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

B05_MiniMap_01 = {
 - 򽫾ȡ򱨡
}

B05_MiniMap_02 = {
װֿ - ೤ɽװ벹ƷĽס
}

B05_MiniMap_03 = {
± - ±೤СƳԱ
}

B05_MiniMap_04 = {
ҽ - ҽٽҽƷĽס
}

B05_MiniMap_05 = {
ά޳ - ݷά޳ӻĮ°ĳ
}

B05_MiniMap_06 = {
 - СӴ뿪ﱤսۡ
}

//==============================================================================
// Speech File for Bunker 05
// Edited by ???
//  Version 1.5
// The format for the speech file is explained in the README.txt file in the
// speech file directory.
//
//==============================================================================
//******************************************************************************

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

//******************************************************************************
//==============================================================================
// Name: Paladin Folleto
// Role: Quarter-Master of the Brotherhood Elites.
// Background: Folleto is a stern, old man in his early sixties. He has a 
// bad temper but follows regulations to the letter. He has a tall, imposing 
// figure which he uses to intimidate the younger members of the Brotherhood.
//
// Folleto wears the robes of the scribes, even though he is considered an 
// active paladin.
//
// Location: Equipment Room
// Appears: End 19
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A00: Folleto 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.
//------------------------------------------------------------------------------
B05_Folleto_A00_W = {
ע⣬սʿ\n\n

ҵǸ࣬ﱤľ೤ֿгҵ֮ϣڿʼҽнס\n\n

Ȱһ˵Ӣ¼ķṦΰҵ - һҲûУ㲻ĻǩװҪŬóƷµعװˣͱʵдصĹҵ\n\n

ﾭӪһ̵꣬ҵߣ˽\n\n

ܺá
}
//==============================================================================


//==============================================================================
// Situation A01: If the player has already met Diocletian, he will use a 
// very short line to initiate the Quarter-Master equipment selection screen.
//------------------------------------------------------------------------------
B05_Folleto_A01 = { ܺã˽׼ˡ }
//==============================================================================


//==============================================================================
// Situation B: Folleto has some random lines of his own.
//------------------------------------------------------------------------------
B05_Folleto_B00 = { ʥʿȿµûشܶˡ }
B05_Folleto_B01 = { ߺŵѾҵĻ쵰аˡ}
B05_Folleto_B02 = { ܺã }
B05_Folleto_B03 = { ӵ }
B05_Folleto_B04 = { ҼǵҶ˸...}
B05_Folleto_B05 = { 죬ҵıʹˡ }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Allen.
// Role: Mechanic.
// Background: Allen is one of the five mechanics working in the bunkers. 
// Allen is a pleasant, rather delicate looking chap with nice manners. He 
// seems rather bland compared to the earlier four mechanics.
//
// Location: Vehicle Depot
// Appears: End 19
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A00: Allen has his initial greeting. After this, he will 
// switch to one of the random lines in Situation B.
//------------------------------------------------------------------------------
B05_Allen_A00 = { ޣǰףʲôҿΪЧ͵ }
//==============================================================================


//==============================================================================
// Situation B: Allen's random greetings after the initial greeting. These
// lines are selected at random everytime the player needs to talk to the 
// mechanic.
//------------------------------------------------------------------------------
B05_Allen_B00 = { õģʲôҿЧ͵ }
B05_Allen_B01 = { Ҫʲô }
B05_Allen_B02 = { õģʲôҿΪЧ͵ }
B05_Allen_B03 = { ޣʲô }
B05_Allen_B04 = { ôҪʲô }
B05_Allen_B05 = { ҿʲôطæ }
//==============================================================================


//==============================================================================
// Situation C: Allen's random lines. He is mostly concerned with his work.
//------------------------------------------------------------------------------
B05_Allen_C00 = { ߴ粻ϡ }
B05_Allen_C01 = { ˵ݰָҡ }
B05_Allen_C02 = { Ҫһװá }
B05_Allen_C03 = { ѹ֣Ѿû }
B05_Allen_C04 = { ƣµһ }
B05_Allen_C05 = { ȷʵҵҵְ }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Scribe Hyland
// 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.
// Location: Infirmary
// Appears: End 19
// Removed: N/A
//==============================================================================


//==============================================================================
// 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.
//
// Hyland is tired. She has been working long hours to deal with the crisis
// situation with the Reavers.
//------------------------------------------------------------------------------
B05_Hyland_A00_W = {
ãսʿǺǴ˶֧ԮŶӵһԱ﹤ҽ١\n\n

յ֪ͨСѾΪһȵĴôǵĸٶ˽һڡ\n\n
}
//==============================================================================


//==============================================================================
// Situation A01: If Hyland has spoken to the player in Bunker 04, she will 
// have a different introductory speech from A00. As wil all player initiated 
// lines for Hyland, it will result in an option for bartering. Hyland will 
// also heal the entire party.
//------------------------------------------------------------------------------
B05_Hyland_A01_W = {
һ˵ޣܿ˲Ҫ·һο顣
Ϊսʮֲңұת䵽ط\n\n

ʮֵվѾʧڻ˴ϣǻкܶ˻յ֪ͨ˵֧СӵȨ\n\n

ôڣʲôҿΪЧ͵
}
//==============================================================================





//==============================================================================
// Situation A03: On subsequent revisits, Hyland will come straight to the 
// point.
//------------------------------------------------------------------------------
B05_Hyland_A03 = { ãתתͷȻȸ... }
//==============================================================================


//==============================================================================
// Situation B: Hyland's random lines. These assume that she has lots of 
// wounded in the infirmary.
//
// Note: All beds should be utilized with a few patients lying on the floor.
// Could we have pools of blood? There should be quite a few dead patients
// as well.
//------------------------------------------------------------------------------
B05_Hyland_B00 = { Բ֪ҵֺܱ }
B05_Hyland_B01 = { ﻹҪһʬ }
B05_Hyland_B02 = { ǵĲ൱ȱ }
B05_Hyland_B03 = { ȥɱģȥ }
B05_Hyland_B04 = { Ҹ߹Ҫֲ }
B05_Hyland_B05 = { УѾݵĺԡˡ }
//==============================================================================
//******************************************************************************

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

//******************************************************************************
//==============================================================================
// 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 has 
// spoken to the player. He is worried sick because his squad was attacked 
// by robots and no one survived except him.
//
// Location: Main Corridor
// Appears: End 19
// Removed: Special
//==============================================================================


//==============================================================================
// Situation A00: Tiduk stands around in anguish. 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 upset. He believes he failed his sister because he could not 
// look after her in the battle. He says the same lines as he would have in 
// Bunker 03 except he is a lot more distracted.
//------------------------------------------------------------------------------
B05_Tiduk_A00_W = {
٣ǵĳ١\n\n

±̩ˣ١ҴӱţɭʱʶˣҲĵط١ǳܼ\n\n

...ǸСΨһߡǸո˳һ񣬵û뵽ڻ·ȴ˵ͻϮҵã±һֵȳˣ跨ˣСȴ

รãĺܱǸôؼ㣬ȴˣ

**

ҵļˣ
}
//==============================================================================


//==============================================================================
// Situation A01: Tiduk stands around in anguish. This is what he says if the 
// player speaks to him and they have met earlier in Bunker 01 or Bunker 03.
//------------------------------------------------------------------------------
B05_Tiduk_A01_W = {

...ǸСΨһߡǸո˳һ񣬵û뵽ڻ·ȴ˵ͻϮҵã±һֵȳˣ跨ˣСȴ

รãĺܱǸôؼ㣬ȴˣ

**

...Ҹô轻
}
//==============================================================================



//==============================================================================
// Situation A03: If the player talks to Tiduk the third time, he will use his
// good-bye line.
//------------------------------------------------------------------------------
B05_Tiduk_A03 = { ...Ҳ䴩ϺһƷ }
//==============================================================================


//==============================================================================
// Situation B: As Tidul stands around, he has some random remarks. Shauri has 
// replies to all of his random remarks.
//------------------------------------------------------------------------------
B05_Tiduk_B00 = { ร...  }
B05_Tiduk_B01 = { ԭң }
B05_Tiduk_B02 = { Ϊʲôᷢأ }
B05_Tiduk_B03 = { ** ** }
B05_Tiduk_B04 = { һḴѩޡ }
B05_Tiduk_B05 = { ıţӦø }
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Brotherhood Guards:
// There are two of them standing outside the bunker.
//
// Location: Bunker Entrance
// Appears: End 19
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A: This is what the guards may say if addressed by the player.
//------------------------------------------------------------------------------
B05_Guard01_A00 = { ʿܵ䡣}
B05_Guard01_A01 = { ɻ˵ʲô }
B05_Guard01_A02 = { ǵʧʮ־޴ }
B05_Guard01_A03 = { һ·ôģ }
B05_Guard01_A04 = { һҲϲ }
B05_Guard01_A05 = { һȥš }

B05_Guard02_A00 = { Сκοȱ }
B05_Guard02_A01 = { ͵ĻԻͼ¼ֵܣ̫ӡˡ }
B05_Guard02_A02 = { עЩˡ }
B05_Guard02_A03 = { Ҫһʤ }
B05_Guard02_A04 = { ģּͺˡ }
B05_Guard02_A05 = { ˿һߵˡ }
//==============================================================================


//==============================================================================
// Situation B: This is what the guards may say on their own if nothing special
// is going on.
//------------------------------------------------------------------------------
B05_Guard01_B00 = { Ϊսǲģȷı䡣 }
B05_Guard01_B01 = { ǶʲôȥЩ˶ܳܡ }
B05_Guard01_B02 = { ҲӦóˣ }
B05_Guard01_B03 = { ȻʧѲ߶Ա }
B05_Guard01_B04 = { ҵĸ... }
B05_Guard01_B05 = { ڳǹˡ }

B05_Guard02_B00 = { ǿһ㣬ֵܡ }
B05_Guard02_B01 = { û˵һɵ顣 }
B05_Guard02_B02 = { һнʤһΪ˭Ϊֹ }
B05_Guard02_B03 = { ҵѾ׼ˡ }
B05_Guard02_B04 = { ֵܻԲԻ˾Ϲ }
B05_Guard02_B05 = { ֵܣ }


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



//******************************************************************************
//==============================================================================
// 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 19
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A: These are the sounds made by the warriors when they are asleep.
// I'm concerned with the sharing of filenames between sick and sleeping 
// Brothers. DL
//------------------------------------------------------------------------------
B05_Brother01_A00 = { Zzzz.. }
B05_Brother01_A01 = { Zzzt.. ** }
B05_Brother01_A02 = { .. ** }

B05_Brother02_A00 = { ** }
B05_Brother02_A01 = { Zz.. zzz... }
B05_Brother02_A02 = { ** }

B05_Brother03_A00 = { Zzz.. Ҫ䣬ҲҪȹ...ZzzZ }
B05_Brother03_A01 = { *ƨ* }
B05_Brother03_A02 = { Zzz.. ** Zzz.. }

B05_Brother04_A00 = { ** }
B05_Brother04_A01 = { Zzzt.. ** }
B05_Brother04_A02 = { Zzz..е ... ** }

B05_Brother05_A00 = { Zzzz.. }
B05_Brother05_A01 = { *ɦ* }
B05_Brother05_A02 = { Zzz.. zzt.. }

B05_Brother06_A00 = { Zzzz.. }
B05_Brother06_A01 = { ˭ҵĻʳʬ־ }
B05_Brother06_A02 = { Zz.. zzz... }
//==============================================================================


//==============================================================================
// Situation B: These are what the injured warriors will say while they're in 
// the infirmary.
//------------------------------------------------------------------------------
B05_Brother01_B00 = { ... }
B05_Brother01_B01 = { ء }
B05_Brother01_B02 = { ЩɱĹͷһ... }

B05_Brother02_B00 = { C }
B05_Brother02_B01 = { һ̨·ĿС }
B05_Brother02_B02 = { ʹ }

B05_Brother03_B00 = { Сӣ... }
B05_Brother03_B01 = { ڡC }
B05_Brother03_B02 = { ҵͷ... }

B05_Brother04_B00 = { һصսȥ }
B05_Brother04_B01 = { Ȼ ** ̣ }
B05_Brother04_B02 = { ... }

B05_Brother05_B00 = { ҵĽ...ҵ죬 }
B05_Brother05_B01 = {  }
B05_Brother05_B02 = { һܹʲô }

B05_Brother06_B00 = {  }
B05_Brother06_B01 = { ҪĻ }
B05_Brother06_B02 = { Ҫսȥ }
//==============================================================================


//==============================================================================
// 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.
//------------------------------------------------------------------------------
B05_Brother01_C00 = { Щ޷ֹġ }
B05_Brother01_C01 = { *̾* }
B05_Brother01_C02 = { ǸܰǶ }

B05_Brother02_C00 = { ÿ춼ʧˡ }
B05_Brother02_C01 = { ǵǡ }
B05_Brother02_C02 = { ǵ״ô }

B05_Brother03_C00 = { ǵĻ׺Ĵһ }
B05_Brother03_C01 = { ɱʱӼһ޵еġ }
B05_Brother03_C02 = { ǵɦǵ }

B05_Brother04_C00 = { 촽սʿ }
B05_Brother04_C01 = { еˣǾӮˡ }
B05_Brother04_C02 = { ܸɵǵģӣ }

B05_Brother05_C00 = { ǲսԶһֱȥ }
B05_Brother05_C01 = { ҪԵʤ }
B05_Brother05_C02 = { ǰս̫ˡ }

B05_Brother06_C00 = { ǻļ޷赲 }
B05_Brother06_C01 = { ** }
B05_Brother06_C02 = { ںڰпǣ }
//==============================================================================
//******************************************************************************



//******************************************************************************
// From Mission 17, for Stage 05
//==============================================================================
// Name: Caldriss "Deadeyes" Hemlock.
// Role: Auditor General of the Brotherhood of Steel.
// Background: Caldriss is a thin, sinewy man in his fifties. He has graying 
// hair, and is mostly bald. His eyes are dead-looking, hence the nickname.
//
// Caldriss was one of the Brotherhood's deadliest assassins before his 
// retirement from active duty. A calculating man with an eye for details, he 
// has since found a use for his attention to details by working as an auditor 
// and collector of dues for the Brotherhood.
//
// Location: Equipment Room
// Appears: End 19
// Removed: End 22
//==============================================================================

//==============================================================================
// Situation A00: 
//------------------------------------------------------------------------------
M17_Caldriss_A00 = {  ҪڣӣڻйҪ}
//==============================================================================
//******************************************************************************

//==============================================================================
// 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
//------------------------------------------------------------------------------
B05_Dekker_A00 = { ԲԻʤ }
B05_Dekker_A01 = { в }
B05_Dekker_A02 = { ֵܻᡸսսʤ }
B05_Dekker_A03 = { Ǳصûʤ }
B05_Dekker_A04 = { ǵʧǳ޴... }
B05_Dekker_A05 = { ϵΨһϣ}
//==============================================================================



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

//==============================================================================
// Situation A00: Recruits Master will speak, then open the Recruits window.
//------------------------------------------------------------------------------
B05_Recruits_A00_W = {
ӭսʿֵܻ²٣Ҫ֯һСӣ͵ҿڡôʲôҿΪЧ͵
}
//==============================================================================

//==============================================================================
// Situation B00: Recruits Master will speak, then open the Recruits window.
//------------------------------------------------------------------------------
B05_Recruits_B00 = {
ȻκһҪİɡ 
}
//==============================================================================




















