//==============================================================================
// Mini-map Information
//==============================================================================

B02_MiniMap_01 = {
 - 򽫾ȡ򱨡
}

B02_MiniMap_02 = {
װֿ - ೤ɽװ벹ƷĽס
}

B02_MiniMap_03 = {
± - ±೤СƳԱ
}

B02_MiniMap_04 = {
ҽ - ҽٽҽƷĽס
}

B02_MiniMap_05 = {
ά޳ - ݷά޳ӻĮ°ĳ
}

B02_MiniMap_06 = {
 - СӴ뿪ﱤսۡ
}
//==============================================================================
//==============================================================================
// Speech File for Bunker 02
//Version 1.4
// The format for the speech file is explained in the README.txt file in the
// speech file directory.
//
//==============================================================================
//******************************************************************************

//******************************************************************************
// FIXTURES OF THE BUNKER
//******************************************************************************

//******************************************************************************
//==============================================================================
// Name: Scribe Caligari
// Role: Quarter-Master of the Second Initiates.
// Background: Caligari is a thin, wiry man in his late thirties. He has dark 
// hair, and shifty eyes. He dresses in the traditional robes of the scribes.
// He doles out equipment that the player might need or want.
//
// Location: Equipment Room
// Appears: End 03
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A00: Caligari will introduce himself when he speaks with the 
// player for the first time. Speaking to him will initiate the equipment
// screen for the Quarter-Master.
//------------------------------------------------------------------------------
B02_Caligari_A00_W = {
Ϣսʿ\n\n

ҵǿǸľ೤
˵ʱϢΪҵĲֿײص㡣
Ĺǵճأڼաҵġκһװʱձ׼ʽС\n\n
}
//==============================================================================


//==============================================================================
// Situation A01: If the player has already met Octavius, (Why does it make a //difference? It's a different person. DL) he will use a 
// very short line to initiate the Quarter-Master equipment selection screen.
//------------------------------------------------------------------------------
B02_Caligari_A01 = { ǿ̸̸ }
//==============================================================================


//==============================================================================
// Situation B: Caligari has some random lines of his own.
//------------------------------------------------------------------------------
B02_Caligari_B00 = { ͷôô }
B02_Caligari_B01 = { ...õٶඩһЩ׵ }
B02_Caligari_B02 = { ҵľȥˣ }
B02_Caligari_B03 = { ٵһĿ }
B02_Caligari_B04 = { ûӽȥ }
B02_Caligari_B05 = { š }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Peck.
// Role: Mechanic.
// Background: Peck is one of the five mechanics working in the bunkers. Peck
// is a dark-haired man who has a face that can charm the ladies.
//
// Location: Vehicle Depot
// Appears: End 03
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A00: Peck has his initial greeting. After this, he will 
// switch to one of the random lines in Situation B.
//------------------------------------------------------------------------------
B02_Peck_A00 = { ˣǸеʦʱΪʲôҿΪЧ͵սʿ }
//==============================================================================


//==============================================================================
// Situation B: Peck's random greetings after the initial greeting. These
// lines are selected at random everytime the player needs to talk to the 
// mechanic.
//------------------------------------------------------------------------------
B02_Peck_B00 = { ҵְ֧ԮЩսʿ }
B02_Peck_B01 = { ܰʲôæǹøɣ }
B02_Peck_B02 = { ݹҷ }
B02_Peck_B03 = { ʱ΢ЦȺ }
B02_Peck_B04 = { ʲôҿΪЧ͵ }
B02_Peck_B05 = { Ҫʲô }
//==============================================================================


//==============================================================================
// Situation C: Peck's random lines. He is mostly concerned with his work.
//------------------------------------------------------------------------------
B02_Peck_C00 = { װѾջˡ }
B02_Peck_C01 = { ͽǰѪϴɾ٣ }
B02_Peck_C02 = { ĥƶ }
B02_Peck_C03 = { һǸļһ￪ĳ }
B02_Peck_C04 = { »ܹม }
B02_Peck_C05 = {  }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Scribe Celsius
// Role: Medical Officer in the Brotherhood.
// Background: Celsius is simply the medic inside the bunker. The player can 
// visit him whenever healing is needed. He will be busy tending to the wounds 
// of the injured soldiers.
//
// Celsius is dressed in robes, he is considered one of the Elders. He is a
// master surgeon and a scholar. Celsius has a deep voice and a confident air 
// about him. He never betrays any hint that he is uncertain of his skills.
//
// I would picture him as having white, graying hair. He might even look a 
// little like the Diablo II Necromancer.
//
// Celsius will follow the player from bunker to bunker until Bunker 03.
// Once the player has moved to Bunker 03, the other replacement medic, 
// Jeffrey, takes over.
//
// Location: Infirmary
// Appears: End 03
// Removed: End 07
//==============================================================================


//==============================================================================
// Situation A00: Celsius' introduction. Celsius will introduce himself the 
// first time the player talks to him. He will explain that they can return 
// anytime for healing. After talking, the player has a chance to either
// barter for medicine, or exit the conversation. Either way may allow Celsius 
// to heal the player's party completely.
//
// This is used only if Celsius has not previously spoken to the player.
//------------------------------------------------------------------------------
B02_Celsius_A00_W = {
ãսʿϣ˹ҽԱǹ١\n\n

κʱ򶼿ԻصﱤҽƷֻҪǵԴ㹻άֵĻҶḺҽΡʱҲṩҰսҽưСҽõϵġ
}
//==============================================================================


//==============================================================================
// Situation A01: Celsius' second introduction. Celsius will explain that 
// he has been assigned as the doctor. After talking, the player has 
// a chance to either barter for medicine, or exit the conversation. Either 
// way may allow Celsius to heal the player's party completely.
//------------------------------------------------------------------------------
B02_Celsius_A01_W = {

սʿ\n\n

ɻҵǰṩЭһһ·ƽҵĦӦÿԴҴھɵﱤ...ôϣ
}
//==============================================================================


//==============================================================================
// Situation A02: Celsius' repeats. On subsequenty revisits, Celsius will 
// come straight to the point.
//------------------------------------------------------------------------------
B02_Celsius_A02 = { Ҽһ˿ڡ }
//==============================================================================


//==============================================================================
// Situation B: Celsius' random lines. These assume he has one or two patients 
// in the infirmary.
//------------------------------------------------------------------------------
B02_Celsius_B00 = { ţ˿иܵζ }
B02_Celsius_B01 = { еʹҸսɡ }
B02_Celsius_B02 = { Ѿĵע50ccȡ }
B02_Celsius_B03 = { ûûС }
B02_Celsius_B04 = { ɫ䣡ɫ䣡 }
B02_Celsius_B05 = { ϣϲӹ }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Scribe Jeffrey
// Role: Replacement Healer.
// Background: Jeffrey is Celsius' student. He will take over from Celsius 
// once Celsius has moved on. Jeffrey isn't quite as skilled as Celsius which 
// is incentive for the player to stick to the current stage.
//
// Location: Infirmary
// Appears: End 07
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A00: Jeffrey has no text. He quietly tends to the character's 
// wounds. Jeffrey isn't as experienced as Celsius and he shouldn't sell any 
// medical supplies. He might not be able to heal to maximum health or he 
// might not be able to help remove radiation contamination.
//------------------------------------------------------------------------------
B02_Jeffrey_A00 = { Һú㡣 }
//==============================================================================


//==============================================================================
// Situation B: Jeffrey's random text.
//------------------------------------------------------------------------------
B02_Jeffrey_B00 = { ţҲ̫ȷʲô }
B02_Jeffrey_B01 = { Ҵû״ }
B02_Jeffrey_B02 = { Ұָȥʱʹ }
B02_Jeffrey_B03 = { 죡йˡ }
B02_Jeffrey_B04 = { Ǹũ򡢶ʲôҽ٣ }
B02_Jeffrey_B05 = { ԲΪ϶˵ĳӣԺѽзϵĹ }
//==============================================================================
//******************************************************************************

//******************************************************************************
// ENVIRONMENTAL CHARACTERS
//******************************************************************************

//******************************************************************************
//==============================================================================
// Name: Nicholas Kerr.
// Role: Merchant.
// Background: Nicholas Kerr is a thin, rugged, man in his thirties. Time 
// spent in the wastelands has aged him to look ten years older. He wears 
// loose fitting bandages as part of his attire, giving him the appearance of 
// a leper. Kerr often travels between the Brotherhood bunkers in various 
// regions of the wasteland. He is trusted by the Brotherhood and he hold some 
// allegiance to them. He has a knack for acquiring difficult to obtain items.
//
// Kerr will no longer be in the bunker once the player has moved on to 
// Bunker 03.
//
// Location: Equipment Room
// Appears: End 03
// Removed: End 09
//==============================================================================


//==============================================================================
// Situation A00: Nicholas Kerr will introduce himself if the players speak 
// with him to the first time. Speaking with him will initiate the barter
// screen after the dialogue.
//------------------------------------------------------------------------------
B02_Kerr_A00_W = {
ޣҵĺӡǿ˶һǫѷˣ߹ĮǧɽˮΪľҵЩֵܻõϵƷ͹ֶ\n\n

ҵĻɡ֪ҲЩаĶࡡ
}
//==============================================================================


//==============================================================================
// Situation A01: If the player has already met Kerr, he will use a 
// very short line to initiate barter screen.
//------------------------------------------------------------------------------
B02_Kerr_A01 = { ҵĺӣҪö }
//==============================================================================


//==============================================================================
// Situation B: Kerr has some random lines of his own.
//------------------------------------------------------------------------------
B02_Kerr_B00 = { ҴóѾʮˡ }
B02_Kerr_B01 = { Уﲻʵġ }
B02_Kerr_B02 = { ҪĶࡡ }
B02_Kerr_B03 = { ֣ⶫҴŪ... }
B02_Kerr_B04 = { 㿴 }
B02_Kerr_B05 = { 嵭ˡ }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Bradley.
// Role: Ghoul from Quincy who wants to join the Brotherhood.
// Background: Bradley is one of the ghouls who watched the player's squad in 
// action in Quincy. As such, he and his friend, Patches, want to enlist in 
// the Brotherhood.
//
// As with the tribal hopefuls, Bradley only turns up after mission 06 is 
// completed. Once the encounter is done, he will not turn up in subsequent 
// revisits as they will have moved on.
//
// Location: Main Corridor
// Appears: End 06
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A00: Bradley stands around, patiently waiting.
//------------------------------------------------------------------------------
B02_Bradley_A00_W = {

٣ǸЩоȳǳܹʶ㡣\n\n

ҽһðΣȥʳʬɲǼ顣\n\n

ҿж֮Ҿ֪ҵֵܻᡣϣһܹս
}
//==============================================================================




//==============================================================================
// Situation A02: If the player continues to talk to Bradley, he will excuse 
// himself with his good-bye line.
//------------------------------------------------------------------------------
B02_Bradley_A02 = { ֱǲսһ... }
//==============================================================================


//==============================================================================
// Situation B: As Bradley stands around, he has several random remarks.
//------------------------------------------------------------------------------
B02_Bradley_B00 = { һʳʬЩʲô }
B02_Bradley_B01 = { ʳʬȿһ }
B02_Bradley_B02 = { ˲Ƕô...ȫ }
B02_Bradley_B03 = { ƶߺ̫ˡ }
B02_Bradley_B04 = { һطҡһ }
B02_Bradley_B05 = { ϣܹǡ }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Patches
// Role: Bradley's friend.
// Background: Patches is a real crusty ghoul. He is constantly dropping bits 
// of his appendages.
//
// As with the tribal hopefuls, Patches only turns up after mission 06 is 
// completed. Once the encounter is done, he will not turn up in subsequent 
// revisits as they will have moved on.
//
// Location: Main Corridor
// Appears: End 06
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A00: Patches will talk to the player if addressed.
//------------------------------------------------------------------------------
B02_Patches_A00_W = {

˭รޡ\n\n

ǶҡСҲǺ˽Ϊʲôҡร٣ҵĶȥѽҵıֵȥˡ*ɿ*ëˣ\n\n

һ£*ɿ* ҵõһ֫λãҵ˼
}
//==============================================================================


//==============================================================================
// Situation A01: If the player talks to him again, he will talk a little more.
//------------------------------------------------------------------------------
B02_Patches_A01_W = {
죬ˡǺǣ˵ʲô۾Ѵ֮飬** *ɿ* Ŷ...ܻôࡡ\n\n

˵ʲô𣿹ҶܰëҮҵһ¾ͿٿˣҵҪԼװС
}
//==============================================================================


//==============================================================================
// Situation A02: If the player talks to him again, he will excuse himself 
// with his good-bye line.
//------------------------------------------------------------------------------
B02_Patches_A02 = { ҿԸ֡𣿺ٺ١ ** ** }
//==============================================================================


//==============================================================================
// Situation B: As Patches stands around, he will have some random remarks.
//------------------------------------------------------------------------------
B02_Patches_B00 = { ٣ҵĴָȥˣ }
B02_Patches_B01 = { ˿ҵͷ }
B02_Patches_B02 = { รҵָˡ }
B02_Patches_B03 = { ٣ʹ }
B02_Patches_B04 = { ͷٶȺܿ죬صġ }
B02_Patches_B05 = {  }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Brotherhood Guards:
// There are two of them standing outside the bunker.
//
// Location: Bunker Entrance
// Appears: End 03
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A: This is what the guards may say if addressed by the player.
//------------------------------------------------------------------------------
B02_Guard01_A00 = { ״Ƚƽ }
B02_Guard01_A01 = { ˵˲ }
B02_Guard01_A02 = { Ļ˲١ }
B02_Guard01_A03 = { Զθе}
B02_Guard01_A04 = { Ŀǰÿ¶ῴһλεĳӾ }
B02_Guard01_A05 = { ݸɵһֻ֮צ...ţһ}

B02_Guard02_A00 = { ֮ǰĳ֮צ }
B02_Guard02_A01 = { ˶һ̨¼ҪһЩ¼}
B02_Guard02_A02 = { ˶һʱȴʥʿ}
B02_Guard02_A03 = { ˶Щ˵һӡ }
B02_Guard02_A04 = { ף»˳ }
B02_Guard02_A05 = { ...֪ŪһЩȼ...꣡...ˣֵܣ}
//==============================================================================


//==============================================================================
// Situation B: This is what the guards may say on their own before the ghouls
// arrive.
//------------------------------------------------------------------------------
B02_Guard01_B00 = { *̾* }
B02_Guard01_B01 = { *ɦ* }
B02_Guard01_B02 = { ٣ɻ }
B02_Guard01_B03 = { ǹһֱǹҪõ }
B02_Guard01_B04 = { ʲô }
B02_Guard01_B05 = { һЩӵǸʥʿ... }

B02_Guard02_B00 = { ҺܺЩֵܻԱʲô }
B02_Guard02_B01 = { ׹һʳʬ }
B02_Guard02_B02 = { ǰ }
B02_Guard02_B03 = { *Ƿ* }
B02_Guard02_B04 = { ** }
B02_Guard02_B05 = { վڹˣ }
//==============================================================================


//==============================================================================
// Situation C: This is what the guards may say on their own after the ghouls
// arrive.
//------------------------------------------------------------------------------
B02_Guard01_C00 = {  -- ʲôζ }
B02_Guard01_C01 = { ŶʳʬҲǶô }
B02_Guard01_C02 = { *Ц* }
B02_Guard01_C03 = { ʳʬǽʲô}
B02_Guard01_C04 = { ۰иŵĶ }
B02_Guard01_C05 = { ˷ƨ }

B02_Guard02_C00 = { ݣʳʬ }
B02_Guard02_C01 = { ϣҲʳʬפһ }
B02_Guard02_C02 = { Ϊʲôǲܡʳʬأ }
B02_Guard02_C03 = { Ҵǹòá }
B02_Guard02_C04 = { ү...˭һֻڵϣ }
B02_Guard02_C05 = { ϣذϵǸǸָ }
//==============================================================================


//==============================================================================
// Situation D: This is what the guards may say if addressed by the player 
// after the player has gone to Bunker 03.
//------------------------------------------------------------------------------
B02_Guard01_D00 = { пˡ }
B02_Guard01_D01 = { Ȼͣߡ }
B02_Guard01_D02 = { ѾκεĻˡ }
B02_Guard01_D03 = { ΪҪһѸǹ }
B02_Guard01_D04 = { ǼκγӾˡ }
B02_Guard01_D05 = { Ϊһ͵ʥʿԸһ }

B02_Guard02_D00 = { Һûϣ˹ҽԱӡ }
B02_Guard02_D01 = { ϣ״Ͼͻת }
B02_Guard02_D02 = { ˵Щ˺͡ }
B02_Guard02_D03 = { κǰߵϢ }
B02_Guard02_D04 = { ף»˳ }
B02_Guard02_D05 = { п˿˶ }
//==============================================================================


//==============================================================================
// Situation E: This is what the guards may say on their own after the player
// has been to Bunker 03.
//------------------------------------------------------------------------------
B02_Guard01_E00 = { ӭսʿ }
B02_Guard01_E01 = { *Ƿ* }
B02_Guard01_E02 = { ʥʿǸŰ }
B02_Guard01_E03 = { ټýãսʿ }
B02_Guard01_E04 = { Ŀǰľƺܰ }
B02_Guard01_E05 = { ûбɵǰȥ }

B02_Guard02_E00 = { *̾* }
B02_Guard02_E01 = { ںѵĿγ̡ }
B02_Guard02_E02 = { һЩӵ }
B02_Guard02_E03 = { ذС }
B02_Guard02_E04 = { ﱤС }
B02_Guard02_E05 = { ** }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Brotherhood Soldiers:
// These soldiers are the guys that wander around the base, sleeping and 
// eating. 
// They are mostly asleep because if they're in base, they're not on duty. We 
// have six varieties of Brothers, some male, some female. The text is not 
// gender specific.
//
// Location: Barracks and Other
// Appears: End 03
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A: These are the sounds made by the warriors when they are asleep.
//------------------------------------------------------------------------------
B02_Brother01_A00 = { Zzzz.. }
B02_Brother01_A01 = { Zzzt.. ** }
B02_Brother01_A02 = { Zz.. zzz... }

B02_Brother02_A00 = { ** }
B02_Brother02_A01 = { Zz... Ҫ...Ҫ...zzz... }
B02_Brother02_A02 = { Zzzz. }

B02_Brother03_A00 = { ֵ...ֲҪҷŰ }
B02_Brother03_A01 = { *ƨ* }
B02_Brother03_A02 = { Zzz.. ** Zzz.. }

B02_Brother04_A00 = { ** }
B02_Brother04_A01 = { Zzzt.. ** }
B02_Brother04_A02 = { Zzz.. }

B02_Brother05_A00 = { Zz......ҵҪȥһ²...zZZ. }
B02_Brother05_A01 = { *ɦ* }
B02_Brother05_A02 = { Zzz.. zzt.. }

B02_Brother06_A00 = { ˭ҵҺ }
B02_Brother06_A01 = { *Ũ* }
B02_Brother06_A02 = { Zz.. zzz... }
//==============================================================================


//==============================================================================
// Situation B: These are what the injured warriors will say while they're in 
// the infirmary.
//------------------------------------------------------------------------------
B02_Brother01_B00 = { йʹҽ}
B02_Brother01_B01 = { ** }
B02_Brother01_B02 = { ʹ }

B02_Brother02_B00 = {  }
B02_Brother02_B01 = { ۡ }
B02_Brother02_B02 = { ҧ...Ⱦ }

B02_Brother03_B00 = { ҾԼһ }
B02_Brother03_B01 = { ɵҧҸе¡ }
B02_Brother03_B02 = { УϿɡ }

B02_Brother04_B00 = { ܺúڰ }
B02_Brother04_B01 = { Ϊʲôҿ }
B02_Brother04_B02 = { ҽ...ҽ }

B02_Brother05_B00 = { ʿҪ´ˡ }
B02_Brother05_B01 = {  }
B02_Brother05_B02 = { ҵ... }

B02_Brother06_B00 = { ҽܹϴһǸ¶ȼ }
B02_Brother06_B01 = { ٣¶ȼй }
B02_Brother06_B02 = { ұҵԿ׸... }
//==============================================================================


//==============================================================================
// Situation C: These are the random lines spoken by the warriors when they 
// are awake. If the player tries to talk to them, they'll say the same things.
//------------------------------------------------------------------------------
B02_Brother01_C00 = { Ҽõȥˣ }
B02_Brother01_C01 = { ˮ }
B02_Brother01_C02 = { ٣̫ˡ}

B02_Brother02_C00 = { һЩרԸ֮צĴ׵ }
B02_Brother02_C01 = { һѲʲôʱ }
B02_Brother02_C02 = { һµúʿ֤һ¡ }

B02_Brother03_C00 = { иЩÿ }
B02_Brother03_C01 = { һǴþѽ }
B02_Brother03_C02 = { Ȼأ }

B02_Brother04_C00 = { ٣ǵôԸЩǿ }
B02_Brother04_C01 = { Щһܺڸǰɡ }
B02_Brother04_C02 = { ˭һֱ͵ҵҺ}

B02_Brother05_C00 = { ұˡ }
B02_Brother05_C01 = { ʺǰ͸ȥվˡ }
B02_Brother05_C02 = {  }

B02_Brother06_C00 = { ұһĶΪ }
B02_Brother06_C01 = { Ǹɱֹ̥ĺӣ }
B02_Brother06_C02 = { Ҿĺˡ }
//==============================================================================


//==============================================================================
// Situation D: These are the random lines spoken by the warriors when they 
// after the player has gone to Bunker 03. If the player tries to talk to 
// them, they'll say the same things.
//------------------------------------------------------------------------------
B02_Brother01_D00 = { ܸ˼㣬ֵܡ }
B02_Brother01_D01 = { ôҾҪˡ }
B02_Brother01_D02 = { ʮεɱ˼¼ }

B02_Brother02_D00 = { ǴǰһЩõҥԡ }
B02_Brother02_D01 = { ƺҪʼˡ }
B02_Brother02_D02 = { ҪĿһЩսɶ }

B02_Brother03_D00 = { ҪȥЩõ¡ }
B02_Brother03_D01 = { ٣һЬ }
B02_Brother03_D02 = { ֣Ŀս }

B02_Brother04_D00 = { ȥһЩ˵Դɣϵܣ }
B02_Brother04_D01 = { һЩɱ͸硣 }
B02_Brother04_D02 = { սµ˺۰ɡ }

B02_Brother05_D00 = { ҪһЩ˯ߡ }
B02_Brother05_D01 = { ٣Щһ }
B02_Brother05_D02 = { ǰʲôϢ }

B02_Brother06_D00 = { ɱҵĵһֻˡ }
B02_Brother06_D01 = { ** }
B02_Brother06_D02 = { ˼ұҪȥɹڻǬˡ }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Cypher.
// From: Mission 02
// Role: Informant for the Brotherhood.
// Background: Cypher is a greasy, shifty-eye looking character who fits in
// well in any bandit or Raider camp. He has a knack for blending into the
// crowd as long as they are bloodthirsty marauders. Taking the average 
// wastelander into account, Cypher is practically invisible.
//
// Location: Main Corridor
// Appears: End 03
// Removed: End 05
//==============================================================================

name_CORE_cypher = {  }

//==============================================================================
// Situation A00: 
//------------------------------------------------------------------------------
M02_Cypher_A00_W = { 

ֻһ㣬ΪҾ͵ҪըƨɿΪҪҵԵαװ\n\n

ôΣֻҪܼյǮҾԺȼȫ״̬....㶮ҵ˼ɣ

 }
//==============================================================================


//==============================================================================
// Situation A00: 
//------------------------------------------------------------------------------
M02_Cypher_A01 = { ٣ֿʼˡ }
M02_Cypher_A02 = { ʶһĶƷӡ }
M02_Cypher_A03 = { ȼ...ûƷġ }
M02_Cypher_A04 = { ϣѾǮˣҶַ
 }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Dyson Miles.
// From: Mission 03
// Role: Prisoner.
// Background: Dyson is a scientist who was captured by the Raiders. They 
// planned to use him to study the robot device.
//
// Location: Recruits
// Appears: End 04
// Removed: End 07
//==============================================================================

//==============================================================================
// Situation A00: 
//------------------------------------------------------------------------------
M03_Dyson_A00_W = { 

ร㣡ٴθлҴӵоȳ\n\n

ֵܻԶҷǳ...Դǵ֮\n\n
Һǵǹ볤һͬͼҪ⿪ֱ۵ܡĿǰĽչ࣬ǶͬƼǹȥκﻹҪȽҪ⿪ܣҪʱС\n\n

٣Ҫܻѵ̼ѽ

}
//==============================================================================


//==============================================================================
// Situation A00: 
//------------------------------------------------------------------------------
M03_Dyson_A01 = { ֪ҽƷ }
M03_Dyson_A02 = { ԽԽϲˡ }
M03_Dyson_A03 = { ҵҪصλϹС }
M03_Dyson_A04 = { ǳټ㣡 }


//==============================================================================

//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Paladin Solo.
// From: Mission 09
// Role: Commander of Talon Squad.
// Background: Paladin Emerald Solo is an experienced commander of Talon Squad.
// It was her quick thinking that managed to keep her squad alive long enough 
// for the player to get to them. She doesn't play a greater role in this 
// particular mission - she is there to be rescued.
//
// Location: Barracks
// Appears: End 05
// Removed: End 07
//==============================================================================

//==============================================================================
// Situation A00: 
//------------------------------------------------------------------------------
M09_Solo_A00_W = { ҽޣҸ쵼צСӣ֧רװӦСӡⱾǸ򵥵Ĺֱ㱻ټж֮...ʱһˣֵܣʲôõ飿 }
//==============================================================================

//==============================================================================
// Situation A00: 
//------------------------------------------------------------------------------
M09_Solo_A01 = { ɱȫóϽѵǣ }
M09_Solo_A02 = { ҷǳԼΪֵܻһԱ }
M09_Solo_A03 = { һ...ٶȷٲʢ...Ϊҵı֡ }
M09_Solo_A04 = { ҲͿԻǹٵְλȴǸòսĹ }
M09_Solo_A05 = { ûбѪɱ¾˷ܵ飡}

//==============================================================================

//==============================================================================
// Situation B00:  After player rescues paladin Solo's squad in mission 09. DL
//------------------------------------------------------------------------------
M09_Solo_B00_W = { 

ǷһΣֵܡûǵƨϵ̨APCͷҵСӿ¾ͻᱻȫˡI owe you Brother. My squad would have been annihilated if you didn't haul our asses into that APC. I'm glad the General holds your squad in such high regard, cause in my book, you guys top Dagger Squad. 

}
//==============================================================================

//==============================================================================
// Situation C00: After player rescues paladin Solo's squad in mission 09. DL
//------------------------------------------------------------------------------
M09_Solo_C00 = { ǳΪ }
M09_Solo_C01 = { СĶԱѾˡ }
M09_Solo_C02 = { ҴɸһЩܼѵ }
M09_Solo_C03 = { һŬԼһֵͣܡ }
//==============================================================================
//******************************************************************************
// Name: General Barnaky.
// Role: General of the Brotherhood, Commander to the player.
// Background: General Barnaky is the solid presence that has guided the player
// through his/her earlier missions. He is an experienced warrior and a shrewd 
// strategist. He has a knack for spotting talent among the raw recruits, and 
// the ability to nurture them into proud warriors.
//
// Location: Briefing Room
// Appears: 01
// Removed: End 09
//==============================================================================

name_CORE_Barnaky = { ɻ }

//==============================================================================
// Situation A00: Floating text
//------------------------------------------------------------------------------
B01_Barnaky_A00 = { סʹڲͬǼɺ֪ʶ }
B01_Barnaky_A01 = { ˲ʺֵܻۡ }
B01_Barnaky_A02 = { Ǹװ׿ĥһЩ }
B01_Barnaky_A03 = { Ըʱýһ㡣 }
B01_Barnaky_A04 = { Ҫܸҵšǡ }
B01_Barnaky_A05 = { ֵܻһڻ֮ȶɽ}
//==============================================================================

//==============================================================================
// Situation Z00: Time to Move to the Next Bunker
//------------------------------------------------------------------------------
B02_Barnaky_Z00_W = {
һεػʤǲԴ\n\n

ֵ˽жĽŲµﱤͦʱ̣쵼Сӵǻϰɡ }
//==============================================================================



//==============================================================================
// Name: Recruits Master
// Role: Recruits Master of the Initiates.
//==============================================================================

//==============================================================================
// Situation A00: Recruits Master will speak, then open the Recruits window.
//------------------------------------------------------------------------------
B02_Recruits_A00_W = {
ӭսʿֵܻ²٣Ҫ֯һСӣ͵ҿڡôʲôҿΪЧ͵
}
//==============================================================================

//==============================================================================
// Situation B00: Recruits Master will speak, then open the Recruits window.
//------------------------------------------------------------------------------
B02_Recruits_B00_W = {
סɲʲôη 
}
//==============================================================================

