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

B04_MiniMap_01 = {
 - 򽫾ȡ򱨡
}

B04_MiniMap_02 = {
װֿ - ೤ɽװ벹ƷĽס
}

B04_MiniMap_03 = {
± - ±೤СƳԱ
}

B04_MiniMap_04 = {
ҽ - ҽٽҽƷĽס
}

B04_MiniMap_05 = {
ά޳ - ݷά޳ӻĮ°ĳ
}

B04_MiniMap_06 = {
 - СӴ뿪ﱤսۡ
}
//==============================================================================

//==============================================================================
// Speech File for Bunker 04
//Version 1.3
// The format for the speech file is explained in the README.txt file in the
// speech file directory.
//
//==============================================================================
//******************************************************************************

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

//******************************************************************************
//==============================================================================
// Name: Paladin Hassan
// Role: Quarter-Master of the Warriors.
// Background: Hassan is a quiet man with hawk eyes and a calm exterior. 
// Location: Equipment Room
// Appears: End 12
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A00: Hassan 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.
//------------------------------------------------------------------------------
B04_Hassan_A00_W = {
ֵܣѽ\n\n
ǹɽֵܻﱤľ೤ǵģҪһЩܰļһ͵ҡ\n\n
ﱤиƷ嵥ģƷ嵥\n\n
ڣʲôҿΪЧ͵
}
//==============================================================================


//==============================================================================
// Situation A01: If the player has already met Hassan, he will use a 
// very short line to initiate the Quarter-Master equipment selection screen.
//------------------------------------------------------------------------------
B04_Hassan_A01 = { Ϊ... }
//==============================================================================


//==============================================================================
// Situation B: Hassan has some random lines of his own.
//------------------------------------------------------------------------------
B04_Hassan_B00 = { һĺӡ }
B04_Hassan_B01 = { ӣĿǳ }
B04_Hassan_B02 = { Ұ糿ӵ֮ζˡ }
B04_Hassan_B03 = { ร⸱װ׿ɵĥһЩ }
B04_Hassan_B04 = { 567, 568, 569, 570,... }
B04_Hassan_B05 = { ֣ҰƷ嵥... }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Midas.
// Role: Mechanic.
// Background: Baracus is one of the five mechanics working in the bunkers. 
// Baracus is a dark skinned man in hip-huggers and a mohawk. He has a bad 
// attitude.
//
// Location: Vehicle Depot
// Appears: End 12
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A00: Midas has his initial greeting. After this, he will 
// switch to one of the random lines in Situation B.
//------------------------------------------------------------------------------
B04_Midas_A00 = { ״˹Щֵ }
//==============================================================================


//==============================================================================
// Situation B: Midas's random greetings after the initial greeting. These
// lines are selected at random everytime the player needs to talk to the 
// mechanic.
//------------------------------------------------------------------------------
B04_Midas_B00 = { ǣкָ̣ }
B04_Midas_B01 = { ϣѾգ }
B04_Midas_B02 = { ٣ƨš }
B04_Midas_B03 = { ٣㿴졣 }

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


//==============================================================================
// Situation C: Baracus' random lines. He is mostly concerned with his work.
//------------------------------------------------------------------------------
B04_Midas_C00 = { ȥģҹ }
B04_Midas_C01 = { ұȥ }
B04_Midas_C02 = { ʵ̫ˡ }
B04_Midas_C03 = { ڣЩչˡ }
B04_Midas_C04 = { ҪϿࡡ }
B04_MIdas_C05 = { รҵϥǣ }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Scribe Hyland Ed, I'm swithing some names to ones I'll be alble to  
// pronounce to the voice actors.
// Role: Medical Officer in the Brotherhood.
// Background: Hyland is the medic inside the bunker. The player can visit her
// whenever healing is needed. She will be busy tending to the wounds of the 
// injured soldiers.
//
// Hyland is a thin, pale woman with very pale blond hair. She wears her hair
// long, but tied back into a pony-tail. She has delicate features and playful,
// smile. Her expression is sad and her eyes have dark rings under them from 
// long hours without sleep. She is currently kept very busy with the 
// Brotherhood casualties sustained from war with the Reaver army.
//
// She will be sent to Bunker 05 along with the player. She will disappear 
// from this bunker after the players move to Bunker 05. Her assistant, 
// Blythe, will gleefully take over once she is gone.
//
// Location: Infirmary
// Appears: End 12
// Removed: End 19
//==============================================================================


//==============================================================================
// Situation A00: Hyland's introduction. Hyland will introduce herself the 
// first time the player talks to her. She 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 Hyland 
// to heal the player's party completely.
//
// This is used only if Hyland has not previously spoken to the player.
//
// Hylandis tired. She has been working long hours to deal with the crisis
// situation with the Reavers.
//------------------------------------------------------------------------------
B04_Hyland_A00_W = {

(Ƿ) ҺܱǸ...æڸո12Сʱ֮ڣҾѾʮϵĹͷֱֻۡԼճĲ 

รҸոʧ̬ǹٺ...ҡҽͺˡﳣԱֻҪеͿ̹ҡ


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





//==============================================================================
// Situation A02: On subsequent revisits, Hyland will come straight to the 
// point.
//------------------------------------------------------------------------------
B04_Hyland_A02 = { վϿ̶ȳߣҰĿ }
//==============================================================================


//==============================================================================
// Situation B: Hyland's random lines. These assume that she has lots of 
// wounded in the infirmary.
//
// Note: There should be around close to all beds being utilised.
//------------------------------------------------------------------------------
B04_Hyland_B00 = { ô˻... }
B04_Hyland_B01 = { ţҿ԰æ }
B04_Hyland_B02 = { 30cc.Ӧþ͹ˡ }
B04_Hyland_B03 = { ҪλXӰƬ }
B04_Hyland_B04 = { ͼ }
B04_Hyland_B05 = { *̾* }
//==============================================================================


//==============================================================================
// Situation C: Nephre's responses to some of Blythe's random speech.
//------------------------------------------------------------------------------
// Hyland's response to: B04_Blythe_B00 = { Doctor, what are you doing? }
B04_Hyland_C00 = { ѽϣ }

// Hyland's response to: B04_Blythe_B01 = { That was -MY- diagnosis. }
B04_Hyland_C01 = { ѽǱĲ˵ġ }

// Hyland's response to: B04_Blythe_B02 = { Why did you change that? }
B04_Hyland_C02 = { Ϊô˾ͻ }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Scribe Blythe
// Role: Hyland Assistant.
// Background: Blythe is Hyland's Assistant. He will take over from Hyland 
// once Nephre moves to Bunker 05. Blythe isn't quite as skilled as Hyland 
// which is incentive for the player to stick to the current stage.
// Location: Infirmary
// Appears: End 19
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A00: Blythe isn't as experienced as Hyland but he isn't about to 
// let the player know it. He can sell medical supplies but he might not be 
// able to heal to maximum health or he might not be able to help remove 
// radiation contamination.
//------------------------------------------------------------------------------
B04_Blythe_A00_W = {
ޣǱϣǺ...\n\n

ʲôܹΪЧ͵
}
//==============================================================================


//==============================================================================
// Situation A01: If the player talks to Blythe again, he will confess his 
// private doubts about Hyland.
//------------------------------------------------------------------------------
B04_Blythe_A01_W = {
Ҳκ̫ˣΪʲôôһλȫְҽ٣ǿһ˶һרġຣԡ֪˵ʲôĻһ۾գգغһ£\n\n

ΣܿͻһУҲܿǸôĻɫڼ䣬ѾֳǻۣǾǵң 
}
//==============================================================================


//==============================================================================
// Situation A02: If the player talks to Blythe one more time, he will head
// straight to the point.
//------------------------------------------------------------------------------
B04_Blythe_A02 = { ãʲôҿΪЧ͵ }
//==============================================================================


//==============================================================================
// Situation B: Blythe's random text when Hyland is around.
//------------------------------------------------------------------------------
B04_Blythe_B00 = { ҽʲô }
B04_Blythe_B01 = { ǡҵġϱ档 }
B04_Blythe_B02 = { ΪʲôҪ޸Ǹ }
B04_Blythe_B03 = { Ļ û }
B04_Blythe_B04 = { öˡ }
B04_Blythe_B05 = { Ȥ }
//==============================================================================


//==============================================================================
// Situation C: Blythe's snide comments to Hyland's random lines.
//------------------------------------------------------------------------------
// Blythe's response to: B04_Hyland_B00 = { Oh dear. So many wounded .. }
B04_Blythe_C00 = { ΪʲôȥϢأһ㴦Сµġ }

// Blythe's response to: B04_Hyland_B01 = { Hmm. I can help with this. }
B04_Blythe_C01 = { ҿɲôҽ }

// Blythe's response to: B04_Hyland_B02 = { Here, this should help. }
B04_Blythe_C02 = { *Ц* }

// Blythe's response to: B04_Hyland_B03 = { I think 30cc's will be enough. }
B04_Blythe_C03 = { ǹ...Բѡ }

// Blythe's response to: B04_Hyland_B04 = { Let's have a look at that chart. }
B04_Blythe_C04 = { ΪʲôѾҮ }

// Blythe's response to: B04_Hyland_B05 = { *sigh* }
B04_Blythe_C05 = { *Ц* }
//==============================================================================


//==============================================================================
// Situation D00: If Hyland has gone to Bunker 05. Blythe will be most pleased.
// Blythe will have a special something to say the first time the player 
// speaks with him after she has left. This is the case where the player 
// has not yet spoken to him.
//------------------------------------------------------------------------------
B04_Blythe_D00_W = {

ޣҵǱϣ\n\n

Ǹҽ١\n\n

ҵĹҵϻ޿ƥеһҽƷ\n\n
}
//==============================================================================


//==============================================================================
// Situation D01: If Hyland has gone to Bunker 05. Blythe will be most pleased.
// Blythe will have a special something to say the first time the player 
// speaks with him after she has left. This is the case where the player 
// has spoken to him at least once before.
//------------------------------------------------------------------------------
B04_Blythe_D01_W = {
ܸ֮ϢģǾңϣǹ٣Ѿҽˡ\n\n

ڣҽǸûѾ·ְҵĹҵϻ޿ƥеһҽƷ\n\n

վڸϣҲּǹٵλбţʿְ\n\n

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


//==============================================================================
// Situation D02: If the player talks to Blythe one more time, he will head
// straight to the point.
//------------------------------------------------------------------------------
B04_Blythe_D02 = { ϣΪ }
//==============================================================================


//==============================================================================
// Situation E: Blythe's random text when Hyland is no longer around.
//------------------------------------------------------------------------------
B04_Blythe_E00 = { ǵģǵġ }
B04_Blythe_E01 = { ŶǸսʿ }
B04_Blythe_E02 = { ɫ䣡ɫ䣡 }
B04_Blythe_E03 = { ...òοһ±˵ }
B04_Blythe_E04 = { ֪֮ǰ˵ʲôڸҪˡ }
B04_Blythe_E05 = { ֶһʬ }
//==============================================================================
//******************************************************************************

//******************************************************************************
// 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 05.
//
// Location: Equipment Room
// Appears: End 15
// Removed: End 17 Ed, I changed it from 19 to 17. Having Kerr always at the
// bunker is ridiculous. It totally takes away the surprise we have in store for the
// assassination mission. It also doesn't make sense that a "traveling merchant" 
// who doesn't travel unless it was somewhere the player went. 
//==============================================================================


//==============================================================================
// 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.
//------------------------------------------------------------------------------
B04_Kerr_A00_W = {
ޣҵĺӡǿ˶һǫѷˣ߹ĮǧɽˮΪľҵЩֵܻõϵƷ͹ֶ\n\n

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


//==============================================================================
// Situation A01: If the player has met Kerr in the earlier bunkers, 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.
//------------------------------------------------------------------------------
B04_Kerr_A01_W = {
ǻкý׵ĵط߹ȥǻΣյĵط߹ȥʵʮƣȻȴּ˵زͬ\n\n

ӣҺܸҵĻнס
}
//==============================================================================


//==============================================================================
// Situation A02: If the player has already met Kerr, he will use a 
// very short line to initiate barter screen.
//------------------------------------------------------------------------------
B04_Kerr_A02 = { ǳãĹ˿õġ }
//==============================================================================






//==============================================================================
// Situation C: Kerr has some random lines of his own.
//------------------------------------------------------------------------------
B04_Kerr_C00 = { Уֻǿ }
B04_Kerr_C01 = { õģǶ }
B04_Kerr_C02 = { Ȥࡡ }
B04_Kerr_C03 = { ţһ˵Ƿð }
B04_Kerr_C04 = { Ǿʹɽޣҵĺӡ }
B04_Kerr_C05 = { ˡ }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Casey Barrett.
// Role: Mechanic, Volunteer to join the Brotherhood.
// Background: Casey is a particularly talented young lady. She is in her early
// twenties, but as quickly mastered enough mechanics and repair skill to keep
// Junction City running smoothly. She learnt most of her trade from her father
// Stephen. Casey is smart and has learned a lot about the townsfolk. Most of
// them know her or of her as they often come to her with broken items that
// need fixing.
//
// Casey only appears here after mission 15 if the player successfully 
// recruited her. She stops by here to say hello to the player before she 
// heads back to the 'boot camp'. Once she appears, she will stay until the 
// player leaves the bunker.
//
// Location: Vehicle Depot
// Appears: End 15
// Removed: Special
//==============================================================================


//==============================================================================
// Situation A00: Casey stands around a technical looking section of the 
// bunker. She will talk to the player if she is addressed.
//------------------------------------------------------------------------------
B04_Casey_A00_W = {
٣İˣطʵ̫ˣҼֱЩһװôҵֻȻҵȻǸִͻеߣл㶼\n\n

֮⣬ʱпܿʼлѵ֪ҲһοʱѾ±ˡ 
}
//==============================================================================




//==============================================================================
// Situation A02: If the player continues to talk to Casey, she will excuse
// herself with her good-bye line.
//------------------------------------------------------------------------------
B04_Casey_A02 = { ףˣѡ}
//==============================================================================


//==============================================================================
// Situation B: As Casey stands around, she has several random remarks.
//------------------------------------------------------------------------------
B04_Casey_B00 = { 뿪Ǹĵĸֵõġ }
B04_Casey_B01 = { ϣǸ곤кȻ }
B04_Casey_B02 = { Ҫ̨APC· }
B04_Casey_B03 = { ܰװ }
B04_Casey_B04 = { ۣҴûֶ }
B04_Casey_B05 = { ҡáҪȥǸǵ棡 }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Brotherhood Guards:
// There are two of them standing outside the bunker.
//
// Location: Bunker Entrance
// Appears: End 12
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A: This is what the guards may say if addressed by the player.
//------------------------------------------------------------------------------
B04_Guard01_A00 = { һʼǳˣڻлˣFirst, Super-Mutants, now robots? }
B04_Guard01_A01 = { ״úæµ }
B04_Guard01_A02 = { ⳡսѾʧȥ˿ơ }
B04_Guard01_A03 = { ȻڳʧѲԱ }
B04_Guard01_A04 = { ѽܵȥӢۡ }
B04_Guard01_A05 = { ôǸǻᳯǶ }

B04_Guard02_A00 = {  ˵ǰǺܲпġ }
B04_Guard02_A01 = { ǺһûذСӵϢˡ }
B04_Guard02_A02 = { ЩǴģ }
B04_Guard02_A03 = { ǿԶϿл }
B04_Guard02_A04 = { ǵñ־䡣 }
B04_Guard02_A05 = { ǻʤ...}
//==============================================================================


//==============================================================================
// Situation B: This is what the guards may say on their own if nothing special
// is going on.
//------------------------------------------------------------------------------
B04_Guard01_B00 = { *̾* }
B04_Guard01_B01 = { *ɦ* }
B04_Guard01_B02 = { սûб䡣 }
B04_Guard01_B03 = { ֣ʲô }
B04_Guard01_B04 = { Ѿٵ }
B04_Guard01_B05 = { Ҫˡ }

B04_Guard02_B00 = { Ҵıޣ }
B04_Guard02_B01 = { 뵽... }
B04_Guard02_B02 = { ϲʲôأ }
B04_Guard02_B03 = { *Ƿ* }
B04_Guard02_B04 = { ** }
B04_Guard02_B05 = { Ҵıޣ }
//==============================================================================


//==============================================================================
// Situation C: This is what the guards may say if addressed by the player 
// after the player has visited Bunker 05.
//------------------------------------------------------------------------------
B04_Guard01_C00 = { ˵ǺܿҪĹˡ }
B04_Guard01_C01 = { ףԸʱ˳ }
B04_Guard01_C02 = { ܹɹ }
B04_Guard01_C03 = { ǲȥĶߵĻˡ }
B04_Guard01_C04 = { ֵܣǻʤġ}
B04_Guard01_C05 = { ҼֵΣ }

B04_Guard02_C00 = { ϣǼһһЩС¶ˡ }
B04_Guard02_C01 = { ˿˶ҪһЩ顣 }
B04_Guard02_C02 = { ״Σ }
B04_Guard02_C03 = { ȥСʱһ }
B04_Guard02_C04 = { Ǳ뱣־䡣 }
B04_Guard02_C05 = { ԿÿԸЩ˰ɡ }
//==============================================================================


//==============================================================================
// Situation D: This is what the guards may say on their own if nothing special
// is going on after the player has been to Bunker 05.
//------------------------------------------------------------------------------
// Use Situation B. DL
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// 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 12
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A: These are the sounds made by the warriors when they are asleep.
//------------------------------------------------------------------------------
B04_Brother01_A00 = { Zzzz.. }
B04_Brother01_A01 = { Zzzt.. ** }
B04_Brother01_A02 = { Zzz...İ...zzZ  }

B04_Brother02_A00 = { ** }
B04_Brother02_A01 = { Zz.. zzz... }
B04_Brother02_A02 = { Zzz...ȫӳɢ ** }

B04_Brother03_A00 = { Zzz......z...Ҫ...zzz.. }
B04_Brother03_A01 = { *ƨ* }
B04_Brother03_A02 = { Zzz.. ** Zzz.. }

B04_Brother04_A00 = { ** }
B04_Brother04_A01 = { Zzzt.. ** }
B04_Brother04_A02 = { ǵǣ ** }

B04_Brother05_A00 = { ΪʲôҵĴմҺ }
B04_Brother05_A01 = { *ɦ* }
B04_Brother05_A02 = { Zzz.. zzt.. }

B04_Brother06_A00 = { Zzzz.. }
B04_Brother06_A01 = { ** }
B04_Brother06_A02 = { Zz.. zzz... }
//==============================================================================


//==============================================================================
// Situation B: These are what the injured warriors will say while they're in 
// the infirmary.
//------------------------------------------------------------------------------
B04_Brother01_B00 = { ж㣿 }
B04_Brother01_B01 = { á }
B04_Brother01_B02 = { Щ쵰... }

B04_Brother02_B00 = { ۣ }
B04_Brother02_B01 = { ҺЩߵ·ޡ }
B04_Brother02_B02 = { ʹ }

B04_Brother03_B00 = { Сأ }
B04_Brother03_B01 = {  }
B04_Brother03_B02 = { ҵͷ... }

B04_Brother04_B00 = { ʿ...ʮ }
B04_Brother04_B01 = { ͽ޹ѽ }
B04_Brother04_B02 = { ҵƨƨ... }

B04_Brother05_B00 = { й׼ }
B04_Brother05_B01 = { ھҪֹʹ }
B04_Brother05_B02 = { ȣ }

B04_Brother06_B00 = { ʿʿ }
B04_Brother06_B01 = { ...ǧ룡 }
B04_Brother06_B02 = { Ҫݣݼ١ }
//==============================================================================


//==============================================================================
// 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.
//------------------------------------------------------------------------------
B04_Brother01_C00 = { ЩǴһǳ }
B04_Brother01_C01 = { ǾνĿѧ }
B04_Brother01_C02 = { ͵Ķʿ }

B04_Brother02_C00 = { ǵѲ߶Աߵս }
B04_Brother02_C01 = { ǵüǿսʿ }
B04_Brother02_C02 = { 侲ǻ֪ôġ }

B04_Brother03_C00 = { Щʹõʲôǹ }
B04_Brother03_C01 = { ǿһֻ۾}
B04_Brother03_C02 = { Щжϸ }

B04_Brother04_C00 = { ǰΪԼ˸ߵĶ䡣 }
B04_Brother04_C01 = { ݹһ֡ }
B04_Brother04_C02 = { ܹõʮֻ䡣}

B04_Brother05_C00 = { ǶԸʱһ߳ʥ...** }
B04_Brother05_C01 = { Щʺ }
B04_Brother05_C02 = { ڽ̿ȿͳֵĵˡ }

B04_Brother06_C00 = { 跨ɵһ }
B04_Brother06_C01 = {  }
B04_Brother06_C02 = { ߣҺЩһ }
//==============================================================================


//==============================================================================
// Situation D: These are the random lines spoken by the warriors when they 
// are awake after the player has visited Bunker 05. If the player tries to 
// talk to them, they'll say the same things.
//------------------------------------------------------------------------------
B04_Brother01_D00 = { ΪЩǵĲй𣿹 }
B04_Brother01_D01 = { ڽ͸ĵ }
B04_Brother01_D02 = { ǵɷΨһñصɷ }

B04_Brother02_D00 = { ֵܣҽиȵԼᡣ }
B04_Brother02_D01 = { Ǹʳʬ...ϣҵĸĸ޳ɡ}
B04_Brother02_D02 = { ٣ҵܿԼɣԲԣ }

B04_Brother03_D00 = { пЩߵĵ罬ǹ }
B04_Brother03_D01 = { ٣Щ쵰ĺ׼ }
B04_Brother03_D02 = { ܴЩߵģ¡ }

B04_Brother04_D00 = { û֮ء }
B04_Brother04_D01 = { ȰƼĹ̥ʲôëѽ }
B04_Brother04_D02 = { սʱǳʥ }

B04_Brother05_D00 = { ϣ˼սܹ˳ }
B04_Brother05_D01 = { ƺǸͬв }
B04_Brother05_D02 = { ǻɹΣġ }

B04_Brother06_D00 = { ƽ̥Ǻѱ }
B04_Brother06_D01 = { ** }
B04_Brother06_D02 = { Һ޻ˡ }
//==============================================================================
//******************************************************************************






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



//******************************************************************************
//==============================================================================
// Name: Initiate Percy.
// From: Mission 22
// Role: Survivor of the ill-fated Grail Squad.
// Background: Percy is dying when the player find him. He will say his line 
// which is designed to inspire the player to search the ladder above the 
// power-gauntlet.
//
// Location: Recruits Room
// Appears: End 15
// Removed: End 19
//==============================================================================

//==============================================================================
// Situation A00: 
//------------------------------------------------------------------------------
M22_Percy_A00 = {  Ǳһòֵͣܡ }
M22_Percy_A01 = {  ǻʤģҾ֪ }
M22_Percy_A03 = {  һδ롣 }
M22_Percy_A04 = {  Ϊ˺ܶ๱ס }

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



//******************************************************************************
//==============================================================================
// Name: Andrew "Noone" Smith.
// From: Mission 24
// Role: To fling out this paragraph and then run for it.
// Background: Andrew is a nervous man [cause he's standing next to a bomb], but 
// he's also a little deaf, having worked with explosives most of his life.
//
// Location: Barracks
// Appears: End 17
// Removed: End 19
//==============================================================================

//==============================================================================
// Situation A00: 
//------------------------------------------------------------------------------
M24_Andrew_A00 = { ҺæҵҪȥһĵס }
//==============================================================================
//******************************************************************************
//==============================================================================
// 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
//==============================================================================

name_CORE_Dekker = { ˶ }

//==============================================================================
// Situation A00: Floating text
//------------------------------------------------------------------------------
B04_Dekker_A00 = { ÿ춼µս }
B04_Dekker_A01 = { Ȥ... }
B04_Dekker_A02 = { ⸱׻ĥһЩ }
B04_Dekker_A03 = { ǵĵ˲ }
B04_Dekker_A04 = { ǴҪ١ĵҩ }
B04_Dekker_A05 = { ⳡսĿеķء }
//==============================================================================


//==============================================================================
// Situation Z00: Time to Move to the Next Bunker
//------------------------------------------------------------------------------
B04_Dekker_Z00_W = {
սչˣսʿ\n\n

ǱλãͬʱͦһµĵﱤѾǱǵĲӼеȥ\n\n

Сӹȥٻر
}
//==============================================================================



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

//==============================================================================
// Situation A00: Recruits Master will speak, then open the Recruits window.
//------------------------------------------------------------------------------
B04_Recruits_A00_W = {
ӭսʿֵܻ²١Ҫ֯һСӣ͵ҿڡôʲôҿΪЧ͵
}
//==============================================================================

//==============================================================================
// Situation B00: Recruits Master will speak, then open the Recruits window.
//------------------------------------------------------------------------------
B04_Recruits_B00 = {
ãҪʼȥ顣 
}
//==============================================================================

