pity her.  I wish I could bring her sister back from the dead.  But I can't.  And so it goes._  He does not say who Acacia's sister is by name.";

begintalknode 93;
	state = 25;
	nextstate = -1;
	condition = get_flag(11,0) > 0 && get_flag(99,0) == 2;
	question = "Acacia is a real hag.";
	text1 = "_Acacia?  No way.  She has concerns too.  Her heart aches every time she has to look towards her sister and see those cold, unforgiving eyes.  She has no love from that woman._";
	text2 = "_Maybe you do not know about General Foottracer, but that man did not just ruin nephils' lives.  His soldiers all died on the inside, or tried to flee and were killed.  Try to understand._";

begintalknode 94;
	state = 25;
	nextstate = -1;
	condition = get_flag(13,0) > 0 && get_flag(99,0) == 1;
	question = "Hunter is an interesting man.";
	text1 = "_An interesting man, eh?  He seems more like a chauvinist to me, with an individualist streak and a refusal to help others for the sake of his ideals._";
	text2 = "_But for all of that and then some, I forgive him.  His father owned a wealthy logging operation in Pralgrad that went under.  Hunter's dad beat his wife severely, and killed himself on the inside with wine._";
	text3 = "_His ideas...  They spring from this emptiness, and he is far kinder than his circumstances would indicate._";

begintalknode 95;
	state = 25;
	nextstate = -1;
	condition = get_flag(13,0) > 0 && get_flag(99,0) == 2;
	question = "Hunter is a dweeb.";
	text1 = "_Hunter is not a dweeb.  He is a child of fortune, save for when his father's logging company went under.  Hunter's mom was beaten, and alcoholism ruled._";
	text2 = "_So maybe his ideas are a bit off.  Better that than he partake in the same spirits that spirited away the last vestibules of his father's humanity.  I admire him deeply despite his flawed ideology._";

begintalknode 96;
	state = 25;
	nextstate = -1;
	condition = get_flag(12,0) > 0 && get_flag(99,0) == 1;
	question = "Isabel...  What a poor girl.";
	text1 = "Malachai clenches his fists.  _I agree completely.  Isabel's soul was raped by a demon wearing an Imperial Crest who goes by the name of General Foottracer._";
	text2 = "_I shouldn't tell you this, but Foottracer was supposedly executed for war crimes.  This is not true- he resides in a sequestered mansion in the richer areas of the capital city of Solaria._";
	text3 = "_The things Isabel had to do for him...  Foottracer is a devil.  He does not deserve mercy.  If I leave this place alive, I will persecute him for sure._";
	code = 
		set_flag(24,0,2);
break;

begintalknode 97;
	state = 25;
	nextstate = -1;
	condition = get_flag(12,0) > 0 && get_flag(99,0) == 2;
	question = "Isabel is a strange one.";
	text1 = "_Strange is a word ten shades too light to apply to that murderer.  She is not just strange- she is perturbed, psychotic, and almost dead on the inside._";
	text2 = "_But I feel for her.  I feel her pain.  Every time I kill, I know how easy it is to depreciate the lives I take.  But to be ordered to do so...  It must have been sorrow, the likes of which we cannot understand._";

begintalknode 98;
	state = 25;
	nextstate = -1;
	condition = get_flag(14,0) > 0 && get_flag(99,0) == 1;
	question = "Ivy is a sweet and kind woman.";
	text1 = "_Ivy...  Dearest Ivy...  She is perhaps the most selfless person I know.  She is constantly speaking with the soldiers here, soothing their pains, easing their tensions, and making us all closer._";
	text2 = "Malachai leans in close.  _I should not feel this way, but if we live, I will most certainly leave the military and propose to her._";
	text3 = "The Dervish pulls back with somewhat flushed cheeks and an expression designed to counter his embarrassment.";

begintalknode 99;
	state = 25;
	nextstate = -1;
	condition = get_flag(14,0) > 0 && get_flag(99,0) == 2;
	question = "Ivy is kind, but an idealist.";
	text1 = "Malachai sighs.  _Ivy...  Oh, Ivy...  She stops at nothing to make this place better.  Maybe she goes to far, but as for me, I would never stop trying to make us all a family._";
	text2 = "_In the most pragmatic stance, I imagine, a community that shares sisterly and brotherly bonds is much more apt towards protecting its own members.  If there is one person here who I would thank for that, it is her._";
	text3 = "_Ivy..._  Malachai almost relishes saying her name, and does so in a deep and emotive tone, defined by soulfulness and desire.  It is humiliating to see him act this way.";

begintalknode 100;
	state = 22;
	nextstate = -1;
	question = "What are your orders now?";
	text1 = "He laughs.  _You!  This devotion, I am sorry, is truly entertaining._";
	text2 = "_You kill a small army of nephilim before you're able to get a wink of rest, listen to me ramble on about this fortress for what had to have been a half hour, and then ask for orders?_";
	text3 = "_Rest, soldiers!  You've earned it.  Rest well.  Heck, use the the southeast barrack.  I will wake you up tomorrow.  Fret not, you will have plenty of orders yet!  For now, though, rest._";
	text4 = "_Rest, soldier!  You've earned it.  Rest well.  Heck, use the southeast barrack.  I will wake you up tomorrow.  Fret not, you will have plenty of orders yet!  For now, though, rest._";
	code = 
		if(party_size() > 1)
			remove_string(4);
		if(party_size() == 1)
			remove_string(3);
break;

begintalknode 101;
	state = 22;
	nextstate = -1;
	question = "Where did you get that glowing armor?";
	text1 = "_This...  I was fighting a ferocious, beast-sized nephil warrior.  He walked boldly into the fort alone one day, and called himself Zenbu, greatest among the nephils._";
	text2 = "_I fought him, and used my technique to maim him thoroughly and dismantle the hooks on his armor.  He was fighting profoundly well and could have won if he tried harder, but when his armor dropped, he fled._";
	text3 = "_Something needs to be done about Zenbu in the near future.  With a brute like that at the head of an army, the nephils' threat becomes that much more real._";

begintalknode 102;
	state = -1;
	nextstate = 26;
	question = "Dervish Malachai";
	text1 = "The Dervish is standing here, waiting for you.  He seems to be somewhat anxious to get going.";

begintalknode 103;
	state = 26;
	nextstate = -1;
	condition = get_flag(99,0) == 2;
	question = "No offense, sir, but it's very early...";
	text1 = "He nods.  _I know!  Better time to get stuff done._";

begintalknode 104;
	state = 26;
	nextstate = -1;
	condition = get_flag(99,0) == 1;
	question = "Have you gotten any rest, sir?";
	text1 = "He shakes his head.  _Don't fret for my sake.  ";

begintalknode 105;
	state = 26;
	nextstate = -1;
	question = "Did any nephils attack in the night?";
	text1 = "_Mm.  Thankfully, no.  Many of the other soldiers also had some decent rest last night._";

begintalknode 106;
	state = 26;
	nextstate = 27;
	question = "What's the big plan?";
	text1 = "_Well, I'm glad you asked.  There's a party of nephilim to the east.  Last night while you slept, I sent Anthony in to investigate the war party, and we came to the conclusion that the raid on Biggs' party came from that camp._";
	text2 = "_Their numbers have been significantly depleted.  I believe that with one surgical blow, we might be able to debilitate that base of operations, preventing them from raiding Fort Ivalice for a long while._";

begintalknode 107;
	state = 27;
	nextstate = 28;
	question = "How, exactly, will this be done?";
	text1 = "_There are two entrances, a front and a rear.  I will go through whichever one is closest to the majority of the enemies.  You can plug up the other exit, preventing cowards from fleeing._";
	text2 = "_If the majority of them flee, which I doubt, then I'll begin pursuit and support you if you get overcrowded._";

begintalknode 108;
	state = 28;
	nextstate = -1;
	condition = party_size() == 2;
	question = "What about my partner?";
	text1 = "_Your partner-in-arms will stay here.  We don't want to have any more people going than we need to, and considering their reduced numbers, two should be enough.  Any more will draw unneeded attention._";

begintalknode 109;
	state = 28;
	nextstate = -1;
	condition = party_size() > 2;
	question = "What about my partners?";
	text1 = "_Your partners-in-arms will stay here.  We don't want to have any more people going than we need to, and considering their reduced numbers, two should be enough.  Any more will draw unneeded attention._";

begintalknode 110;
	state = 28;
	nextstate = -1;
	question = "So when do we leave?";
	text1 = "_We leave now!  There's only so much time left in the morning before the sun will be bright and our opponent will have regained its wits.  Let's go to the west.  I'll lead the way so that we don't get lost._";
	text2 = "(Dervish Malachai has joined the party.)";
	action = END_TALK;
	code = 
		add_char_to_party(19);
		set_flag(26,0,2);
break;
