//==============================================================================
// Speech File for Mission 01 - Chicago.
//Version 1.3
// The format for the speech file is explained in the README.txt file in the
// speech file directory.
//
//==============================================================================




//==============================================================================
// Mission Briefing
// Note: General Barnaky's voice does the briefing and debriefing.
//==============================================================================

MISSION_BRIEF = {

Ϣ±ҵǰɻһÿһչǰ´ָ֮ǰҪҸ˵Ļӭ֮⡣ֻҪǵֵܻѵγ̵̭аٷ֮ʮ壬͸öԼеʮֽãڻص⡣\n\n

ǰڱţɭԴḻĲׯǵʧʮ־޴׼ҪֵܻԻǵıǻḺ黹ǵأЩδ࣬ʳһֽ곤СΪֵܻ±ΪرΪ˴ǵĿ꣬ǱҪչǵľӣҲеĴׯͶǡ\n\n

Ҳ˽ʲôʹЩܵǻôĵطǵȷڸĵɱ°ӡţɭĿǰռݵڶׯ֮һδӳľǱɱǱ±ǧģѾɱǵĵ֣Ҫ͹ǵʵ\n\n

㽫ҪСӵţɭ֣ȻȺ졣ֻҪ֮ǾͻΪȺ׶ңͿֵܻԽǻɱʣķӡһα׼ͻԲοСĵͼԻõµ鱨ϡ\n\n

һ£սʿȷׯϵ֮ƻĹؼյزϰףΨһȨʿǾ޷벿˴Э顣\n\n 

ɢ\n\n
}




//==============================================================================
// Mission Debriefing
//==============================================================================


//==============================================================================
// THIS IS SITUATION A, THE FIRST PARA ACKNOWLEDGING COMPLETION OF THE MISSION
// Situation 01: Raiders defeated. This is the bulk of the debrief that will appear in all situations.
//------------------------------------------------------------------------------

MISSION_01_DEBRIEF_A01 = {

ɣսʿ\n\n

ڸɾ䡢½ЩɵúܺãǶǵÿһʤǵӰķΧЩȵҰ˶ĴлδֵܻᾴηмӡҪΪׯҪѧϰǵϸɷӶ...ɡ 
} 
//==============================================================================


//==============================================================================
// THIS IS ALL SITUATION B, WHERE WE CHECK TO SEE HOW MANY VILLAGERS DIED.
//  Add this if no villagers died
// 
//------------------------------------------------------------------------------

MISSION_01_DEBRIEF_B01 = {

ұҪϣкһû±ܹǵĵһͱֵ˿ɿжκһҰʧһ֤Ϊ˱ʾǶ𾴣ǰǵıţũƸΪֻ֡ˣֵܻ᷽Ҳһμĵĳɼ   

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


//==============================================================================
// Situation 03: Mission complete with villager fatalities..
// Tone/Mood: Deadpan, grim, slightly sad.
//------------------------------------------------------------------------------

MISSION_01_DEBREIF_B02 = {

񣬲ɥʧôĴʹǵҲˣֻļ軹ٵ±顣Ҫ໨˼δ֮ϣȷֵܻôɿ 
}
//==============================================================================

//==============================================================================
// THIS IS SITUATION C, WHERE WE CHECK TO SEE IF ANY BOS SQUADDIES DIED.
// Situation 03: Mission complete with BOS squad fatalities.
// Tone/Mood: Deadpan, grim, slightly sad.
//------------------------------------------------------------------------------

MISSION_01_DEBRIEF_C01 = {

޷ǣΪʲô㾹Ȼһ±ȥѾ㹻װ˵Ӧڲκֵܻ 

ǴҲðСӵָȨϣΣҽеע㣬Էľʵһ 

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



//==============================================================================
// THIS IS SITUATION D, THE CLOSING PARAGRAPH FOR THE DEBRIEFING
// Situation 03: Last debrief section that is added to end of debrief regardless what happened.
// Tone/Mood: Deadpan, grim, slightly sad.
//------------------------------------------------------------------------------

MISSION_01_DEBRIEF_D01 = {

뿪ˡ 

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




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

M01_MiniMap_01 = {
Ľ㡣ɫԲȦзĻɫԲȦʾѶ
}

M01_MiniMap_02 = {
鱨ָѲС
}

M01_MiniMap_03 = {
ѾռҽŲ֮á
}

M01_MiniMap_04 = {
ҪסǰӪصͨ·
}

M01_MiniMap_05 = {
ıָⶰұзռ죬ǵǵĵһߡ
}

M01_MiniMap_06 = {
ѾΪõѵľȮЩȮһ˽ⶼǱһԤϵͳ
}

M01_MiniMap_07 = {
ָһ乤ҡ
}

M01_MiniMap_08 = {
鱨ָⶰһվȷ˵Ҳɵռݡ
}

M01_MiniMap_09 = {
һõĵﱤڵĵȷ
}

M01_MiniMap_10 = {
ѲԱפأΪ˵ܼķżĳɹԲûиȷ꾡Ѷ
}

M01_MiniMap_11 = {
ǵ½ܲǵпܳκοܻᱻľԼǿĵֿ
}

M01_MiniMap_12 = {
Ŀǰѳ㡣
}


//==============================================================================
// Objective Breakdowns:
//------------------------------------------------------------------------------
M01_OBJ_01 = { 졣 }
M01_OBJ_02 = { ȷ֮Ĵ }
//==============================================================================

//==============================================================================
// FAILURE NOTICES
//------------------------------------------------------------------------------
M01_FAILUREA = { һδϢһֿɱͼΪͿȥǻѪԸ㻹һλᡣ}

// WE ONLY HAVE THE TRIGGER FOR A SINGLE FAILURE IF ALL YOUR SQUADDIES DIE. DO //YOU WANT TO PICK THE ONE YOU LIKE THE MOST? POTENTIALLY, THIS SHOULDN'T BE //DONE INSIDE THIS TEXT FILE ANYWAY, BUT IN AN EXTERIOR, GENERIC TEXT FILE.

M01_FAILUREB = {ѾôĳǿȻһΡ}

M01_SUCCESSA = {Ѿɹε \n\nǰѳ뿪ⳡ}


//==============================================================================
// Name: Hawkeye.
// Role: Shaman of Brahmin Wood.
// Background: Hawkeye is in his early thirties. He was given his name because 
// of his stern and unwavering glare. He carries bags under his eyes due to 
// lack of sleep caused by excessive use of his peace-pipe. The peacepipe is 
// Hawkeye's doorway into the spirit world. Hawkeye is only vaguely interested 
// in the affairs of the village. He holds the secrets to the spiritworld for 
// the village and that alone is enough for him.
//==============================================================================


//==============================================================================
// Situation A00: Hawkeye introduces himself. 
//------------------------------------------------------------------------------
M01_Hawkeye_A00_W = {
ãӢۣڡɧ֮ǰϦѾԤĵ\n\n

ӥۣ֮˵ԤߣҸΪػͨͨѾתͷԸҵˣɢɳ֮С\n\n

ҪͿ̸ҲǵĳϣΪ֮зԡػ޹֮أҷٸκεİ\n\n
} 
//==============================================================================



//==============================================================================
// Situation Z00: Floating text that will pop up after the player has initially spoken to him before the //raiders are crushed.
M01_Hawkeye_Z00 = { Ըüƹ԰֮}
M01_Hawkeye_Z01 = { ǸǿԼˡ}
M01_Hawkeye_Z02 = { 뿴ҵĺ̶}
//I'VE MADE THESE "Z" SO THEY DON'T THROW ALL OF THE FOLLOWING SITUATIONS OUT.
//==============================================================================


//==============================================================================
// Situation B: This is Hawkeye's random text before he speaks with the player.
// Hawkeye is preparing for his journey into the spirit world. He mutters about
// bringing his people back, twilight being the doorway to dreams, and so on.
//------------------------------------------------------------------------------
M01_Hawkeye_B00 = { ţҵĺ̶ˡ }
M01_Hawkeye_B01 = { Ҳð̵̶ǵ }
M01_Hawkeye_B02 = { ĺ }
M01_Hawkeye_B03 = { Ż }
M01_Hawkeye_B04 = { ұҪҵЩʧˡ }
M01_Hawkeye_B05 = { ร...ҵܿࡣ }
//==============================================================================





//==============================================================================
// Situation D00: After the Raiders are defeated, Hawkeye will return from his 
// trace. If this is the first time the player has spoken to him, his speech
// will be slightly different from the speech for situation D01. He will 
// introduce himself and thank the player for cleansing his village. He will 
// also offer them some healing powder to show his gratitude.
//------------------------------------------------------------------------------
M01_Hawkeye_D00_W = {
ҵӥۣ֮˵ߣѾ۲ж빦˽Ϊ֮˰˸æΪҸлѾҵһЩСħܹ;һ֮\n\n

ҵҽƷĩùǼסҽƻۣҲĸ֪ȥɣףȥ
}
//==============================================================================


//==============================================================================
// Situation D01: After the Raiders are defeated, Hawkeye will return from his 
// trace. If spoken to, he will thank the player for cleansing his village.
// He will also offer them some healing powder to show his gratitude.
//------------------------------------------------------------------------------
M01_Hawkeye_D01_W = {
ҵѣ˽֮һæΪҸлһѾҵһЩСħܹ;һ֮\n\n

ҵҽƷĩùǼסҽƻۣҲĸ֪ȥɣףȥ 
}
//==============================================================================




//==============================================================================
// Situation E00: The player returns to the village after the Elder is kidnapped but before the Elder is rescued.
//------------------------------------------------------------------------------
M01_Hawkeye_E01 = { ʧȥ˴ׯֻԤһ...ԡ}
M01_Hawkeye_E02 = { ħʯȳϡ }
M01_Hawkeye_E03 = { û˳ϣֻʧһȺ }
M01_Hawkeye_E04 = { ׯꡣ }
//==============================================================================

//==============================================================================
// Situation F00: The player returns to the village after the Elder is rescued.
//------------------------------------------------------------------------------
M01_Hawkeye_F01 = { һлڲۻ֮Уҽֱ}
M01_Hawkeye_F02 = { ϰȫݺˣҸл }
M01_Hawkeye_F03 = { Ϊ˶ֵܻʾ⣬ҽĥЩꡣ }
M01_Hawkeye_F04 = { ɣһ̹ͬܡ}
//==============================================================================



//==============================================================================
// Name: Charon.
// Role: Tribal Father, Elder of Brahmin Wood.
// Background: Charon is a well-tanned man of about forty years of age. He is
// well-muscled and lean for a man of his age. He understands that he has 
// chosen the lesser of the two evils - Raiders versus Brotherhood control.
// He is skeptical to the benevolence of the Brotherhood's intentions.
//==============================================================================


//==============================================================================
// Situation A00: The player has not spoken to Charon yet; the Raiders have not
// yet been defeated. Charon gives an introductory speech. He explains that
// in addition to having taken over the village, the Raiders have several 
// villagers hostage. He asks the player to free his captured villagers.
//
// Note: 'Cutting Brahmin From Your Own Herd' is a local saying, which means,
// 'to harm your own interests.'
//------------------------------------------------------------------------------
M01_Charon_A00_W = {
ֵܻãں˵ǿףɭֵĳ벿֮\n\n

ò̫죬ǵĴׯѾԺڰܳĵУ֮ĮѻūۣȴûκεĹߺͱ....\n\n

Ȼƹ֮ţΪڵϽڣֵܻϽδ *̾*... ܺã±ȫͬҵһֱҵ飬ֱҵִϵ֮Ϊֹ\n\n

ǵĴھӪ֮ڣǰɣԻøЭĿꡣʧǣ͵ÿԼϰбţ⡣\n\n
}
//==============================================================================





//==============================================================================
// Situation Z00: The player has spoken to Charon once..Note: make these random floating text please
//------------------------------------------------------------------------------
M01_Charon_Z01 = { ֵܻһǵļֵɡ }
M01_Charon_Z02 = { úǵѪȾ졣}
M01_Charon_Z03 = { ϣľȷ}//I'VE MADE THESE "Z" SO THEY DON'T THROW ALL OF THE FOLLOWING SITUATIONS OUT.
//==============================================================================


//==============================================================================
// Situation B: Before speaking with the player, Charon grumbles about what has
// happened to his village and people. The following lines are his random lines
// as he waits for the player to talk to him.
//------------------------------------------------------------------------------
M01_Charon_B00 = { ... Ȩȡѽ ... }
M01_Charon_B01 = { жٴȻ }
M01_Charon_B02 = { ЩһҪΪ˸ۡ }
M01_Charon_B03 = { ǻûԴ㹻׼ }
M01_Charon_B04 = { ǻ }
M01_Charon_B05 = { ֵܻ }
//==============================================================================




//==============================================================================
// Situation D02: If no villagers are killed
//------------------------------------------------------------------------------
M01_Charon_D02_W = {
±սֳĴȱʵעĿѽЩİʹĸ質´ιׯǰȻٶ˼˰ɡ\n\n

±㱣֮˵Ӿ֮צ׶ǰ͡ҷϹѾΪªׯԼˡ\n\n

Ȼ󣬵ȻģԱԼǵĻءɵúá\n\n

Ƕл㡣
}

//==============================================================================
// Situation Y02: Floating text, if no villagers are killed
//------------------------------------------------------------------------------


M01_Charon_Y00 = { ûκһ}
M01_Charon_Y01 = { ߱쵼߷緶 }
M01_Charon_Y02 = { ıοĿȷ}
M01_Charon_Y03 = { һֵףӡ }
M01_Charon_Y04 = { ֵܻӢµػߡ}

// I'VE JUST RENUMBERED THE LINES FOR THE CORRECT SITUATION.
//==============================================================================


//==============================================================================
// Situation D03: This is Charon's next line if the villagers were killed. If 
// any villagers were killed, Charon will not be too happy but he will accept 
// it.
//------------------------------------------------------------------------------
M01_Charon_D03_W = {
ѾܵصĴǽҪüݲָܻȻǵʧ֮½СЩֻʱ͡âܹǻָԪֻܴԭԼһļԱ\n\n

Ƕ...л㡣
}

//==============================================================================
// Situation X00: Floating text
//------------------------------------------------------------------------------


M01_Charon_X00 = { ֵֻܻ˵һʵ}
M01_Charon_X01 = { һ죬ţɭܹûڿ־֮С }
M01_Charon_X02 = { ǻ...Ŀǰ˵ }
M01_Charon_X03 = { ⲻָЭ顣}


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

//==============================================================================
// Situation E00: The Elder has returned to the village after being rescued from the raider camp by the //player
// 
// 
//------------------------------------------------------------------------------
M01_Charon_E00_W = {
ǷһθмĶ飬±ж¹֮ţһ޾壬ׯĹ׽־\n\n

ϣܹЩʽ㣬 ** ˣⱾ־ɣҲֽβֻܱúãΪ㿴Ǹҧָ׵ˡ\n\n

ټӢۣ
}

//==============================================================================
// Situation W00: Floating text. 
//------------------------------------------------------------------------------


M01_Charon_W00 = { ׯлֵܻᡣ}
M01_Charon_W01 = { һ죬ţɭܹûڿ־֮С }
M01_Charon_W02 = { һһҵ }
M01_Charon_W03 = { ܸıʷˡ}


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



//==============================================================================
// Name: Horus.
// Role: Leader of the Raiders.
// Background: Horus is a large, well-muscled man with bad hair, a foul breath,
// and an even worse temper. He has taken over the village and is annoyed that 
// the Brotherhood should decide to attack him simply because they want to test
// the abilities of one of their initiates.
//==============================================================================


//==============================================================================
// Situation A00: This the monologue Horus delivers to the player when he
// spots them. He gives them a piece of his mind, and the battle begins.
//------------------------------------------------------------------------------
M01_Horus_A00_W = {
٣ߣҲǵм뺯ֵܻЩ\n\n

Ҹ˵һЩֵܻūȥҵϴһκҪ͵ߡЩܹѵĺǿԱʲôСͷ˹ɡ
}
//==============================================================================


//==============================================================================
// Situation A01: This is the monologue Horus delivers to the player when his 
// health drops below a certain level. This is his dying speech and soon after 
// he says it, he dies. As he speaks, he is out of breath and wheezing. He may
// cough as well. The tone is venomous hatred. The theme is 'I am going to
// die but think on this: Is your cause all that just?'
//------------------------------------------------------------------------------
M01_Horus_A01_W = {
ң...ܵ͹ǵ\n\n

Ǳ߰ڳʲôƤЦӣǵֵܻǲûʲôͬǶЩҰȡΪǵĶǻҪ˽ʹش
}
//==============================================================================




//==============================================================================
// The Captured Villagers:
// These fellows have some lines to indicate their mood and their thoughts.
// They have one-liners if the player tries to talk to them. All of their
// lines are in floating text.
//==============================================================================


//==============================================================================
// Situation A for captive villagers: The following lines are randomly spoken 
// by the captured villagers before they are rescued. To rescue them, the 
// player simply has to kill off the guards. All of the lines are floating 
// text.
//------------------------------------------------------------------------------
M01_Captive01_A00 = { Ͱıţѽ˾Ⱦǰɣ }
M01_Captive01_A01 = { оԮִ }
M01_Captive01_A02 = { ˭ܰǣ }
M01_Captive02_A00 = { Ⱦǣ }
M01_Captive02_A01 = {  }
M01_Captive02_A02 = { ſǣ }
M01_Captive03_A00 = { ǳȥ }
M01_Captive03_A01 = { 벻Ҫ˺ǡ }
M01_Captive03_A02 = { ˺ǡ }
M01_Captive04_A00 = { Һö }
M01_Captive04_A01 = { Һÿʡ }
M01_Captive04_A02 = { Һú¡ }
M01_Captive05_A00 = { ꣡ǻġ }
M01_Captive05_A01 = {  }
M01_Captive05_A02 = { ꣡ }
M01_Captive06_A00 = { ˵κһ֡ }
M01_Captive06_A01 = { Ǿţˡ }
M01_Captive06_A02 = { ʲô֪ }
M01_Captive07_A00 = { 㲻ܰ }
M01_Captive07_A01 = { ǻȱˮȱʳȥ }
M01_Captive07_A02 = { ǳȥ }
//==============================================================================


//==============================================================================
// Situation B for captive villagers: The following lines are spoken by the 
// captured villagers if the player tries to talk to them before they are 
// rescued. All of the lines are floating text, and they cycle from 00 to 01 to
// 02 and back to 00 again.
//------------------------------------------------------------------------------
M01_Captive01_B00 = { Ⱦǡ }
M01_Captive01_B01 = { ǵ }
M01_Captive01_B02 = { Ⱦǡ }
M01_Captive02_B00 = { ɱǸ }
M01_Captive02_B01 = { УΨһķˡ }
M01_Captive02_B02 = { ɱе }
M01_Captive03_B00 = { ǳȥ }
M01_Captive03_B01 = { 벻Ҫ˺ǡ }
M01_Captive03_B02 = { ˺ǡ }
M01_Captive04_B00 = { καţ }
M01_Captive04_B01 = { бţţ }
M01_Captive04_B02 = { ҲҪ˺ǵ }
M01_Captive05_B00 = { ɱǸ...졣 }
M01_Captive05_B01 = { и }
M01_Captive05_B02 = { Сһ㡣 }
M01_Captive06_B00 = { ǡ }
M01_Captive06_B01 = { ɡ }
M01_Captive06_B02 = { ޹ģʥıţ˽һеġ }
M01_Captive07_B00 = { ǡ }
M01_Captive07_B01 = { 㲻æǶġ }
M01_Captive07_B02 = { ҲҪū }
//==============================================================================


//==============================================================================
// Situation C for captive villagers: The following lines are randomly spoken 
// by the captured villagers after they are rescued (both floating and if clicked on). To rescue them, the 
// player simply has to kill off the guards. All of the lines are floating 
// text.
//------------------------------------------------------------------------------
M01_Captive01_C00 = { лţ }
M01_Captive01_C01 = { ֵܻᣡ }
M01_Captive01_C02 = { л }
M01_Captive02_C00 = { ǳظл }
M01_Captive02_C01 = { ڡ }
M01_Captive02_C02 = {  }
M01_Captive03_C00 = { Ͳһ㡣 }
M01_Captive03_C01 = { Ҹոĺܺ¡ }
M01_Captive03_C02 = { лֵܻᣡ }
M01_Captive04_C00 = { Һö }
M01_Captive04_C01 = { Һÿʡ }
M01_Captive04_C02 = { Ҳٺˡ }
M01_Captive05_C00 = { ֿ˵ˡ }
M01_Captive05_C01 = { Щٻ }
M01_Captive05_C02 = { Щô죿 }
M01_Captive06_C00 = { ޹ţһ }
M01_Captive06_C01 = { һҲ¡ }
M01_Captive06_C02 = { ٣ÿɰ}
M01_Captive07_C00 = { лл㣬ѡ }
M01_Captive07_C01 = { ҵĲͼ˶Ƿм֮顣 }
M01_Captive07_C02 = { лţȫþˡ }
//==============================================================================
//==============================================================================
// The Not Captured Villagers:
// These fellows have some lines to indicate their mood and their thoughts.
// They have one-liners if the player tries to talk to them. All of their
// lines are in floating text.
//==============================================================================

//==============================================================================
// Situation A for not-captured villagers: Before player kills bandits in town. The following lines are //randomly spoken.

//------------------------------------------------------------------------------
M01_Tribal_A00 = { Щǻˡ}
M01_Tribal_A01 = { ζıţ㡣}
M01_Tribal_A02 = { ɱҵȫҡ}
M01_Tribal_A03 = { һƽĲ䡣 }
//==============================================================================

//==============================================================================
// Situation B for not-captured villagers: After player kills raiders in the town without villager fatalities. //The following lines are randomly spoken.

//------------------------------------------------------------------------------
M01_Tribal_B00 = { ϣҵСܹѧһսɡ}
M01_Tribal_B01 = { һǵƤſҵϡ}
M01_Tribal_B02 = { Щսʿ͡}
M01_Tribal_B03 = { ǵս߳ }
//==============================================================================

//==============================================================================
// Situation C for not-captured villagers: After player kills raiders in the town with villager fatalities. The //following lines are randomly spoken.

//------------------------------------------------------------------------------
M01_Tribal_C00 = { ƹıţѾ١}
M01_Tribal_C01 = { Ʊĵ}
M01_Tribal_C02 = { ΪʲôҪ׳ǵС}
M01_Tribal_C03 = { սֲãһ㶼á}
//==============================================================================

//==============================================================================
// Situation D for not-captured villagers: After elder is kidnapped. The following lines are randomly spoken. Note: This will also be used for captured tribals characters since they are now free.

//------------------------------------------------------------------------------
M01_Tribal_D00 = { ʧȥǵĳ֮Ǿˡ}
M01_Tribal_D01 = { ֵܻȥˣ }
M01_Tribal_D02 = { ʲôûֹ }
M01_Tribal_D03 = { ƹܾ֮ţĺŽ}
//==============================================================================

//==============================================================================
// Situation E for not-captured villagers: After elder is rescued from being kidnapped. The following lines //are randomly spoken. Note: This will also be used for captured tribals characters since they are now //free.

//------------------------------------------------------------------------------
M01_Tribal_E00 = { ˱ţɭ֮ѡ}
M01_Tribal_E01 = { עĿ}
M01_Tribal_E02 = { ˵ĸס}
M01_Tribal_E03 = { ҵĺӽٳΪ±}
//==============================================================================




//==============================================================================
// Tribal Junkies:
// These are youths who hang around the shaman hoping to a chance to use his
// drugs. 
//==============================================================================


//==============================================================================
// Situation A for the Junkies: Before the player kills raiders in town.
//------------------------------------------------------------------------------
M01_Junkie_A00 = { ܸһЩҩҾͻѱǹĥ⣬Σ}
M01_Junkie_A01 = { ҵһδҩҾûԹκζ }
M01_Junkie_A02 = { ûвõļ}
M01_Junkie_A03 = { ۰Ǹҿɲǵѽ}
M01_Junkie_A04 = { СģҪˣ }
M01_Junkie_A05 = { ԸΪ˶Ʒκ...κ¡}
//==============================================================================

//==============================================================================
// Situation B for the Junkies: If player saves village with no villager fatalities
//------------------------------------------------------------------------------
M01_Junkie_B00 = { ƣֻںܲˬ }
M01_Junkie_B01 = { зսֻĻþ }
M01_Junkie_B02 = { һΪһЩƷЭս}
M01_Junkie_B03 = { ңֲҵ⡣ }
M01_Junkie_B04 = { ֮ǰпκ˶С}
M01_Junkie_B05 = { ҿõˡ}

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

//==============================================================================
// Situation C for the Junkies: If player saves village but with villager fatalities.
//------------------------------------------------------------------------------
M01_Junkie_C00 = { ȷûй}
M01_Junkie_C01 = { Һˬҿܻ }
M01_Junkie_C02 = { Ҫȥ͵һЩϵĶ }
M01_Junkie_C03 = { ʵڴ̼ӶЩʬû}
M01_Junkie_C04 = { ŵõˣ }

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

//==============================================================================
// Situation D for the Junkies: When Elder is kidnapped.
//------------------------------------------------------------------------------
M01_Junkie_D00 = { ϶ʲô}
M01_Junkie_D01 = { ˣ }
M01_Junkie_D02 = { ʥıţʵ̫ˡ }
M01_Junkie_D03 = { ģʵҲ }
M01_Junkie_D04 = { ࡡ }

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

//==============================================================================
// Situation E for the Junkies: When Elder is rescued from being kidnapped.
//------------------------------------------------------------------------------
M01_Junkie_E00 = { ϶ʲô}
M01_Junkie_E01 = { ñֿף}
M01_Junkie_E02 = { ɵúã־ȵ˭}
M01_Junkie_E03 = { ˺}
M01_Junkie_E04 = { ʵйȡ }

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



//==============================================================================
// Raiders:
// The Raiders are divided into their main roles in the mission. These are 
// the various situations that the raiders may be encountered in. Typically 
// they have one state: Before seeing the player. After seeing the player, the 
// combat AI takes over and combat taunts are used.
//
// All raider lines are floating text.
//==============================================================================


//==============================================================================
// Raider Situation A: These raiders are on patrol with their dogs. All their
// lines are floating text.
//------------------------------------------------------------------------------
M01_Raider_A00 = { ҾҵĹͬ }
M01_Raider_A01 = { Щһﲻ۲۵ǻ }
M01_Raider_A02 = {ʲô}
M01_Raider_A03 = { ꣡ }
M01_Raider_A04 = { *Ƿ* }
M01_Raider_A05 = { ...ңЩ}
//==============================================================================


//==============================================================================
// Raider Situation B: These raiders are on guard duty. That is, they guard
// the prisoners.
//------------------------------------------------------------------------------
M01_Raider_B00 = { ϲǸ }
M01_Raider_B01 = { Һ͸˾ }
M01_Raider_B02 = { ЩøҰһ㣡 }
M01_Raider_B03 = {  }
M01_Raider_B04 = { ...һ㡣 }
M01_Raider_B05 = { Ϊʲô䵽ͷϣ }
//==============================================================================


//==============================================================================
// Raider Situation C: These raiders are on sentry duty. That is, they stand
// about looking for trouble.
//------------------------------------------------------------------------------
M01_Raider_C00 = { *Ƿ* }
M01_Raider_C01 = { Ҽû취۾ˡ }
M01_Raider_C02 = { ð }
M01_Raider_C03 = { ֻʣ¼СʱҪˡ }
M01_Raider_C04 = { ...оѾվվһˡ }
M01_Raider_C05 = { սսûб... }
//==============================================================================




//==============================================================================
// Brotherhood Sentries:
// After the mission is completed and revisted, there will be Brotherhood
// soldiers acting at protectors of the village. They will not have much to
// to say.
//==============================================================================


//==============================================================================
// Situation A: If player returns to village (after raiders are killed) and after elder is kidnapped/before //rescue. (These aren't sentry specific. They can be random.)
//------------------------------------------------------------------------------
M01_Sentry01_A00 = { ȥ±ǻ취̯ӵġ }
M01_Sentry01_A01 = { ǻᱣׯ }
M01_Sentry01_A02 = { Ҫ...± }
M01_Sentry02_A00 = { 㲻ӦҪȥЩ}
M01_Sentry02_A01 = { ĶЩеˡ }
M01_Sentry02_A02 = { һҲϲ }
M01_Sentry03_A00 = { Ϣׯ }
M01_Sentry03_A01 = { ǵģͽǵǰʹ룬˳Ͽס }
M01_Sentry03_A02 = { ȥ±ǻ취̯ӵġ}
//==============================================================================

//==============================================================================
// Situation B: These are random lines spoken by the Brotherhood sentries when Elder Charon is returned //from being kidnapped . (These aren't sentry specific. They can be random.)
//------------------------------------------------------------------------------
M01_Sentry01_B00 = { ֹ˵˳ϣɵúã}
M01_Sentry01_B01 = { Щһذжӡ }
M01_Sentry01_B02 = { ±ò }
M01_Sentry02_B00 = { ɱ̫ࡡ }
M01_Sentry02_B01 = { оһȾɡ }
M01_Sentry02_B02 = { ء }

//==============================================================================//==============================================================================
// Mission Specific Tags
//==============================================================================

name_M01_guardsKey = { Կ }
desc_M01_guardsKey = { һѿԴӪԿס }


