//==============================================================================
// Speech File for Mission 03 - Rock Falls.
//Version 1.7
// 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_03_BRIEF = {
Ϣսʿ\n\n

±ʱˡǽӻָ߱дۼǵһӪ֮ڣһκܺõĻᣬڲ÷׷ǵ£صδĻǽǳǵĵ֮ڡ\n\n

Ѿøһ鱨ָӪӵһЩвлõװáǵǹһǳлоһװãҿǷԽƴһ\n\n

˴εĿ꣬һõװãڶǳǿټ\n\n

ʱûĮľ˽⣬ӵֻһǲģ˽ҵ˼±ҪЩĹͷڻĮ̫Ưס\n\n

ûʧܵѡ\n\n

ɢ
}




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


//==============================================================================
// Situation A: Raiders are all eliminated. Bulk of debrief that will be present in every debrief scenario.
// Tone/Mood: Jubilant, triumphant.
//------------------------------------------------------------------------------

MISSION_03_DEBRIEF_A01 = {
ϲˣսʿ\n\n

ѴʷЩǶˣǵҲѾ顣ӦûȤ֪Щʬ嶼ʮּʾڣұ鼰Ҫ˾ʾЩҪͬ󳾵ˡ\n\n

ǵĻؽΪֵܻǰվΪд󲿷ֵԴȱһʤ...˱ֵܻһ仰ǻµĵ˳֡

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


//==============================================================================
// Situation B: Raiders are all eliminated. Device has been retrieved. 
// Tone/Mood: Jubilant.
//------------------------------------------------------------------------------

MISSION_03_DEBRIEF_B01 = {

Ļеװ൱ءǵǹһֵʧȥֱʱƷرһǣⶫƺűģҾֵܻĿƼҲ޷ɵôȽʽ\n\n

Ϊ᳤ֵܻԶĿ룬һἰʱоܲʹø֪ʶ
}
//==============================================================================

//==============================================================================
// Situation C: Dyson the scribe is rescued and makes it off the map alive.
// Tone/Mood: Jubilant.
//------------------------------------------------------------------------------

MISSION_03_DEBRIEF_C01 = {

Ǹǹٷ²ɹӳǴľڸװõ֪ʶǳáĽ״ƺָҲ൱٣Ժܿͨ±ѵȥһ㽫ᱻɵذСӡ 
}
//==============================================================================

//==============================================================================
// Situation C: Dyson the scribe is NOT rescued.
// Tone/Mood: Jubilant.
//------------------------------------------------------------------------------

MISSION_03_DEBRIEF_C02 = {

źλǹٷ²޷װһ˭֪ū۵ڼԸװо˶֪ʶҪϸжɵĺ 
}
//===========

//==============================================================================
// Situation D: If Dyson was never spoken to. Also, this will end the debrief regardless.
//------------------------------------------------------------------------------

MISSION_03_DEBRIEF_D01 = {

ɢ
 
}
//===========




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

M03_MiniMap_01 = {
Ľ㡣ϵص㡣ϳеżӦÿṩһʼڻ 
}

M03_MiniMap_02 = {
ⶰʱǸ쵼õġҪǿװֿ׼

}

M03_MiniMap_03 = {
ⶰΧǽĽҪڴˡдڴ湥
}

M03_MiniMap_04 = {
һϵȼϴڴ˵ء
}

M03_MiniMap_05 = {
һĳͻ״դṩһͨĽ㡣
}


//==============================================================================
// Objective Breakdowns:
//------------------------------------------------------------------------------
M03_OBJ_01 = { ǿͷӡ }
M03_OBJ_02 = { ûװá }
M03_OBJ_03 = { λѧҵİȫ }
//==============================================================================

//==============================================================================
// NOTICES
//------------------------------------------------------------------------------


M01_FAILUREA = { ѪҺеĿҲʼ㽫Դ֮ȥ}


// CHOOSE ONE AGAIN :)

M03_SUCCESSA = {λǿͷѾˣ㻹ҪõװòĿꡣ}
M03_SUCCESSB = {еֱۿ϶ǳ˵װáǿͷĿꡣ}
M03_SUCCESSC = {ռеֱۣԼǵĿѾˡ\n\nǰѳ뿪}

//==============================================================================
// Name: Dyson Miles.
// Role: Prisoner.
// Background: Dyson is a scientist who was captured by the Raiders. They 
// planned to use him to study the robot device.
//==============================================================================


//==============================================================================
// Situation A00: Dyson will talk to the player if spoken to. He will explain 
// his situation and thank the player for freeing him. He explains that he 
// will patiently wait the signal to run for safety.
//------------------------------------------------------------------------------
M03_Dyson_A00_W = {

Ǹֵܻ𣿸лˣҽдɭҪȥǻṩ·ϱץģҸһǹʱǾͰҸֿоװáҲ֪ǵǴ͵ĽṹҴûġ\n\n

ţҪװþߣֻҪҴطͺˡ\n\n

ǴЭ̫ˣһѾȫʱ˵źţҾͻᾡһصĻ档\n\n
}
//==============================================================================


//==============================================================================
// Situation A01: Talking to Dyson again will trigger his run to safety.
//------------------------------------------------------------------------------
M03_Dyson_A01 = { ãҪˡͷڻˡף˰ɣ }
//==============================================================================


//==============================================================================
// Situation B: These are the random lines Dyson says before he speaks with
// the player. He is being held in a makeshift office, and he is making notes
// on the robotic arm.
//------------------------------------------------------------------------------
M03_Dyson_B00 = { ...Ȥ }
M03_Dyson_B01 = { Һ̬...ǿҪ൱ĶԴ}
M03_Dyson_B02 = { һи紦 }
M03_Dyson_B03 = { ˽ⲿôˡ }
M03_Dyson_B04 = { һĳȽͺŵ֫ }
M03_Dyson_B05 = { ... }
//==============================================================================


//==============================================================================
// Situation C: These are the random lines Dyson says after he speaks with
// the player. He will be awaiting the signal.
//------------------------------------------------------------------------------
M03_Dyson_C00 = { ... }
M03_Dyson_C01 = { ˣ˵֣Ҿܡ }
M03_Dyson_C02 = { ذѾȫ˾֪ }
M03_Dyson_C03 = { лֵܻᡣ }
M03_Dyson_C04 = { ǸȾϸкˡ }
M03_Dyson_C05 = { ϣֵܻӦҼ롣 }
//==============================================================================




//==============================================================================
// Name: Jesse Gomer.
// Role: Captain of the Raiders.
// Background: Jesse is a tall, blond man in his late forties. His men call 
// him 'Uncle Jesse' although not to his face. Jesse is the chief
// coordinator of the Raider army.
//
// Jesse's major concern isn't the Brotherhood. He is making plans for the 
// Raider army against the robots from the west. He knows they will be heading 
// this way soon. His dying speech voices his frustration - to be killed by
// the Brotherhood while distracted by the greater threat.
//==============================================================================


//==============================================================================
// Situation A: Before sighting the player, Jesse walks around inside his 
// 'command centre' making plans.
//------------------------------------------------------------------------------
M03_Jesse_A00 = { Щǽ̽ӵͷ׻û }
M03_Jesse_A01 = { Ҫ֪Щֵܻæʲô }
M03_Jesse_A02 = { ãĺù }
M03_Jesse_A03 = { Ҫ˵Ϣ }
M03_Jesse_A04 = { СƵ }
M03_Jesse_A05 = { ҪҽƲɶ }
//==============================================================================


//==============================================================================
// Situation B: If the fuel dump is destroyed, Jesse's random lines before he
// sights the player will change.
//------------------------------------------------------------------------------
M03_Jesse_B00 = { ҵ찡ǵôһ£ }
M03_Jesse_B01 = { ǿ䱸ڣ }
M03_Jesse_B02 = { жһ˵ǰΧǽȥ }
M03_Jesse_B03 = { ɨߡ }
M03_Jesse_B04 = { Щֵܻɴζ }
M03_Jesse_B05 = { Ҫÿ˶ʱ䱸 }
//==============================================================================


//==============================================================================
// Situation C00: If Jesse sees the player, he will switch to combat taunts, 
// but not before he acknowledges their presence. This line of text is
// spoken as soon as Jesse is aware of the player.
//------------------------------------------------------------------------------
M03_Jesse_C00_W = { 
Ҫ൱ǱĿԣȻҵɭأӡûˣֵܻᣬҵӪأץסǣЩĺûȻ\n\n

ǶɱˣбҪ
}
//==============================================================================


//==============================================================================
// Situation C01: If Jesse is injured horribly and near death, he will curse 
// the player before he dies. Jesse is bleeding and short of breath. He is 
// angry and frustrated that he has been defeated while concerned about the 
// war with the robots to the west.
//------------------------------------------------------------------------------
M03_Jesse_C01_W = {
Ͻ˹һϱҸ鷳\n\n

*   *

ưɣҵҪӢµСսʿôȥԸЩ *̾Ϣ*\n\n
}
//==============================================================================




//==============================================================================
// Name: Daisy-May Gomer.
// Role: Inquistor of the Camp.
// Background: Daisy-May is the niece of Jesse Gomer, and that link provides 
// her with all sorts of benefits. She is a dominatrix with a penchant for 
// torture.
//==============================================================================


//==============================================================================
// Situation A: Before sighting the player, Daisy-May walks around her room
// indulging in a spot of wet-work.
//------------------------------------------------------------------------------
M03_Daisy_A00 = { ҵ˹˵Ӫɱ֡}
M03_Daisy_A01 = { ҲŲںǷҵֻ֣Ҫ㻹ܽеĻ }
M03_Daisy_A02 = { ɶѾʼѪҲŸҪʼҮ }
M03_Daisy_A03 = { ֮ͻǾʹһ}
M03_Daisy_A04 = { Ŀ...˵ء}

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


//==============================================================================
// Situation B: After sighting the player, Daisy-May is special, as she will
// have her own special set of taunts.
//------------------------------------------------------------------------------
M03_Daisy_B00 = { Ҫᣡ }
M03_Daisy_B01 = { ٹҾҪеʹ }
M03_Daisy_B02 = { ҵ˹˵Ӫɱ֡}
M03_Daisy_B03 = { 㴩Ƥﶷһܲɣ}
M03_Daisy_B04 = { ЩֵܻкƤ }
M03_Daisy_B05 = { ӱҪܷ }
//==============================================================================


//==============================================================================
// Situation C: Upon sighting the player, Daisy will say.
//------------------------------------------------------------------------------
M03_Daisy_C01_W = {
ţĶм׳İˡҸ¼ҵĸ˷²ҵҪжУ
}
//==============================================================================




//==============================================================================
// Name: Bo Duffy.
// Role: An exceptionally stupid Raider.
// Background: Bo was dropped on his head a few too many times when he was a
// baby. He isn't the brightest kid on the block, but he's beefy and he likes 
// to kill stuff; that pretty much makes him good Raider material.
//==============================================================================


//==============================================================================
// Situation A: Before sighting the player, Bo has various random lines of 
// speech that indicate that he is ... special.
//------------------------------------------------------------------------------
M03_Bo_A00 = { ϲЩĹ }
M03_Bo_A01 = { รְѹζˡ }
M03_Bo_A02 = { ϲʹˡ }
M03_Bo_A03 = { Ϊʲô˹ҪڰСʱʱѰͷصϣ }
M03_Bo_A04 = { *ˮ* }
M03_Bo_A05 = { Ҫȥʹˡ }
//==============================================================================


//==============================================================================
// Situation B: After sighting the player, Bo has some nice choice lines as
// he attempts to bash the squad.
//------------------------------------------------------------------------------
M03_Bo_B00 = { 㲻˺ }
M03_Bo_B01 = { Ҫʹ㣡 }
M03_Bo_B02 = { 㲻ӳķˣ }
M03_Bo_B03 = { ҲҪһūòأ }
M03_Bo_B04 = { Ҫֵܻļһ }
M03_Bo_B05 = { รְѹζˡ }
//==============================================================================


//==============================================================================
// Situation C: Upon sighting the player, Bo will say one of a few taunts to
// show that he cares.
//------------------------------------------------------------------------------
M03_Bo_C01_W = { 㲻׼ҪĿ}
//==============================================================================




//==============================================================================
// Name: Luke Daniels.
// Role: Another Raider with some smart comments of his own.
// Background: Luke is a character out of a western movie. He wants to be the 
// fastest gun-slinger in the waste.
//==============================================================================


//==============================================================================
// Situation A: Before sighting the player, Luke saunters around acting like
// he's a real hero.
//------------------------------------------------------------------------------
M03_Luke_A00 = { ǻĮǹ֡ }
M03_Luke_A01 = { רע㣬̩˹Ҫҽѵ㡣 }
M03_Luke_A02 = { ѵûִԱҪAin't no law man gonna me bring me in. }
M03_Luke_A03 = { ڸ˵ڸ˵ }
M03_Luke_A04 = { ȣģ }
M03_Luke_A05 = { Ϊǲǣ }
//==============================================================================


//==============================================================================
// Situation B: Once he sights the player, Luke will taunt and chew gum like 
// the best of them.
//------------------------------------------------------------------------------
M03_Luke_B00 = { غҽó }
M03_Luke_B01 = { 㣬ִˣ }
M03_Luke_B02 = { ȺһֻһȺӣ }
M03_Luke_B03 = { ǲãֻĸ}
M03_Luke_B04 = { 𣿾ҵСݮɣ}
M03_Luke_B05 = { Ұ }
//==============================================================================


//==============================================================================
// Situation C: Upon sighting the player, Luke warms to them with one of these
// lines.
//------------------------------------------------------------------------------
M03_Luke_C00 = { ŷⰡǲǾ... }
M03_Luke_C01 = { มϰʱ䵽ˣ }
M03_Luke_C02 = { Ӫػûдɵ }
//==============================================================================




//==============================================================================
// Name: Nanuk.
// Role: A good-looking prisoner.
// Background: An unfortunate tribal prisoner who is kept as an unwilling sex 
// slave for Daisy-May. Nanuk has developed a nasty rash and a burning
// sensation while he urinates. He longs for release.
//
// Note: I'm not sure if Nanuk should have a voice-over for his B00 speech.
//==============================================================================



//==============================================================================
// Situation A: Before being freed, Nanuk will bemoan his fate. He alludes to
// a variety of unpleasant things that Daisy-May has done to him.
//------------------------------------------------------------------------------
M03_Nanuk_A00 = { ʹҪϢ }
M03_Nanuk_A01 = { ū˲ڻдɫˡ }
M03_Nanuk_A02 = { еĻ¡ }
M03_Nanuk_A03 = { Ѿ... ** ʵ˵ڡ }
M03_Nanuk_A04 = { ڱ޴ҡ }
M03_Nanuk_A05 = { ūѾܹˡУҪˡ㣡 }
//==============================================================================

//==============================================================================
// Situation B00: If Nanuk talks to the player, it means that he is probably 
// freed. He will rush out and run off once the player talks to him, paying no
// regard to his personal safety.
//------------------------------------------------------------------------------
M03_Nanuk_B00_W = {
รūˣŰū˵ġС񡹣˺ҵĻ£ūڶ˹ζĻӡū˰ɣҪȥҽ \n\n

ҪˡøϿȥҽھȥ\n\n
}
//==============================================================================





//==============================================================================
// 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. These are alert Raiders.
//------------------------------------------------------------------------------
M03_Raider_A00 = { ꣡ʲô }
M03_Raider_A01 = { վס˭ }
M03_Raider_A02 = { Щֻѣ }
M03_Raider_A03 = { һ£ֻŵЩˡ}
M03_Raider_A04 = { ģ }
M03_Raider_A05 = { ǻҵǵġ }
//==============================================================================


//==============================================================================
// Raider Situation B: These Raiders are on guard duty. That is, they guard
// any prisoners.
//------------------------------------------------------------------------------
M03_Raider_B00 = { һûиһǸ̬ļ }
M03_Raider_B01 = { ֵȥηʺͰΪϴѾˣ}
M03_Raider_B02 = {  ... ûбظ΢ˡ }
M03_Raider_B03 = { Ǹ鷳 }
M03_Raider_B04 = { ǰǲԵģڲˡ }
M03_Raider_B05 = { Ǹٽִ˫ĿعĻ... }
//==============================================================================


//==============================================================================
// Raider Situation C: These are comment made by general Raiders, or those on
// sentry duty.
//------------------------------------------------------------------------------
M03_Raider_C00 = { ˵Ǹڲū̫˾ }
M03_Raider_C01 = { Ѿ˵ }
M03_Raider_C02 = { һڼŮӵĹ ... }
M03_Raider_C03 = { °ɣ }
M03_Raider_C04 = { ūһóǻᣬҴݻǵꡣ }
M03_Raider_C05 = { ðɣһ˾һŮһţ߽һؽ ... }
//==============================================================================


//==============================================================================
// Raider Situation D: These Raiders have just discovered that the fuel tank
// has exploded.
//------------------------------------------------------------------------------
M03_Raider_D00 = { ģǵôһ° }
M03_Raider_D01 = { ǵʲô }
M03_Raider_D02 = { ˹һըġ }
M03_Raider_D03 = { ⵽}
M03_Raider_D04 = { ǸըĻ...ҾͿǵĶˣ }
M03_Raider_D05 = { ģĸڿȼ϶ѵģ }
//==============================================================================


//==============================================================================
// Raider Situation E: Sleeping Raiders.
//------------------------------------------------------------------------------
M03_Raider_E00 = { . }
M03_Raider_E01 = { ** Zzzz ... }
M03_Raider_E02 = { Zzzz ... }
M03_Raider_E03 = { . Zzzz ... }
M03_Raider_E04 = { Zzzz ... Zzzz ... }
M03_Raider_E05 = { ** }
//==============================================================================


//==============================================================================
// Raider Situation F: Raiders see the front gate being attacked.
//------------------------------------------------------------------------------
M03_Raider_F00 = { ɣ⵽ }
M03_Raider_F01 = { ЩִԱ }
M03_Raider_F02 = { ߣкԮ}
M03_Raider_F03 = { ǿ򵽴ˣ }
M03_Raider_F04 = { شţ }
M03_Raider_F05 = { Ƕˣֵǣ }
//==============================================================================


//==============================================================================
// Raider Situation G: Raider reinforcement to the front gate.
//------------------------------------------------------------------------------
M03_Raider_G00 = { ˣ }
M03_Raider_G01 = { ϣǱ˲źã }
M03_Raider_G02 = { жˣ }
M03_Raider_G03 = { ˵İɣ }
M03_Raider_G04 = { ǣ }
M03_Raider_G05 = { ǵΧɣ }
//==============================================================================


//==============================================================================
// Raider Situation H: Raiders see the players in the compound. They'll shout 
// out the alarm. These are lines that they might say.
//------------------------------------------------------------------------------
M03_Raider_H00 = { ע⣡ע⣡ߣ }
M03_Raider_H01 = { 壡ߣ }
M03_Raider_H02 = { ˣ }
M03_Raider_H03 = {  }
M03_Raider_H04 = { มģ }
M03_Raider_H05 = { ɶôͨЩģ }
//==============================================================================


//==============================================================================
// Raider Situation I: Raiders see the gate to the 'command center' opened.
//------------------------------------------------------------------------------
M03_Raider_I00 = { ģˣǵϰ塣 }
M03_Raider_I01 = { ˹һΪⳡҶǽͣ }
M03_Raider_I02 = { ɣ˹һΪ˰͵ǰ }
M03_Raider_I03 = { ע⣡˹鷳ˣ }
M03_Raider_I04 = { űƻˣ }
M03_Raider_I05 = { ⵽ǣע⣡ }
//==============================================================================

//==============================================================================
// Prisoners:
//These are prisoners in one place in the camp
//
// All Prisoner lines are floating text.
//==============================================================================

//==============================================================================
// Prisoner Situation A: Prisoners not free Note: Please add dead body with prisoners.
//------------------------------------------------------------------------------


M03_Prisoner_A00 = { Ҫ뿪ǣҲ}
M03_Prisoner_A01 = { ؼҡ}
M03_Prisoner_A02 = { **}
M03_Prisoner_A03 = { ǰѵˣѾҲˡ}
M03_Prisoner_A04 = { Ҳ뵱ū}
M03_Prisoner_A05 = { ǰҵСȥˣ}

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

//==============================================================================
// Prisoner Situation B: Prisoners free
//------------------------------------------------------------------------------


M03_Prisoner_B00 = { Ҫ׼뿪طˣ}
M03_Prisoner_B01 = { лл㣬}
M03_Prisoner_B02 = { ؼȥˡ}
M03_Prisoner_B03 = { ǿʱ....}
M03_Prisoner_B04 = { Ŀ }
M03_Prisoner_B05 = { Ը}

//==============================================================================
// ADDED 30.12.00 by Ed

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

name_m03_Cell01Key = { һԿ }
desc_m03_Cell01Key = { Կ }

name_m03_Cell02Key = { Կ }
desc_m03_Cell02Key = { ѧҼԿ }

name_m03_LeaderKey = { Կ }
desc_m03_LeaderKey = { ҵԿ }

name_mis03RobotArm = { еֱ }

desc_mis03RobotArm = { ĳĻе }
