//==============================================================================
// Speech File for Mission 02 - Freeport.
//Version 1.5
// 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 = {
Ϣսʿ\n\n

ǵ͹ЩǿˡǵʤŽãЩǿǾͼƻܴׯĳϡʵأЩǿΪţɭʧ֮ʱٽݻǵľ䡣\n\n

˵ǣڵӪһλѾ֪˴ׯϵλáʾƺǽϾλɸ۵һӪء\n\n

ǵɸҳϣȳǵӦûڸ׵شŵĺɫ׽סһ£λΪһʿɹ۵ļǮŰ˷ǸֵܻĳԱһøʱҪվһߡ\n\n

ȥټСӳԱɣҪˡ\n\n

ɢ
}
// AVOID TIME-RELATED IMPERATIVES, SINCE IT DOESN'T AMTTER WHETHER THE PLAYER ACTUALLY LEAVES WITHIN AN HOUR OR WITHIN A DAY.



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


//==============================================================================
// Situation A: Basic debrief that will be first and always present on successful //completion of the mission
//.
//------------------------------------------------------------------------------

MISSION_02_DEBRIEF_A01 = {
ɵúãսʿ\n\n

ţɭֵĳѾȫطˡϸǵĲй٣֮ǰһֱرһӪǨƵһӪأݲ²˾ǵΪ˱ֳٵܡҲҵǣϻȴͷ׺ͶԷֹн·ԼӪصĵص㱻̽\n\n

ĿǰǻһЩѶǾһЩƺĳжл档ǲûиһѶϢݵ֪ǲûĳͻӮκεʤֻһЩŵĿ־ԹԣԽΪεڴܼжԭֵܻܳΪв״һ顣
}
//==============================================================================


//==============================================================================
// Situation B01: Tribal Father is rescued. Informant is dead.
//------------------------------------------------------------------------------

MISSION_02_DEBRIEF_B01 = {

Ļرǵ֪ѾˡһҵϢϾڴĶԽԽƵ״£̽鱾ǺõĹߵġ...ǶӦøСˡ
}
//==============================================================================

//==============================================================================
// Situation B02: Tribal Father is rescued. Informant is alive
//------------------------------------------------------------------------------

MISSION_02_DEBRIEF_B02 = {

Ѿõеı꣬ҲѾʼΪµв鱨ѼˡδﾡİȫϸڵĸעҲֵܻĪ档
}
//==============================================================================

//==============================================================================
// Situation C01: Player set female prisoner free. This closes the debrief.
//------------------------------------------------------------------------------

MISSION_02_DEBRIEF_C01 = {

鱨ָȳŮӲǸׯĴ˵ķ²ôĻҲǼѰ¡ֻǰһ޹ܺߴӿֲȳһΪӦôʡҪͬûΡ\n\n
ɢ
}
//==============================================================================

//==============================================================================
// Situation C02: Female prisoner is killed or left in cell. This closes the debrief.
//------------------------------------------------------------------------------

MISSION_02_DEBRIEF_C02 = {
ɢ
}
//==============================================================================

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

M02_MiniMap_01 = {
ԼõĻص㡣нӴᾪִе̸ܱ
}

M02_MiniMap_02 = {
ǽصеĵһ
}

M02_MiniMap_03 = {
ǽصеĵڶ
}

M02_MiniMap_04 = {
źԵؾǽصڡƺ䱸൱ɭϡ
}

M02_MiniMap_05 = {
ǵָ̽ӵһֻıѲߡ
}

M02_MiniMap_06 = {
ܿϵľѸҰɱǡ
}

M02_MiniMap_07 = {
ҪĿǽȴׯϣһж屻ĻҪ׼⽫ǵҹѵ״
}

M02_MiniMap_08 = {
ǳص㣬һĿѴʱ쵽˻ϡ
}

M02_MiniMap_09 = {
һ̨͵ƻʹΪƵзעĹߣôҲᴥӪصľ塣
}

M02_MiniMap_10 = {
СӽӺӵһ߿ʼж
}

M02_MiniMap_11 = {
ͻϮ壬Ļ͵鷳ˡ
}

M02_MiniMap_12 = {
ͻϮ壬Ļ͵鷳ˡ
}

//==============================================================================
// Objective Breakdowns:
//------------------------------------------------------------------------------
M02_OBJ_01 = { ϵ }
M02_OBJ_02 = { ׯϵİȫ }
M02_OBJ_03 = { ƻԷɢзע }//Should not be an objective. It is an option.
M02_OBJ_04 = { ӵֵǮƷ }// Should not be an objective. It is an option.
// WE'LL DISPLAY THOSE LAST TWO AS SUB OBJECTIVES, NOT MAIN OBJECTIVES.

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

//==============================================================================
// FAILURE NOTICES
//------------------------------------------------------------------------------
M02_FAILUREA = {㱻ˡѰʱĹͷӻ﷢ֵܻضҪû»ʤ}


// ONCE AGAIN, YOU'LL HAVE TO PICK FAILURE THAT YOU LIKE
M02_FAILUREB = {ôׯϱˣڸֵܻǲʧܵġɣսʿ}
M02_SUCCESSA = {ׯѾӳˣҪĿѴɡǰѳ}


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


//==============================================================================
// Situation A: If Cypher can see a guard and he is within a given distance 
// the player, he will warn the player against speaking to him. These lines are
// all floating text.
//------------------------------------------------------------------------------
M02_Cypher_A00 = { ꣡Ҫǻüǵʱ }
M02_Cypher_A01 = { 񣡲ڣ߿ }
M02_Cypher_A02 = { ꣡üǡ }
M02_Cypher_A03 = { ȵȾ˵ }
//==============================================================================


//==============================================================================
// Situation B00: If Cypher is spotted talking to the player. The guards will
// become hostile and attack. He will then curse the player's
// carelessness.
//------------------------------------------------------------------------------
M02_Cypher_B00_W = { ٣ǷˡɶҿɲΪ˶ }

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

//==============================================================================
// Situation B01: This will immediately follow the above line. Cypher will look out for himself and attack the player with the guards. He is distancing himself from being involved with the Brotherhood to save his seedy skin. Cypher will then attack the player.
//------------------------------------------------------------------------------
M02_Cypher_B01_W = { ģ˰˰ߣ }

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

//==============================================================================
// Situation Z: These are Cyphers combat taunts.
//------------------------------------------------------------------------------
M02_Cypher_Z00 = { ˼ƨ棬ⲻˡ} 
M02_Cypher_Z01 = { 治˸ô}
M02_Cypher_Z02 = { ʲôΪһһ}
M02_Cypher_Z03 = { ҿûбôԳеֺ}

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


//==============================================================================
// Situation C00: If the player speaks with Cypher, Cypher will tell them what 
// he knows and will then start walking away. He will ignore any further 
// attempts at conversation.
//
// Note: Cypher speaks with in a conspiratorial whisper. This is somewhat
// hamming his role as spy, but seedy characters abound in this camp. I like 
// to think of his voice as belonging to Jim Carrey's 'Hank' character in the 
// movie, 'Me, Myself and Irene.'
//------------------------------------------------------------------------------
M02_Cypher_C00_W = {
(һ)ְҲŸ֪¡\n\n

ǵȷץ˲䳤ϣҰһûа취ȷһҺȷȷ\n\n

ôʱҶȵʱϿжǸողŴһɹϮжзأ˲ںȾףȥץη֡\n\n

ܸľЩˡҿɲΪ㸶ǮҾ͵ôȥΪֹมˣһ£ǴδԲҪ˵ҿΪ...߸㡣
}
//==============================================================================


//==============================================================================
// Situation C01: This is Cypher's parting remark after speaking to the player.
// After this, he will not say anything more to the player.
//------------------------------------------------------------------------------
M02_Cypher_C01 = { ˣҵȥһȥ...磽һҵĽš }
//==============================================================================


//==============================================================================
// Situation C02: This is what Cypher will say if the player attempts to 
// speak with him after the initial contact. He will refuse to talk three times before nerves make him sound the alarm and attack the player. If the player presses the issue there should be a consequence.
// Note to scripter: Each one of the following is a separate node. On the activation of the final node, turn Cypher hostile to the player and force-speech C05
//------------------------------------------------------------------------------
M02_Cypher_C02 = { Ҹ߹㲻Ҫ˵ }
M02_Cypher_C03 = { 㵽ĳʲôⰡ}
M02_Cypher_C04 = {  }
//==============================================================================

//==============================================================================
// Situation C05: This is what Cypher yells if the player keeps trying to talk to him.
//------------------------------------------------------------------------------
M02_Cypher_C05 = { ˣܹ...˰˰ߣ }

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

//==============================================================================
// Situation X00: Floating text before the player talks to him the first time.
//------------------------------------------------------------------------------
M02_Cypher_X00 = { 쵰Ȼٵ }
M02_Cypher_X01 = { ģҪһЩȼ... }
M02_Cypher_X02 = { ģ }

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



//==============================================================================
// 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.
//
// At present he respects the player, the one who has saved the village. He
// is haggard as he has been treated none too kindly by his captors.
//==============================================================================


//==============================================================================
// Situation A00: If spoken to, Charon will let the player know his relief
// upon being found. He will let the player know that the next time the player 
// tries to talk to him, he will start running for freedom.
//
// He is ashamed of the fact that he was ambushed and he speaks of it with 
// a certain amount of embarrassment.
//------------------------------------------------------------------------------
M02_Charon_A00_W = {
лţľȻ֮ˡЩåɭСʱӱû裬ٰѡҡȻЩ٪岢ûбúý̵Ҫ𾴳ϡ \n\n

ܸĲ֪࣬ǸԴĵͷӽӶԼǻֵȥݷһ¡\n\n

Ѿ׼ÿ뿪ˣȷ·߶Ѿȫʱ֪ͨһһһȥġ\n\n
}
//==============================================================================


//==============================================================================
// Situation A01: If the player speaks to Charon once more, it signifies that 
// the coast is clear and it is safe for Charon to run away.
//------------------------------------------------------------------------------
M02_Charon_A01 = { ·Ѿȫ𣿺ãҪһȥ... }
//==============================================================================


//==============================================================================
// Situation B: Elder floating text before the player speaks to him.
//------------------------------------------------------------------------------
M02_Charon_B00 = { ҵĴׯҪҡ }
M02_Charon_B01 = { С͵ǹȻûԡ }
M02_Charon_B02 = {  }
M02_Charon_B03 = { òҪٽַŵϣ }
//==============================================================================


//==============================================================================
// Situation C: After speaking with the player, Charon will be more or less
// quiet. He'll whisper a few words to remind the player to signal him.
//------------------------------------------------------------------------------
M02_Charon_C00 = { ٣ǵ֪ͨң֪úʱߡ }
M02_Charon_C01 = { ذѾȫʱ֪ }
M02_Charon_C02 = { ҸźţҾͻܵţ֮һ졣 }
//==============================================================================


//==============================================================================
// Situation D: If Charon is hurt or under attack. He will call out for help 
// to let the player know he is in trouble. That way they can hopefully heal 
// him or provide some cover for him.
//------------------------------------------------------------------------------
M02_Charon_D00 = { ѱ䣡ұݺˣҵ }
M02_Charon_D01 = { ҵģ }
//==============================================================================


//==============================================================================
// Situation E: Charon changes his random lines once the great escape is on 
// the way.
//------------------------------------------------------------------------------
M02_Charon_E00 = { һΪ¶Ϻü꣡ }
M02_Charon_E01 = { Ȼ }
//==============================================================================


//==============================================================================
// Name: Ripley
// Role: Prisoner.
// Background: Ripley is a woman taken captive from the town of Irvine. She is 
// a survivor. 
//==============================================================================


//==============================================================================
// Situation A: These are the random lines of text Ripley says before the 
// player speaks with her.
//------------------------------------------------------------------------------
M02_Ripley_A00 = { ι㲻Щҷų }
M02_Ripley_A01 = { ҲȾң }
M02_Ripley_A02 = { ҲΪԴ}
//==============================================================================


//==============================================================================
// Situation B: This are the lines Ripley will call out to the player if any 
// of the squad move within a certain distance of her.
//------------------------------------------------------------------------------
M02_Ripley_B00 = {  }
M02_Ripley_B01 = { ԰ }
M02_Ripley_B02 = { Уң }
//==============================================================================


//==============================================================================
// Situation C00: If the player speaks to Ripley, they will have killed her 
// guards and freed her from her cell. Ripley thanks them and explains that 
// she is from a town called Irvine. She will make her escape after talking
// to the player - that is, she will not stop to speak with them again.
//
// Note: If we could only borrow Sigourney Weaver for this voice-over, she can
// write in Ripley's own lines with some inside joke of her own.
//------------------------------------------------------------------------------
M02_Ripley_C00_W = {
()  ٣оҳȥҷųһһᱨġûʲôԸ㣬ֻҪҵĳд˵Ҫҷһȥ㡣...Ҫˣ\n\n

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

//==============================================================================
// Situation Z00: Ripley will say this if the player lets her out. She will dash to safety.
//------------------------------------------------------------------------------
M02_Ripley_Z00 = { л졣ټİˣҪҡ }

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




//==============================================================================
// Name: O'Reilly.
// Role: Captain of the Raider Camp.
// Background: O'Reilly is your typical raider captain. He is adept in the fine 
// arts of torture, tactics, strategy, wenching and guzzling beer. He doesn't
// have much to play in the story except for a few choice one-liners. He does
// get to shout them out very loudly, if that's any consolation to him.
//==============================================================================


//==============================================================================
// Situation A00: If O'Reilly sees the players, he will call out the alarm
// with this favorite line of his.
//
// Note: O'Reilly is slightly drunk so his speech may be slurred.
// Option: O'Reilly's lines are broken into sentences that may be broken down
// into floating text if desired. These can be identified via A01 to A03 and
// may be used one after the other in a series of triggers.
//------------------------------------------------------------------------------
M02_Reilly_A00_W = {
˰ˣϿЩҷϣ\n\n

ҷҪҿ˭ûڴܣһ񵰣ЩҪˣһЩվĹӸ \n\n
}
//==============================================================================
// Situation Z00: After alarm has gone off.
//------------------------------------------------------------------------------
M02_Reilly_Z00 = { ˰ߣĸˣ }
M02_Reilly_Z01 = { ϿжЩûõҪͨͨ }
M02_Reilly_Z02 = { ˰Щֵܻᣡҷϣ }
//==============================================================================




//==============================================================================
// 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.
//------------------------------------------------------------------------------
M02_Raider_A00 = { ǸͷŮйѸ㡣}
M02_Raider_A01 = { ꣡...ˣӦֻ }
M02_Raider_A02 = { ûʲô }
M02_Raider_A03 = { Ϊʲôÿվʱͻʺ }
M02_Raider_A04 = { *Ƿ* }
M02_Raider_A05 = { Ǹһˡ}
//==============================================================================


//==============================================================================
// Raider Situation B: These Raiders are on guard duty. That is, they guard
// the prisoners.
//------------------------------------------------------------------------------
M02_Raider_B00 = { *Ц*ˮɣ}
M02_Raider_B01 = { ģֻϣǱѡ }
M02_Raider_B02 = { ΪʲôҾ͵ﵱĸ }
M02_Raider_B03 = { ꣡ںģ }
M02_Raider_B04 = { ЩϺõū }
M02_Raider_B05 = { Һġ桸 }
//==============================================================================


//==============================================================================
// Raider Situation C: These Raiders are on sentry duty. That is, they stand
// about looking for trouble.
//------------------------------------------------------------------------------
M02_Raider_C00 = { Ұȥˣ }
M02_Raider_C01 = { û±ˣ}
M02_Raider_C02 = { ĿǰΪֹܰ }
M02_Raider_C03 = { վǴ... }
M02_Raider_C04 = { ʲô}
M02_Raider_C05 = { վס˭ }
//==============================================================================


//==============================================================================
// Raider Situation D: These Raiders are sleeping. These are the quiet ones.
//------------------------------------------------------------------------------
M02_Raider_D00 = { Zzzzz ... }
M02_Raider_D01 = { Zzzzz ... ** }
M02_Raider_D02 = { *߽* ** }
M02_Raider_D03 = { Zzzzz ... zz ... }
M02_Raider_D04 = { ... Zzzzz ... }
M02_Raider_D05 = { Zzzzz ...  ... }
//==============================================================================


//==============================================================================
// Raider Situation E and F: These raiders are sleeping. These are the drunk 
// ones.
//------------------------------------------------------------------------------
M02_Raider_E00 = { ٶץһЩ**С椡 }
M02_Raider_E01 = { ** Zzzz ... }
M02_Raider_E02 = { *ƨ* }
M02_Raider_E03 = { . Zzzz ... }
M02_Raider_E04 = { ˡš }
M02_Raider_E05 = { ĸ뵰 }

M02_Raider_F00 = { ** }
M02_Raider_F01 = { ׳գֹͣĴ }
M02_Raider_F02 = { ٴҾͰڳ }
M02_Raider_F03 = { ץƨˡ }
M02_Raider_F04 = { Զһ㣡 }
M02_Raider_F05 = { á }
//==============================================================================


//==============================================================================
// Raider Situation G: Raider see the informant talking to the player. These 
// are random lines that the raiders may say if that happens. Only one of these lines will be used (randomly)
//------------------------------------------------------------------------------
M02_Raider_G00 = { Ǳڸʲô }
M02_Raider_G01 = { ʶ }
M02_Raider_G02 = { ι㣡վס }
//==============================================================================


//==============================================================================
// Raider Situation H: Raiders see the players in the compound. They'll shout out the alarm.
//------------------------------------------------------------------------------
M02_Raider_H00 = { ˰˰ߣ }
M02_Raider_H01 = { 壡ߣ }
M02_Raider_H02 = { 壡 }
M02_Raider_H03 = { ˰ }
//=============================================================================

//==============================================================================
// Raider Situation Z: Raiders see the 
// still being blown up. They'll shout out the alarm.
//------------------------------------------------------------------------------
M02_Raider_Z00 = { ร죡 }
M02_Raider_Z01 = { ǧҪ** Ҫ }
M02_Raider_Z02 = { ֪ͨң }
M02_Raider_Z03 = { ˰ }
//=============================================================================


//==============================================================================
// Raider Situation I: Raiders who feel bad after the still has been blown up.
// These can be assigned to various raiders. Not all will feel bad or guilty
// about it.
//------------------------------------------------------------------------------
M02_Raider_I00 = { ۣŷĻը }
M02_Raider_I01 = { ҪΪʲô }
M02_Raider_I02 = { һ̨ġ }
M02_Raider_I03 = { ɶûˡǿɲˡ }
M02_Raider_I04 = { ϴһҪʼˡ }
M02_Raider_I05 = { ûˡϴһ˵ͳԡ }
//==============================================================================

//==============================================================================
// Raider Situation J: The main alarm has been raised, and they have been
// ordered to search for the intruders.
//------------------------------------------------------------------------------
M02_Raider_J00 = { ҵǣǣ }
M02_Raider_J01 = { ץ }
M02_Raider_J02 = {  ... }
M02_Raider_J03 = { ߣ}
M02_Raider_J04 = { ǻ... ŷǶˡ}
M02_Raider_J05 = { ģҳ}

// ADDED 29.12.00 by Ed

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

name_M02_still = { ݵľ Alcohol Still}


