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

B03_MiniMap_01 = {
 - 򽫾ȡ򱨡
}

B03_MiniMap_02 = {
װֿ - ೤ɽװ벹ƷĽס
}

B03_MiniMap_03 = {
± - ±೤СƳԱ
}

B03_MiniMap_04 = {
ҽ - ҽٽҽƷĽס
}

B03_MiniMap_05 = {
ά޳ - ݷά޳ӻĮ°ĳ
}

B03_MiniMap_06 = {
 - СӴ뿪ﱤսۡ
}
//==============================================================================


//==============================================================================
// Speech File for Bunker 03
//Version 1.6
// The format for the speech file is explained in the README.txt file in the
// speech file directory.
//
//==============================================================================
//******************************************************************************

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

//******************************************************************************
//==============================================================================
// Name: Paladin Arugula
// Role: Quarter-Master of the Warriors.
// Background: Arugula is a young man with a weasel-like face and darting eyes.
// After the player has gone to Bunker 04, Arugula will no longer be around.
// He will have been removed by Paladin Hassan.
//
// Location: Equipment Room
// Appears: End 07
// Removed: End 12
//==============================================================================


//==============================================================================
// Situation A00: Arugula 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.
//------------------------------------------------------------------------------
B03_Arugula_A00_W = {


ӭǰ³ҲԳƺΪ³ 

Ǹﱤľ೤ҲѾ֪ЩԾͱ˷ҵʱˡҪװ𣿱ˣֱӸҪʲôɣ\n\n

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


//==============================================================================
// Situation A01: If the player has already met Arugula, he will use a 
// very short line to initiate the Quarter-Master equipment selection screen.
//------------------------------------------------------------------------------
B03_Arugula_A01 = { 㵽Ҫʲô }
//==============================================================================


//==============================================================================
// Situation B: Gordie has some random lines of his own.
//------------------------------------------------------------------------------
B03_Arugula_B00 = { Щӵ˭İ }
B03_Arugula_B01 = { ģЩǹϵʴ }
B03_Arugula_B02 = { 찡ǹ }
B03_Arugula_B03 = { ˭һֱŪĵװ }
B03_Arugula_B04 = { û೤ }
B03_Arugula_B05 = { ЩܵúȥøӲˣ }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Murdock.
// Role: Mechanic.
// Background: Murdock is one of the five mechanics working in the bunkers. 
// Murdock is a grease-monkey with baseball cap and a crazy attitude.
//
// Location: Vehicle Depot
// Appears: End 07
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A00: Murdock has his initial greeting. After this, he will 
// switch to one of the random lines in Situation B.
//------------------------------------------------------------------------------
B03_Murdock_A00 = { ҽĦˣҪʲô }
//==============================================================================


//==============================================================================
// Situation B: Murdock's random greetings after the initial greeting. These
// lines are selected at random everytime the player needs to talk to the 
// mechanic.
//------------------------------------------------------------------------------
B03_Murdock_B00 = { Ҫ£ }
B03_Murdock_B01 = { һ㣡Ҫ̫ãЩԼ޺á }
B03_Murdock_B02 = {  }
B03_Murdock_B03 = { Ҳһ춼еģ }
B03_Murdock_B04 = { Ѿ˵ }
B03_Murdock_B05 = { 㣿 }
//==============================================================================


//==============================================================================
// Situation C: Murdock's random lines. He is mostly concerned with his work.
//------------------------------------------------------------------------------
B03_Murdock_C00 = { Ҹô }
B03_Murdock_C01 = { úú˼һҵ.. }
B03_Murdock_C02 = { 10????.... }
B03_Murdock_C03 = { ʧȥˡ }
B03_Murdock_C04 = { ǲϲԼӡ }
B03_Murdock_C05 = { Ӧþûɶˡ }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// 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.
//
// Location: Infirmary
// Appears: End 07
// Removed: N/A
//==============================================================================


//==============================================================================
// 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. Ed, please make 
// sure that the "first time" is the absolute first time and not the first time since the 
// last bunker02
//------------------------------------------------------------------------------
B03_Celsius_A00_W = {
ãսʿϣ˹ҽԱǹ١\n\n

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


//==============================================================================
// Situation A01: If the player has spoken to Celsius before  

//------------------------------------------------------------------------------
B03_Celsius_A01_W = { 

ˣٶȿ㣬ֵܡ 

ҽһ°ɣϣ˹һһֱġ

ޡλֵһﱤҽιˡ̾

ðɣﲻ

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


//==============================================================================
// Situation A02: Celsius' repeats. On subsequent revisits, Celsius will 
// come straight to the point.
//------------------------------------------------------------------------------
B03_Celsius_A02 = { Ҽһưɣ }
//==============================================================================


//==============================================================================
// Situation B: Celsius' random lines. These assume he has one or two patients 
// in the infirmary.
//------------------------------------------------------------------------------
B03_Celsius_B00 = { ҿ˿ڿ÷϶Ѹǡ }
B03_Celsius_B01 = { 㣬ʹ޷ġ }
B03_Celsius_B02 = { Ҳ´ͻǵô˰ɣ }
B03_Celsius_B03 = { ӣҿǳŲȥˡ }
B03_Celsius_B04 = { ںȼжˣ }
B03_Celsius_B05 = { ҪȥЩˡ }
//==============================================================================
//******************************************************************************

//******************************************************************************
// 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 04.
//
// Location: Equipment Room
// Appears: End 09
// Removed: End 15
//==============================================================================


//==============================================================================
// 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.
//
// After Kerr's introduction, he will shift to one of the situations in B
// for additional information. If none of the situations in B are available,
// he will switch to Situation A02.
//------------------------------------------------------------------------------
B03_Kerr_A00_W = {

ˣӣǿ˶һǫѷˣ߹ĮǧɽˮΪľҵЩֵܻõϵƷ͹ֶ\n\n

ҵĻɡ֪ҲЩаĶ
}
//==============================================================================


//==============================================================================
// Situation A01: If the player has met Kerr in the earlier bunker, then he 
// will say something different the first time he speaks with them here.
//
// After Kerr's introduction, he will shift to one of the situations in B
// for additional information. If none of the situations in B are available,
// he will switch to Situation A02.
//------------------------------------------------------------------------------
B03_Kerr_A01_W = {
ּӡּʱ̻ܹһЩϤǼ¡ \n\n

ǲҪһЩҵСѽҵռƷԾࡣ\n\n
}
//==============================================================================


//==============================================================================
// Situation A02: If the player has already met Kerr, he will use a 
// very short line to initiate barter screen.
//------------------------------------------------------------------------------
B03_Kerr_A02 = { มůͷӵġ }
//==============================================================================





//==============================================================================
// Situation C: Kerr has some random lines of his own.
//------------------------------------------------------------------------------
B03_Kerr_C00 = { ƷȳŲ˻ }
B03_Kerr_C01 = { Ҳǰҵɱ˰ɡ }
B03_Kerr_C02 = { รΪҸЩƷѵİɣ }
B03_Kerr_C03 = { һֵֹʬҵġ }
B03_Kerr_C04 = { ɽˡ }
B03_Kerr_C05 = { ˡ }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Hazmat.
// Role: Ghoul from Gravestone.
// Background: Hazzard is one of the ghoul acolytes from Gravestone. She 
// managed to survive the attack in mission 11 and she is here to give some 
// books to the Brotherhood scribes.
//
// Hazzard only turns up after mission 11 is completed with DefCon being
// happy. If DefCon was unhappy, Hazzard will not be here. Once she has 
// appeared, she will disappear after the player leaves the bunker.
//
// Location: Main Corridor
// Appears: End 11
// Removed: End 12
//==============================================================================


//==============================================================================
// Situation A00: Hazmat stands around inside the bunker.
//------------------------------------------------------------------------------
B03_Hazmat_A00_W = { 

³˹֮ʥҵǹأҴǵĽ·򿵵ڶT֮˥ʽľ⡣ 

˵Ϊ˴ʥᵽʥͷħʲ 

ֻ͸˽ǵΪſȷ̺еʥ


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


//==============================================================================
// Situation A01: If the player continues to talk to Hazzard, she will explain 
// how the ghouls of Gravestone are doing.
//------------------------------------------------------------------------------
// Deleted. DL
//==============================================================================


//==============================================================================
// Situation A02: If the player continues to talk to Hazzard, she will excuse
// herself with this good-bye line.
//------------------------------------------------------------------------------
// Please use the floating text in Situation B. DL
//==============================================================================


//==============================================================================
// Situation B: As Hazmat stands around, she has several random remarks.
//------------------------------------------------------------------------------
B03_Hazmat_B00 = { ұ뾡̡ }
B03_Hazmat_B01 = { һӡ}
B03_Hazmat_B02 = { ³˹ }
B03_Hazmat_B03 = { ҸоԭС }
B03_Hazmat_B04 = { ұҪĹ"Ͷش"}
B03_Hazmat_B05 = { кôһڶ˵ţ}
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Tiduk
// Role: Tribal member of the Brotherhood.
// Background: Tiduk is one of the tribals of Brahmin Woods. He is nineteen 
// years of age. He has recently joined the Brotherhood and has become an 
// Initiate.
//
// He can be found inside the bunker itself and will disappear after he or 
// Shauri has spoken to the player. Both he and Shauri will leave for their
// mission after the player leaves the bunker.
//
// Location: Main Corridor
// Appears: Start 06
// Removed: Special
//==============================================================================


//==============================================================================
// Situation A00: Tiduk stands around, waiting. This is what he says if the 
// player speaks to him for the first time. That is, they did not meet him in
// Bunker 01.
//
// Tiduk is very zealous in his duty. His enthusiasm should be reflected in
// the tone of his voice.
//------------------------------------------------------------------------------
B03_Tiduk_A00_W = {
ãӢۡ\n\n

Ǵӱţɭ±̩ˡҿ½㲻һϵңϾҵĲ˵ص̫ͬˡ

ǴׯӢоؼҵϣţսܱ֮һҲԸһ𲢼ս
 
}
//==============================================================================


//==============================================================================
// Situation A01: Tiduk stands around, waiting. This is what he says if the 
// player speaks to him and they have met earlier in Bunker 01.
//------------------------------------------------------------------------------
B03_Tiduk_A01_W = {
ðսʿá 

˸Ѿﵽ±ľˣ

ΰıţսܱҿԸһս⽫Į磡

ҵǣҲպڴƹε± 
}
//==============================================================================


//==============================================================================
// Situation A02: If the player talks to Tiduk some more, he will chat for 
// a little while longer.
//------------------------------------------------------------------------------
B03_Tiduk_A02_W = {
ұҲϲһӦȥС˵ֵܻĴ·ʽ˵̫ˡ
}
//==============================================================================


//==============================================================================
// Situation A03: If the player talks to Tiduk the third time, he will use his
// good-bye line.
//------------------------------------------------------------------------------
B03_Tiduk_A03 = { ϣսϼ }
//==============================================================================


//==============================================================================
// Situation B: As Tiduk stands around, he has some random remarks. Shauri has 
// replies to all of his random remarks.
//------------------------------------------------------------------------------
B03_Tiduk_B00 = { ðɡǶԵġ }
B03_Tiduk_B01 = { ʵ޷Ȼܹͨԡ }
B03_Tiduk_B02 = { ... ǰЩӴ˰ }
B03_Tiduk_B03 = { ǣĸҮ }
B03_Tiduk_B04 = { ǵģӳ...() ӡ }
B03_Tiduk_B05 = { á˵öԡ }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Shauri
// Role: Sister of Tiduk.
// Background: Shauri is Tiduk's sister. She is a year younger than Tiduk, 
// being eighteen years old. She is a dark haired girl of breathtaking beauty. 
// She has dark, thoughtful eyes and a slender form that can be seen through 
// her armor. Her hair has been cut short or rolled into a bun.
//
// She can be found inside the bunker itself and will disappear after she or 
// Tiduk has spoken to the player. Both she and Tiduk will leave for their
// mission after the player leaves the bunker.
//
// Location: Main Corridor
// Appears: Start 06
// Removed: Special
//==============================================================================


//==============================================================================
// Situation A00: Shauri stands around, waiting. This is what she says if the 
// player speaks to her for the first time. That is, they did not meet her in
// Bunker 01.
//
// Shauri is still rather naive. She doesn't use military speak, preferring 
// to speak as if everyone is her best friend.
//------------------------------------------------------------------------------
B03_Shauri_A00_W = {
ʺãţӢۣ±ӳлǵļ԰ 

ҵܹǸеһŬĽŲ 
}
//==============================================================================


//==============================================================================
// Situation A01: Shauri stands around, waiting. This is what she says if the 
// player speaks to her and they have met earlier in Bunker 01.
//------------------------------------------------------------------------------
B03_Shauri_A01_W = {
ʺãӢۣ֪Ѿͨ±ѵˣҵﻹûжأҾȻ׼Ķ㡣\n\n

ԼСӸÿһսѾ±ӳˣƹ̩ˣ 

ڱ׼ҵĶԵһˡټֵܡ
}
//==============================================================================





//==============================================================================
// Situation A03: If the player talks to Shauri the third time, she will use 
// her good-bye line.
//------------------------------------------------------------------------------
B03_Shauri_A03 = { СģӢۡ }
//==============================================================================


//==============================================================================
// Situation B: As Tidul stands around, he has some random remarks. Shauri has 
// replies to all of his random remarks.
//------------------------------------------------------------------------------
// Shauri's response to: B03_Tiduk_B00 = { Alright, Shauri. Maybe you're 
// right. }
B03_Shauri_B00 = { ҲǸ߹Ҫʱֻ׵ĸɾ }

// Shauri's response to: B03_Tiduk_B01 = { I still can't believe you made it 
// past the Initiate tests. }
B03_Shauri_B01 = { ǰǰҶӳ硣 }

// Shauri's response to: B03_Tiduk_B02 = { Hmm .. where did I pack my socks? }
B03_Shauri_B02 = { ҳȻ͵øҵȥˡ }

// Shauri's response to: B03_Tiduk_B03 = { ButI'm your brother. }
B03_Shauri_B03 = { ֮ȥڳ }

// Shauri's response to: B03_Tiduk_B04 = { Yes, Captain...(mumbles) bitch. }
B03_Shauri_B04 = { (ݺݵص̩һ) }

// Shauri's response to: B03_Tiduk_B05 = { Shauri, you were right. OK?}
B03_Shauri_B05 = { ֪硣 }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Brotherhood Guards:
// There are two of them standing outside the bunker.
//
// Location: Bunker Entrance
// Appears: End 07
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A: This is what the guards may say if addressed by the player.
//------------------------------------------------------------------------------
B03_Guard01_A00 = { ֻҪĳ˵Ļ;úܸˡ }
B03_Guard01_A01 = { ҾӦðеĳ˶⡣ }
B03_Guard01_A02 = { ѪʱͿˡ }
B03_Guard01_A03 = { Щı˾Ȼ͵Ϯһ̶֧ӡ }
B03_Guard01_A04 = { ǸеʦĦǸ뵰 }
B03_Guard01_A05 = { Ѿܶжˡ }

B03_Guard02_A00 = { ֧³± }
B03_Guard02_A01 = { ʳʬɢжֺܲõĳ嶯I have the worst urge for sloppy ghoul action. }
B03_Guard02_A02 = { ãֵܡ }
B03_Guard02_A03 = { Ѿˣֻʲô }
B03_Guard02_A04 = { Ǳ뱣־䡣 }
B03_Guard02_A05 = { ɲڿЦıǵĲйŵˡ}
//==============================================================================


//==============================================================================
// Situation B: This is what the guards may say on their own if nothing special
// is going on.
//------------------------------------------------------------------------------
B03_Guard01_B00 = { һԼһʳʬСھưˡ  }
B03_Guard01_B01 = { *ɦ* }
B03_Guard01_B02 = { ҾʱѾֹͣˡ }
B03_Guard01_B03 = { š }
B03_Guard01_B04 = { ľӪҲϮ }
B03_Guard01_B05 = { һֱԼȥİ }

B03_Guard02_B00 = { ԣһֱվȥ }
B03_Guard02_B01 = { 챾Ѿ׼ҪĦ˴˵ }
B03_Guard02_B02 = { е㰲 }
B03_Guard02_B03 = { *Ƿ* }
B03_Guard02_B04 = { ҵͷһŧ }
B03_Guard02_B05 = { ʲô }
//==============================================================================


//==============================================================================
// Situation C: This is what the guards may say on their own when Biohazzard
// is around.
//------------------------------------------------------------------------------
// There's a lot going on already and these responses would just be mimicking the other 
// ghoul reactions. DL
//==============================================================================


//==============================================================================
// Situation D: This is what the guards may say if addressed by the player 
// after the player has been to Bunker 04.
//------------------------------------------------------------------------------
B03_Guard01_D00 = { ˵м̳ǸӴ֮ء }
B03_Guard01_D01 = { ɻʲôѶϢ }
B03_Guard01_D02 = { ⼸ȥһˮǡ }
B03_Guard01_D03 = { Ծ޷ŹڸĪֵϢ}
B03_Guard01_D04 = { Ӧ֪ڿЦ }
B03_Guard01_D05 = { ʲôµսɹ }

B03_Guard02_D00 = {  }
B03_Guard02_D01 = { ˣܾ }
B03_Guard02_D02 = { ˵˶ǸI hear Dekker's a real hard-ass. }
B03_Guard02_D03 = { ˼㣬ʿ }
B03_Guard02_D04 = { Ǳ뱣־䡣 }
B03_Guard02_D05 = { ǣǲǵĳӢ𣿹 }
//==============================================================================


//==============================================================================
// Situation E: This is what the guards may say on their own if nothing special
// is going on if the player has been to Bunker 04.
//------------------------------------------------------------------------------
B03_Guard01_E00 = { ЩǺ׵ }
B03_Guard01_E01 = { ֪꣬ŪһЩȼǡ }
B03_Guard01_E02 = { Ǽһõ }
B03_Guard01_E03 = { һа¡ĵط }
B03_Guard01_E04 = { ҰǼһֳٵˣ}
B03_Guard01_E05 = { ְֱĺӿ֡ }

B03_Guard02_E00 = { *̾* }
B03_Guard02_E01 = { мﱤ }
B03_Guard02_E02 = { ʥʿ }
B03_Guard02_E03 = { Ѿеı  }
B03_Guard02_E04 = { ʲôҺܱǸҸոûע }
B03_Guard02_E05 = { šรûϵ }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// 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 warriors, some male, some female. The text is not 
// gender specific.
//
// Location: Barracks and Other
// Appears: End 07
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A: These are the sounds made by the warriors when they are asleep.
//------------------------------------------------------------------------------
B03_Brother01_A00 = { Zzzz.. }
B03_Brother01_A01 = { zzzzZ. }
B03_Brother01_A02 = { Zz.. zzz... }

B03_Brother02_A00 = { ** }
B03_Brother02_A01 = { Zz.. zzz... }
B03_Brother02_A02 = { ҵļôȵģ }

B03_Brother03_A00 = { Zzzz.. }
B03_Brother03_A01 = { *ƨ* }
B03_Brother03_A02 = { Zzz.. ** Zzz.. }

B03_Brother04_A00 = { ** }
B03_Brother04_A01 = { Zzzt.. ** }
B03_Brother04_A02 = { Zz.. ܣֻпȮ..zzz }

B03_Brother05_A00 = { Zzzz.. }
B03_Brother05_A01 = { *ץ* }
B03_Brother05_A02 = { Zzz.. zzt.. }

B03_Brother06_A00 = { ʲôζ }
B03_Brother06_A01 = { ** }
B03_Brother06_A02 = { Zz.. zzz... }
//==============================================================================


//==============================================================================
// Situation B: These are what the injured warriors will say while they're in 
// the infirmary.
//------------------------------------------------------------------------------
B03_Brother01_B00 = { 弫 }
B03_Brother01_B01 = { Ҳ·ˣ }
B03_Brother01_B02 = { () }

B03_Brother02_B00 = { Ooh }
B03_Brother02_B01 = { ûĶ }
B03_Brother02_B02 = { *ƨ*}

B03_Brother03_B00 = { ֱ¶ȼƣ׳գ(¿ˮ)}
B03_Brother03_B01 = { Ͱ죡}
B03_Brother03_B02 = { Ѻң }

B03_Brother04_B00 = { ҵͬô룿 }
B03_Brother04_B01 = { ѾǸ֫Եķˡ }
B03_Brother04_B02 = { ҵֱ... }

B03_Brother05_B00 = { ģЩ.. }
B03_Brother05_B01 = {  }
B03_Brother05_B02 = { ҵ.. }

B03_Brother06_B00 = { ҽ }
B03_Brother06_B01 = { ˣ }
B03_Brother06_B02 = {  }
//==============================================================================


//==============================================================================
// 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.
//------------------------------------------------------------------------------
B03_Brother01_C00 = { ôô }
B03_Brother01_C01 = { ôЩӣ }
B03_Brother01_C02 = { ҵȥһҽˡ }

B03_Brother02_C00 = { ѾʼǵѲ߱ˡ  }
B03_Brother02_C01 = { Щĺܼ֣ }
B03_Brother02_C02 = { ҿҵҪ֧һǹˡ }

B03_Brother03_C00 = { пЩ˵ }
B03_Brother03_C01 = { ǵǹй }
B03_Brother03_C02 = { ܻǺùˡ }

B03_Brother04_C00 = { ʺҲ൱ɣ }
B03_Brother04_C01 = { ˯ʲôζ }
B03_Brother04_C02 = { ǵıʺһҲܴš }

B03_Brother05_C00 = { Ҹողǲվڹ }
B03_Brother05_C01 = { ֻ˯ѡ }
B03_Brother05_C02 = { ٸ.. }

B03_Brother06_C00 = { Ȼһֻ˾͸ɵһСӡ }
B03_Brother06_C01 = { *()* }
B03_Brother06_C02 = { Ҳ֪ǲǻȥǡ }
//==============================================================================


//==============================================================================
// Situation D: These are the random lines spoken by the warriors when they 
// are awake after the player has moved on to Bunker 04. If the player tries 
// to talk to them, they'll say the same things.
//------------------------------------------------------------------------------
B03_Brother01_D00 = { ڰЩ˽ˡ }
B03_Brother01_D01 = { ϣжһʱָ }
B03_Brother01_D02 = { ǿǲСĶ֡ }

B03_Brother02_D00 = { µﱤô }
B03_Brother02_D01 = { Եذ˲١ }
B03_Brother02_D02 = { һ޷Ү }

B03_Brother03_D00 = { Īͽִһֻˣ }
B03_Brother03_D01 = { ôֹģ }
B03_Brother03_D02 = { Ȼɱ֮ˣ }

B03_Brother04_D00 = { ҽһЩ¡ }
B03_Brother04_D01 = { ǹڱ˻ʳʬҲ֮צ }
B03_Brother04_D02 = { ǹҮ }

B03_Brother05_D00 = { ˵սеˣ }
B03_Brother05_D01 = { ɶͬ }
B03_Brother05_D02 = { ̫ɱ¾... }

B03_Brother06_D00 = { һı˶ˣ }
B03_Brother06_D01 = { (Ц) }
B03_Brother06_D02 = { ǻǸ }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Hillary Eastwood.
// From: Mission 06
// Role: mayor of Quincy.
// Background: Hillary Eastwood is an old woman in her sixties. She has
// a strong personality and is quite cultured. She knows how to behave in high
// society and is generally accustomed to giving orders.
//
// Location: Briefing Room
// Appears: End 09
// Removed: End 11
//==============================================================================

//==============================================================================
// Situation A00: 
//------------------------------------------------------------------------------
M06_Hillary_A00 = { Ůһжܺãлл  }
M06_Hillary_A00 = { ʱʳʬһֱһʢ˵ģ  }
M06_Hillary_A00 = { ҵĳԾڻָС  }
M06_Hillary_A00 = { һ }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Elliot Nesting.
// From: Mission 06
// Role: Leader of the Ghouls.
// Background: Elliot Nesting is the self-appointed leader of the ghouls. He is
// a soft-spoken, wise, ghoul whose guidance has allowed the ghouls to exist in
// relative peace in Quincy. Elliot is a pacifist, but he knows enough about
// politics to know when words will fail and that it is time to let their guns
// do the talking.
//
// Location: Briefing Room
// Appears: End 10
// Removed: End 12
//==============================================================================

//==============================================================================
// Situation A00: Random floating text.
//------------------------------------------------------------------------------
M06_Elliot_A00 = { ҵȥơ }
M06_Elliot_A01 = { ʳʬ˵ǸԵʱ̡ }
M06_Elliot_A02 = { () ʳʬǻε... }
M06_Elliot_A03 = { ҽҵָͷȻȴһֱڼ.. }
M06_Elliot_A04 = { ǵģԾͳʳʬ}
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Mother.
// From: Mission 07
// Role: Matriarch of the intelligent Deathclaws
// Background: Her real name is difficult to pronounce, so we'll call her 
// Mother instead. Mother looks like an extra large Deathclaw. She is much 
// stronger, tougher, and deadlier than the average adult Deathclaw. She has 
// a deep, booming voice.
//
// Location: Recruits
// Appears: End 09
// Removed: End 12
//==============================================================================

//==============================================================================
// Situation A00: Initial meeting with Mother. If any of the squad members 
// get close enough to the cage, she will initiate a conversation. She will 
// explain her situation and ask to be freed.
//------------------------------------------------------------------------------
M07_Mother_A00_W = { 

(ͷ) ǵĳǻ۵ģսʿҵ顣 

ҵСϣǵл⡣ǸʱԼη˶ëļһһս
ƴǣǵҹҪǳ⡣

ټ
 }
//==============================================================================


//==============================================================================
// Situation A00: Initial meeting with Mother. If any of the squad members 
// get close enough to the cage, she will initiate a conversation. She will 
// explain her situation and ask to be freed.
//------------------------------------------------------------------------------
M07_Mother_A01 = { ҵøϿˣϾͻȡ }
M07_Mother_A02 = { มô }
M07_Mother_A03 = { šǰ⻹Ǻ⣿ }
M07_Mother_A04 = { ϣҵСӦûá }

//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Paladin Lancelot.
// From: Mission 22
// Role: Leader of the ill-fated Grail Squad.
// Background: Lancelot does not have much of a role. He and his squad are 
// here to demonstrate that the situation is dangerous. They will mount an 
// assault on the front entrance and be totally annihilated.
//
// Location: Barracks
// Appears: End 11
// Removed: End 15
//==============================================================================

//==============================================================================
// Situation A00: 
//------------------------------------------------------------------------------
M22_Lancelot_A00 = { ãǸСӵʥʿ˹壬ҵҡ }
M22_Lancelot_A01 = { ܸӭǵĵ }
M22_Lancelot_A02 = { ٹǵս }
M22_Lancelot_A03 = { һӦһվġ }
M22_Lancelot_A04 = { һҪҵԼС }
//==============================================================================
//*****************************************************************************
// Name: General Dekker.
// Role: General of the Brotherhood, replacement Commander to the player.
// Background: General Dekker is brought in as a replacement Commander when 
// General Barnaky is forced to engage in combat directly with the enemy.
//
// Location: Briefing Room
// Appears: 09
// Removed: N/A
//==============================================================================

//==============================================================================
// Situation A00: Floating text
//------------------------------------------------------------------------------
B03_Dekker_A00 = { Ѿصõѵˡ }
B03_Dekker_A01 = { εصѾҼϡ }
B03_Dekker_A02 = { ǻҪõˡ }
B03_Dekker_A03 = { һҪʤ }
B03_Dekker_A04 = { ̬·չѾ͸Խˡ }
B03_Dekker_A05 = { ؽʣϣˡ}
//==============================================================================


//==============================================================================
// Situation Z00: Time to Move to the Next Bunker
//------------------------------------------------------------------------------
B03_Dekker_Z00_W = {
Ѿʤ\n\n

Ӧǰǰվµ񡣾ٴСǰô
}
//==============================================================================



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

//==============================================================================
// Situation A00: Recruits Master will speak, then open the Recruits window.
//------------------------------------------------------------------------------
B03_Recruits_A00_W = {
ӭսʿֵܻ²١Ҫ֯һСӣ͵ҿڡôʲôҿΪЧ͵
}
//==============================================================================

//==============================================================================
// Situation B00: Recruits Master will speak, then open the Recruits window.
//------------------------------------------------------------------------------
B03_Recruits_B00 = {
٣һֻΣ
}
//==============================================================================

