//==============================================================================
// Speech File for Mission 06 - Quincy.
//Version 1.9
// The format for the speech file is explained in the README.txt file in the
// speech file directory.
//Note: this file needed word pad to open so check the font please. DL
//==============================================================================


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

MISSION_06_BRIEF = {
Ϣսʿ\n\n

СֵܻϣܱһȺ֮ΪҰϮεвرΪǵӶ˼ԻĮĹֵעģ֮צ\n\n

򳤵ᡤ֣˵ЩѾļ򣬲ȷǶƿ˹Щץߵ֮С\n\n

ǾȻ򳤣ЭԸЩĵһҪ֮оҪʹ߽̾ð취סϣܹΪֵܻһѣԾҪóܵκεΪĿꡣ\n\n

һ£ʳʬͬļ԰ȻǴĳΪʳʬҾмƽȵĵλҲͬ⡣ΣȥľңĽŹϵ֮ڣȷСַʱּܱ\n\n

ɢ
}




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


//==============================================================================
// Situation A: All hostages rescued.
// Tone/Mood: Proud and impressed.
//------------------------------------------------------------------------------
MISSION_06_DEBRIEF_A01 = {
ɵúãսʿ\n\n

ֻ֮ȻֵʮֽܳսɣжϵʹʵԱ档ֵܻڼѾӵĳˡ\n\n

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



//==============================================================================
// Situation A02: Most of the hostages rescued.
// Tone/Mood: Proud.
//------------------------------------------------------------------------------
MISSION_06_DEBRIEF_A02 = {
ɵúãսʿ\n\n

ֻ֮ȻֵʮֽܳսɣжϵʹôϢһʱ֮ǾͻΪֵܻĴԴ\n\n

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



//==============================================================================
// Situation A03: Most of the hostages killed. The mayor and her daughter were
// rescued.
// Tone/Mood: Somewhat disappointed.
//------------------------------------------------------------------------------
MISSION_06_DEBRIEF_A03 = {
Ϣսʿ\n\n

֮ǰΪսƺУԵأҴˡþ߳ܣÿһ˶ЮֵΣС٣跨ȷͬ˹ϵ...Ȼеǿ\n\n



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



//==============================================================================
// Situation A04: This is the bulk of the debrief that will follow the //first part (the one that reflects the hostage body count). This will //be followed by the part about the ghouls (if applicable) or the last part.
// Tone/Mood: First part is stern. Second part is normal.
//------------------------------------------------------------------------------
MISSION_06_DEBRIEF_A04 = {
//Dan - I think this line is already given in the previous part of the debrief
ɵúãսʿ\n\n

еѶָЩǵĹۣͬͬΪʳֻҪֵֿܻ֮ɺ֮¶ǲܱԭµģӦõءؽɾ\n\n

ǵǹٶ֮ԹĹϵеʮֺ棬δǱǹܹԴȷ֮ǰռѶ\n\n

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



//==============================================================================
// Situation B01: The player saved the ghouls and the ghouls are //applying for Brotherhood positions. This will be last (aside from the //"Dismissed" ending.
// Tone/Mood: Somewhat disappointed.
//------------------------------------------------------------------------------

MISSION_06_DEBRIEF_B01 = {

ʳʬ㱣ǼӦ֮ŬеʮϲˣֵܻѾʳʬᡣǶĳЩʵֿԲǵȱݡ\n\n

ҳֵֶܻܹȾ֮£ԱԭȵĴ\n\n\

ɢ


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


//==============================================================================
// Situation B02: If ghouls did not join the Brotherhood.
// Tone/Mood: Normal
//------------------------------------------------------------------------------
MISSION_06_DEBRIEF_B02 = {

뿪ˡ

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




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

M06_MiniMap_01 = {
λ
}

M06_MiniMap_02 = {
һϽþλԵ
}

M06_MiniMap_03 = {
ҵصļԺڵľƹݡ 
}

M06_MiniMap_04 = {
ľλǵľӪԼߵļΡ
}

M06_MiniMap_05 = {
һЩܱߵũ֧Щܱũһڳҵ
}

M06_MiniMap_06 = {
ļªӳһߣʳʬȺѷ·ʩǵסҡ
}

M06_MiniMap_07 = {

}

M06_MiniMap_08 = {
򳤽ϵȷ뵱صĵȨߺ¶سĿȨ
}

M06_MiniMap_09 = {}


//==============================================================================
// Objective Breakdowns:
//------------------------------------------------------------------------------
M06_OBJ_01 = { 򳤡 }
M06_OBJ_02 = { 򳤵Ů }
M06_OBJ_03 = { Σ }
M06_OBJ_04 = { սӢۡ }
//==============================================================================

//==============================================================================
// FAILURE NOTICES
//------------------------------------------------------------------------------
M06_FAILUREA = {ѾˣѰҸ֮ʱĹͷĻ֮ڿ죬ֵܻἴʱûҲػյʤ}
M06_FAILUREB = {ȥˣֵܻ᲻ʧܣһΰɣսʿ}
M06_FAILUREC = {öݻ٣ֵܻ᲻ʧܣһΰɣսʿ}//Note: I thought the mission is still completable with this?
M06_FAILURED = {򳤵Ůȥˣֵܻ᲻ʧܣһΰɣսʿ}
M06_FAILUREE = {÷˹սӢȥˣֵܻ᲻ʧܣһΰɣսʿ}

//==============================================================================
// Name: Arlene Turling.
// Role: Secretary to the mayor.
// Background: Arlene Turling is a young woman in her early twenties. She is
// mayor Eastwood's secretary and assistant. She is brave and loyal to Hillary.
// Arlene was tutored by Hillary and shares similar speaking traits. Both have
// good English and speak clearly.
//
// Arlene will greet the player soon after the squad arrives on the scene. She 
// is their first contact and she will explain the situation to the player.
//==============================================================================


//==============================================================================
// Situation A00: Arlene will initiate this conversation as soon as she sees 
// the player. Arlene will explain the situation to the player.
//------------------------------------------------------------------------------
M06_Arlene_A00_W = {
ллأˣЩµҰѾ°򳤣ͱǰǶڡǶװ˱ľֻҪһͻɱеʣ\n\n

˽һ㣬ȾͳΪΪ򳤵Ψһӵн֮Կ׵ˡСģҰҲķ֮ڡ
}
//==============================================================================


//==============================================================================
// Situation A01: If the player speaks with Arlene, she will provide more 
// clues.
//------------------------------------------------------------------------------
M06_Arlene_A01_W = {
λⶰĶˣֻпԹرĹߡͨķԿףǵӳߣȷһŸϡô㶼밲սپ\n\n

ףˡ
}
//==============================================================================


//==============================================================================
// Situation A02: If the player speaks with Arlene again, she'll shift into
// her good-bye line.
//------------------------------------------------------------------------------
M06_Arlene_A02 = { ףˣС¡ }
//==============================================================================


//==============================================================================
// Situation B: Before the mayor is rescued, Arlene may give the player some
// moral support through her random lines.
//------------------------------------------------------------------------------
M06_Arlene_B00 = { ˵ֻǸ򳤶ѡ }
M06_Arlene_B01 = { Сġ }
M06_Arlene_B02 = { ǵġ }
M06_Arlene_B03 = { Ҿ֪һ }
M06_Arlene_B04 = { СĶԸЩ֮צ }
M06_Arlene_B05 = { ء }
//==============================================================================


//==============================================================================
// Situation C00: After the mayor is rescued, Arlene will express her thanks 
// if the player speaks with her again.
//------------------------------------------------------------------------------
M06_Arlene_C00_W = {
ллһܰʦѣҲʷɿ쵼ߡһǸӵʱҵʦҸĸʱ֮Ǹĸչҡ\n\n

ǷһݾĶ顣
}
//==============================================================================


//==============================================================================
// Situation C01: Arlene's good-bye line after the mayor is rescued.
//------------------------------------------------------------------------------
M06_Arlene_C01 = { һεظл }
//==============================================================================


//==============================================================================
// Situation D: After the mayor is rescued, Arlene continues to give the 
// player moral support through her random lines.
//------------------------------------------------------------------------------
M06_Arlene_D00 = { ףˣ }
M06_Arlene_D01 = { Сġ }
M06_Arlene_D02 = { Ҿ֪ǡ }
M06_Arlene_D03 = { лл㡣 }
M06_Arlene_D04 = { СЩ֮צ }
M06_Arlene_D05 = { ء }
//==============================================================================


//==============================================================================
// Situation E00: If the player fails or gets too many hostages killed, Arlene
// will be barely able to hide her disappointment.
//------------------------------------------------------------------------------
M06_Arlene_E00_W = {
Ѿˣѵֵܻ᲻ܹЩõ˹\n\n

򶼸еźҶǱܴϣġ
}
//==============================================================================





//==============================================================================
// Situation F: After the player stuffs up, Arlene will start voicing her 
// disappointment.
//------------------------------------------------------------------------------
M06_Arlene_F00 = { าOh no. }
M06_Arlene_F01 = { ʧˡ }
M06_Arlene_F02 = { Ҵûʧܡ }
M06_Arlene_F03 = { ѽ }
M06_Arlene_F04 = { ĸеź }
M06_Arlene_F05 = { ʵ̫ˡ }
//==============================================================================




//==============================================================================
// Name: Hillary Eastwood.
// Role: mayor of Quincy.
// Background: Hillary Eastwood is an old woman in her sixties. She has
// a strong personality and is quite cultured. She knows how to behave in high
// society and is generally accustomed to giving orders.
//==============================================================================


//==============================================================================
// Situation A00: When the players first get to speak with her, it is after 
// they have neutralized the her guards. Hillary will not speak until her 
// guards are dead. She will then initiate the dialogue.
//
// Hillary explains the situation in town and tells the player what needs to 
// be done in order for her to consider becoming an ally to the Brotherhood.
//------------------------------------------------------------------------------
M06_Hillary_A00_W = {
ллȣֵ֪ܻںͬ˹ϵеȤĿǰʵĳи...\n\n

ҵŮĿǰ֮צУҵķˣܸɴʹ˻ϼˡ\n\n

߻һЩڰ֮ķ֮ڣϣܹڲƻе֮£Щ\n\n

սӢۡ˹ʷھӪ֮ڡҺ˵൱ش\n\n

Կȥرվ£Ȼ군ˡ֪ǵҪܶ࣬ʵѾѡøϿ쿪ʼж
}
//==============================================================================


//==============================================================================
// Situation A01: If the player speaks to Hillary, she'll explain a little 
// more about what needs to be done about the first hostage situation.
// After this she will move to the next situation and so on.
//------------------------------------------------------------------------------
M06_Hillary_A01_W = {
Ѿ˱в˵ǻвжʱҪЩͬʱݻٷǵô...ҽʧȥְֵܻҲȥĵطѰͬˡ\n\n
}
//==============================================================================


//==============================================================================
// Situation A02: Hillary's hints for the next hostage situation.
//------------------------------------------------------------------------------
M06_Hillary_A02_W = {
ҵŮά֮ڡܱ֮צΧֻҪһ£ʱ׼Ҫ˺Ƭܹҵ֮צɢעѶ´İ취Ǿܹȵõʱʹ죬Ӧþ˽˵ж\n\n
}
//==============================================================================


//==============================================================================
// Situation A03: Hillary's hints for the final hostage situation.
//------------------------------------------------------------------------------
M06_Hillary_A03_W = {
Ϸ˹ʷھӪ֮Уָӹپͺıڴ˴Ԥڵһս\n\n

ȻнլԺ;һõλ;Ӫ֮䡣ڴ֮ڣͨӪڲ֮УܿͥԺ\n\n
}
//==============================================================================


//==============================================================================
// Situation A04: Hillary's good-bye line before all three remaining hostage 
// situations are neutralized.
//------------------------------------------------------------------------------
M06_Hillary_A04 = { ˿ԣ㲻ҵʵսʿ }
//==============================================================================


//==============================================================================
// Situation B: Hillary's random text before being rescued.
//------------------------------------------------------------------------------
M06_Hillary_B00 = { ҵ }
M06_Hillary_B01 = { Ⱦң }
M06_Hillary_B02 = { ˾ȾҰ }
M06_Hillary_B03 = { ҵŮЩ }
M06_Hillary_B04 = { άҵı }
M06_Hillary_B05 = { ´ѡʱıһҲûС  }
//==============================================================================


//==============================================================================
// Situation C: Hillary's random text after being rescued but before the 
// players have either stuffed up or saved the hostages.This is floating text that she will float from time to time. Please do not confuse this with A04 (which comes up when the player talks to her).
//------------------------------------------------------------------------------
M06_Hillary_C00 = { ʳħ...ѵĮ绹 }
M06_Hillary_C01 = { ֪ܲãϣЩܿ࣡ }
M06_Hillary_C02 = { ϣܶԸ֮צ }
M06_Hillary_C03 = { ָӹٵǶŷ }
M06_Hillary_C04 = { 顣 }
M06_Hillary_C05 = { Щ쵰ֳκεĴȱ }
//==============================================================================


//==============================================================================
// Situation D00: These are all special situations in which Hillary will thank 
// the player for completing each stage of the mission.
//
// The following speech is for the player speaking to her after they have 
// freed the townsfolk at the power generator.
//------------------------------------------------------------------------------
M06_Hillary_D00_W = {
˷л죡ǲҵһ...ȻЩҲǡ\n\n

ҿʼֵܻǿеġ\n\n
}
//==============================================================================


//==============================================================================
// Situation D01: These are all special situations in which Hillary will thank 
// the player for completing each stage of the mission.
//
// The following speech is for the player speaking to her after they have 
// freed her daughter. Saving her daughter as well as Hillary ensures that 
// the mission is successful.
//------------------------------------------------------------------------------
M06_Hillary_D01_W = {
รҵ죬һĵһ졣ҵŮȫؾȳһȱлˣ㱣֤жѾȷֵܻͬ˹ϵ\n\n
}
//==============================================================================


//==============================================================================
// Situation D03: These are all special situations in which Hillary will thank 
// the player for completing each stage of the mission.
//
// The following speech is for the player speaking to her after they have 
// freed Felix.
//------------------------------------------------------------------------------
M06_Hillary_D03_W = {
ǳлϷ˹֪úúõ֮󣬻ǳĵģΪͬĹϵǷһ顣\n\n
}
//==============================================================================


//==============================================================================
// Situation D04: These are all special situations in which Hillary will thank 
// the player for completing each stage of the mission.
//
// The following speech is Hillary's good-bye line after she has said one of 
// the above situation D lines.
//------------------------------------------------------------------------------
M06_Hillary_D04 = { лΪһС }
//==============================================================================


//==============================================================================
// Situation E00: These are all special situations in which Hillary will 
// express her disappointment in the player for failing a stage of the mission. 
//
// The following speech is for the player speaking to her after they have 
// botched the rescue of the townsfolk at the generator.
//------------------------------------------------------------------------------
M06_Hillary_E00_W = {
Ǹֲʲô......ˣʵ̫ˣ\n\n

Ϊ˵ԴúõģҲӦú͵ײŶԣ
}
//==============================================================================


//==============================================================================
// Situation E01: These are all special situations in which Hillary will 
// express her disappointment in the player for failing a stage of the mission. 
//
// The following speech is for the player speaking to her after they have 
// botched the rescue of her daughter. Failing this mission will mean the 
// entire mission is failed.
//
// Hillary will be in tears when she says the following lines.
//------------------------------------------------------------------------------
M06_Hillary_E01_W = {
ⲻᷢҵıϵģźάΪʲôΪʲôᷢ飿รҿĺӣĺܶԲ㡣\n\n

㣡ġ֯ȥĹѾˣֵܻ֮佫κεͬЭ飬ҵ
}
//==============================================================================


//==============================================================================
// Situation E02: These are all special situations in which Hillary will 
// express her disappointment in the player for failing a stage of the mission. 
//
// The following speech is for the player speaking to her after they have 
// botched the rescue of Felix.
//------------------------------------------------------------------------------
M06_Hillary_E02_W = {
ҵķ˹˵Դ״ģô
Ҳʹ㣬˹˵ֻǸӢ۶ѣ쵰ǱҪģ **
}
//==============================================================================


//==============================================================================
// Situation E03: These are all special situations in which Hillary will 
// express her disappointment in the player for failing a stage of the mission. 
//
// The following speech is Hillary's good-bye line after she has said one of 
// the above situation E lines.
//------------------------------------------------------------------------------
M06_Hillary_E03 = { У ** Ҫһ˶һ¡ }
//==============================================================================


//==============================================================================
// Situation F: Hillary's random text after the players have been successful
// in saving one or more of the hostage situations. These will not occur until
// Hillary has spoken one of the lines in Situation D.
//------------------------------------------------------------------------------
M06_Hillary_F00 = { л죬ǵĹδɣ }
M06_Hillary_F01 = { Ŭ }
M06_Hillary_F02 = { ҪǵԴ }
M06_Hillary_F03 = { дһϣ...ʮã }
M06_Hillary_F04 = { ǣûб˰õˡ }

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


//==============================================================================
// Situation G: Hillary's random text after the players have botched one or 
// more of the hostage situations. These will not occur until Hillary has 
// spoken one of the lines in Situation E.
//
// Up until then, she will remain blissfully unaware.
//------------------------------------------------------------------------------
M06_Hillary_G00 = { ʲô }
M06_Hillary_G01 = { ΪʲôҪǣ }
M06_Hillary_G02 = { ҶѾеľ }
M06_Hillary_G03 = { ʵ̫ˡ }
M06_Hillary_G04 = { ޷ȥˣ }

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


//==============================================================================
// Situation H00: Hillary will initiate this dialogue as soon as she can see 
// the player after the player has completed all rescues successfully.
//------------------------------------------------------------------------------
M06_Hillary_H00_W = {

Ҳ֪˵ЩʲôҲ֪α㡣\n\n

ָӹ٣ǳҡֵܹܻӪӵеκԴҲǲǲ\n\n

Щ...ҴӲΪǴڵģĲֻһСѣսʿǰĳЩһֻǸŮʱɥʧĶͻ˻һЩ֪ʧĶ\n\n

һ־\n\n

ϣгһҲҵܵĿ֡\n\n

ټˣҵӢۡ
}
//==============================================================================


//==============================================================================
// Situation H01: Hillary will initiate this dialogue as soon as she can see 
// the player after the player has completed the rescues, some may have failed 
// but her daughter was successfully rescued.
//------------------------------------------------------------------------------
M06_Hillary_H01_W = {
ôѾ跨ҵŮôĴ֮£Ѿ൱ˡҺܸл㣬İˣΪǵĳ\n\n

ΪĹϵ㽫ԻҪͬЭ飬ֵܻ֮䲻İ˰ɡ\n\n

һָ֪ͨӹ˵úܺã㹻άϵס֮ͬˡ\n\n

ټˣսʿ
}
//==============================================================================


//==============================================================================
// Situation H02: Hillary's good-bye line after the mission is successfully
// completed.
//------------------------------------------------------------------------------
M06_Hillary_H02 = { ǶǷһݶ顣 }
//==============================================================================


//==============================================================================
// Situation I: Hillary's random lines after the mission is successfully
// completed.
//------------------------------------------------------------------------------
M06_Hillary_I00 = { Ү }
M06_Hillary_I01 = { ΪֵܻȲɡ }
M06_Hillary_I02 = { ร ** ҵİά }
M06_Hillary_I03 = { лĴæ }
M06_Hillary_I04 = { ɵúãİˡ }
M06_Hillary_I05 = { һε˵л }
//==============================================================================




//==============================================================================
// Name: Evita Eastwood.
// Role: Daughter of Hillary Eastwood.
// Background: Evita is a girl of around twenty years of age. She looks like 
// her mother, except the clothes that she is wearing are torn and dirty. She 
// is Arlene's best friend, having grown up together after Arlene's parents 
// died.
//==============================================================================


//==============================================================================
// Situation A00: After the player rescues Evita, she will initiate her thank-
// you dialogue. She will be sobbing with gratitude.
//------------------------------------------------------------------------------
M06_Evita_A00_W = {
รʵ̫лˣҵʱú£ЩֲҰ˰ҺЩ...ﶪһΪ׼Ҫҡ\n\n

ôҪϢһ£ȻȥͰᡣǿܵһЩ֮צڳңټ
}
//==============================================================================


//==============================================================================
// Situation A01: After the player rescues Evita, she can chat a little if the 
// player wishes to talk to her.
//------------------------------------------------------------------------------
M06_Evita_A01_W = {
ŶһСϳǴǰǸСŮʱͳʳʬһˣǴΪʳʬǻˣʵϣǶǺܺáҲᡣĸ׷֮Ͳ׼ٵȥˡϣЩʳʬҲû£ΪЩͨǵɧţѾǵ鷳ˡ
}
//==============================================================================


//==============================================================================
// Situation A02: After the player rescues Evita, this will be her good-bye 
// line if the player keeps trying to talk to her.
//------------------------------------------------------------------------------
M06_Evita_A02 = { һҪЩʳʬİȫ }
//==============================================================================


//==============================================================================
// Situation B: Evita's cries for help before she is rescued.
//------------------------------------------------------------------------------
M06_Evita_B00 = { ** }
M06_Evita_B01 = { ֮צ...  }
M06_Evita_B02 = { 㿴ҪҳԵһ }
M06_Evita_B03 = { ˺ң֮צ... }
M06_Evita_B04 = { ҵ }
M06_Evita_B05 = { ** }
//==============================================================================


//==============================================================================
// Situation C: Evita's random lines after she is rescued.
//------------------------------------------------------------------------------
M06_Evita_C00 = {  }
M06_Evita_C01 = { Ҹ㣬ҪҸ˵ģ }
M06_Evita_C02 = { ҾǸŮ֮צҲҪҡ }
M06_Evita_C03 = { ҵûµڿ㡣 }
M06_Evita_C04 = { ** }
M06_Evita_C05 = { һԹԵصﲻ }
//==============================================================================
M06_Evita_D00 = {Shhh... not until they are all dead.}




//==============================================================================
// Name: Felix Stiles.
// Role: Warden, Military Advisor.
// Background: Felix is an old veteran of the early years of Quincy. Originally
// a wanderer of the wastes, Felix has earned his reputation as an experienced
// warrior. His age as well as his failing health, prevent him from active duty
// to the town. Semi-retired, Felix spends his days teaching the youngsters how
// to defend the town.
//==============================================================================


//==============================================================================
// Situation A00: After the player rescues Felix, he will initiate the 
// following bit of dialogue to express his thanks.
//------------------------------------------------------------------------------
M06_Felix_A00_W = {
Ǹսʿеսʿҵѡҽ˹ʷǷһݶ顣㲻ĻҴϢһӣֱ˫Ⱥϥǿ»ΪֹЩû̫ռҽѪҺѭ\n\n
}
//==============================================================================


//==============================================================================
// Situation A01: Felix will chat a little if the player wishes to talk to him. We don't need this and this mission is already huge
//------------------------------------------------------------------------------
}
//==============================================================================


//==============================================================================
// Situation A02: Felix's good-bye line if the player persists in talking to 
// him.
//------------------------------------------------------------------------------
M06_Felix_A02 = { һ˵꣬Լʮǰҡ }
//==============================================================================


//==============================================================================
// Situation B: Felix's random lines before he is rescued.
//------------------------------------------------------------------------------
M06_Felix_B00 = { ǰҲǸӢۺú }
M06_Felix_B01 = { 20ǰĻͰǶɱˣ }
M06_Felix_B02 = { Ѿϵû취Щƨˣ }
M06_Felix_B03 = { ˷ҳȥ }
M06_Felix_B04 = { κҵ }
M06_Felix_B05 = { ȥɣ }
//==============================================================================


//==============================================================================
// Situation C: Felix's random lines after he is rescued.
//------------------------------------------------------------------------------
M06_Felix_C00 = { รҵȻʹ }
M06_Felix_C01 = { ЩСл治 }
M06_Felix_C02 = { Ҵǰʱ }
M06_Felix_C03 = { ЩһЩѵ }
M06_Felix_C04 = { ܳǼ¡ }
M06_Felix_C05 = { ˼ڵϢˡ }
//==============================================================================




//==============================================================================
// Name: Elliot Nesting.
// Role: Leader of the Ghouls.
// Background: Elliot Nesting is the self-appointed leader of the ghouls. He is
// a soft-spoken, wise, ghoul whose guidance has allowed the ghouls to exist in
// relative peace in Quincy. Elliot is a pacifist, but he knows enough about
// politics to know when words will fail and that it is time to let their guns
// do the talking.
//
// When the player's squad get close enough to the ghoul shanty town, they 
// will begin to hear sounds of battle as the ghouls defend their home from a
// group of Beastlords. The first wave is easy to defeat, but there is a 
// second wave which consists of Deathclaws.
//==============================================================================


//==============================================================================
// Situation A00: The initial encounter is before or after the initial Beast 
// Lords' attack on the ghoul quarter. Elliot will plead with them to help 
// them as the Deathclaw reinforcements are soon to attack. (Actually the 
// Deathclaws will attack soon after this particular piece of conversation.)
//------------------------------------------------------------------------------
M06_Elliot_A00_W = {
ǰأʳʬΪǵ䣬ֻΪû¡ \n\n

ǣˣһҲҪȾǡ֪ǲһȺʳʬǾͺʹֵһẦºѪǻ޷ṩһԴǵȷҲЩ͸ǡ\n\n

ǻսûб¶ԸЩ֮צΣ¸ݾͿ150֮ǰȥǼ¡\n\n
}
//==============================================================================


//==============================================================================
// Situation Z00: If the player talks to Elliot again before the Deathclaws 
// have been dealt with, he will urge them to slay the Deathclaws. This will 
// suffice as his good-bye lines until the Deathclaws are defeated.
//------------------------------------------------------------------------------
M06_Elliot_Z00 = { Ⱦǣǻʳʬĸм }
M06_Elliot_Z01 = { ʳʬҲˣֻǲ̫һѡ}
M06_Elliot_Z02 = { ϣǱȴ໹ҪһЩ }
M06_Elliot_Z03 = { ǣʳʬͻرǵġ}
M06_Elliot_Z04 = { £}
//==============================================================================


//==============================================================================
// Situation B: The following speech nodes represent any possible random lines 
// that can be spoken by Elliot before the Deathclaws are slain.
//Use the lines from situation A for this also. DL
//------------------------------------------------------------------------------

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


//==============================================================================
// Situation C00: If the Deathclaws are slain, Elliot will thank them and ask 
// that they rescue his friend, Gorgi (pronounced Ghor-ghee,) if they haven't 
// already done so. 
//------------------------------------------------------------------------------
M06_Elliot_C00_W = {
ҲЩһﾹȻװôǿĻұҪлǵĴҲǻٶæһЩ£Щʳħҵֵܸ輪ҽʳʬı 

뵽ǻЩ쵰ٶ֮죬ӦòǸ⡣}
//==============================================================================


//==============================================================================
// Situation C01: Elliot will repeat his request as a good-bye line.
//------------------------------------------------------------------------------
M06_Elliot_C01 = { 㣬ȾҵֵܡúҺ񣬵ûұγ }
//==============================================================================


//==============================================================================
// Situation D: The following speech nodes represent any possible random lines 
// that can be spoken by Elliot after the Deathclaws are slain, but before 
// Gorgi has been rescued.
//------------------------------------------------------------------------------
M06_Elliot_D00 = { 輪...ȥֵܣȥ }
M06_Elliot_D01 = { ϣе֮צܱУ }
M06_Elliot_D02 = { ˵һָֻ }
M06_Elliot_D03 = { е˶û }
M06_Elliot_D04 = { ȷһûеһֻڵϡ }
M06_Elliot_D05 = { ϣҲԼֵܻᡣ }
//==============================================================================


//==============================================================================
// Situation E00: If the Deathclaws are slain and Gorgi was rescued without 
// Elliot asking the player to do so, Elliot will thank them and let them know 
// that he is aware of Gorgi's release.
//------------------------------------------------------------------------------
M06_Elliot_E00_W = {
Ҳ֪θлǣҸ˵Σо˸輪һ\n\n

İˣԶأǷһݶ顣ԸʳʬǵľӣǺҵԸǩ¼ǵġֵܻ᡹
}
//==============================================================================


//==============================================================================
// Situation E01: If the Deathclaws are slain and Gorgi has been subsequently 
// released at Elliot's behest, he will thank them for it with a different 
// line.
//------------------------------------------------------------------------------
M06_Elliot_E01_W = {
٣ֻˡİˣԶǷһݶ顣
ԸʳʬǵľӣǺҵԸǩ¼ǵġֵܻ᡹}
//==============================================================================


//==============================================================================
// Situation E02: Either happy ending with both Deathclaws slain and Gorgi 
// freed will result in this line being the repeated good-bye line.
//------------------------------------------------------------------------------
M06_Elliot_E02 = { ʳʬѣǽ־ }
//==============================================================================


//==============================================================================
// Situation F: The following speech nodes represent any possible random lines 
// that can be spoken by Elliot after the Deathclaws are slain and after Gorgi 
// has been rescued.
//------------------------------------------------------------------------------
M06_Elliot_F00 = { ֵܻᣡ }
M06_Elliot_F01 = { ҿ԰ǣߣҪһ㡸ɢʳʬĻ *գ գ* }
M06_Elliot_F02 = { ˿ҵָ }
M06_Elliot_F03 = { ĺܹʳʬ }
M06_Elliot_F04 = { ֵܻͬˣ }
M06_Elliot_F05 = { лҵֵܡ }
//==============================================================================


//==============================================================================
// Situation G00: If the Deathclaws are slain, and Gorgi has been killed 
// without Elliot asking the player to save him, Elliot will say the following 
// mournful line.
//------------------------------------------------------------------------------
M06_Elliot_G00_W = {
ǳлİûжһĴԸһʳʬЩ֮͡ȻȻϣ輪Ҳܹ￴һС\n\n

İˣԸʳʬǵľӣеһЩ˶Ըǵġֵܻ᡹ʳʬи˽ս輪ͿԱˡ
}
//==============================================================================


//==============================================================================
// Situation G01: If the Deathclaws are slain, but Gorgi was subsequently 
// killed after Elliot has asked the player to save him, Elliot will say an 
// alternate line.
//------------------------------------------------------------------------------
M06_Elliot_G01_W = {
輪ˣҿֵܣΪʲôᷢ飿\n\n

Ѿˣ֪ĻرṩһЩʳʬǵֵܻѵʳʬи˽ս輪ͿԱˡ
}
//==============================================================================


//==============================================================================
// Situation G02: Either sad ending with both Deathclaws slain and Gorgi 
// killed will result in this line being the repeated good-bye line.
//------------------------------------------------------------------------------
M06_Elliot_G02 = { ϣһ˰һ¾ͺ....ร輪 *໰* }
//==============================================================================


//==============================================================================
// Situation H: The following speech nodes represent any possible random lines 
// that can be spoken by Elliot after the Deathclaws are slain and after Gorgi 
// has been killed.
//------------------------------------------------------------------------------
M06_Elliot_H00 = { װġװġ }
M06_Elliot_H01 = { ҿֵ... }
M06_Elliot_H02 = { ˵Ծȵģ }
M06_Elliot_H03 = { ȻˣԷǳл }
M06_Elliot_H04 = { ҵֵˡ }
M06_Elliot_H05 = { ҲֵܻᲢô }
//==============================================================================





//==============================================================================
// Name: Gorgi (pronounced, Ghor-Ghee.)
// Role: Ghoul hostage.
// Background: Gorgi is the close friend of Elliot Nesting, leader of the 
// Ghouls. He will run to safety once the guards holding him are killed. Once 
// he reaches the safety zone, he will disappear and he will be considered 
// freed.
//==============================================================================

//==============================================================================
// Situation A00: Talking to Gorgi will set him off on his mad dash to freedom.
//------------------------------------------------------------------------------
M06_Gorgi_A00 = { лǾңҵҪȥҵֵܰǷƽ }
//==============================================================================

//==============================================================================
// Situation B: The following speech nodes represent any possible random lines 
// that can be spoken by Gorgi before he begins his mad dash.
//------------------------------------------------------------------------------
M06_Gorgi_B00 = { ϣҵֵܰȻƽ }
M06_Gorgi_B01 = { Ҹ߹ʲô֪ˡ }
M06_Gorgi_B02 = { ոհҵĶõˣ쵰 }
M06_Gorgi_B03 = { ǸˣҲ֮צ˯ }
M06_Gorgi_B04 = { СӣҲκιƨģ }
M06_Gorgi_B05 = { ҸҴ˵Ǹ࣬һͻҺһ㣡 }
//==============================================================================


//==============================================================================
// Situation C: The following speech nodes represent any possible random lines 
// that can be spoken by Gorgi during his mad dash.
//------------------------------------------------------------------------------
M06_Gorgi_C00 = { лл㣬ѡThank you, friends. }
M06_Gorgi_C01 = { ɣ }
M06_Gorgi_C02 = { һһֱܣֱҵĽΪֹ }
M06_Gorgi_C03 = { ÿһ· }

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




//==============================================================================
// Name: Duff
// Role: Beastlord Commander.
// Background: Duff is a large, well-muscled man. He wears the mask signifying 
// him as a Beastlord. He is a direct relative to Dar, the Master of the 
// Beastlords, and he has inherited some of Dar's personality. In other words,
// Duff is a raving madman.
//==============================================================================


//==============================================================================
// Situation A00: Duff doesn't say much. When he sees the player, he will 
// initiate his opening taunt.
//------------------------------------------------------------------------------
M06_Duff_A00_W = { ҪһܣһǾɣһƤҵģ}
//==============================================================================


//==============================================================================
// Situation A01: When he is about to die, Duff will cry out to his mommy.
//------------------------------------------------------------------------------
M06_Duff_A01 = { ⲻܵѽ }
//==============================================================================


//==============================================================================
// Situation B: Duff will rave and foam in the mouth while waiting for the 
// player to show up. These are his random lines.
//------------------------------------------------------------------------------
M06_Duff_B00 = { Ѿҵˣ }
M06_Duff_B01 = { ҰѪ糿ɢζˣ }
M06_Duff_B02 = { ЩʳʬЩǻ }
M06_Duff_B03 = { һ죬һȡΪ쵼ߣ}
M06_Duff_B04 = { ҪҵͰƤ }
M06_Duff_B05 = {  }
//==============================================================================




//==============================================================================
// The Beastlords:
// The speech for the Beastlords is divided into situations, with each one 
// allowing for up to four variations. The first three are subordinates, the 
// last one is a commander or leader of the group.
//==============================================================================


//==============================================================================
// Situation A: These are the mayor's guards. This is what they say before 
// they see the player or become hostile towards the player.
//------------------------------------------------------------------------------
M06_Beastlord01_A00 = { Ů쵼ҪԼ }
M06_Beastlord01_A01 = { Կ }
M06_Beastlord01_A02 = { ҿʼˡ }

M06_Beastlord02_A00 = { һи֮צС }
M06_Beastlord02_A01 = { ʵġ }
M06_Beastlord02_A02 = { ˻ }

M06_Beastlord03_A00 = { Ǳҵ֮צƣ }
M06_Beastlord03_A01 = { ŵڸ }
M06_Beastlord03_A02 = { Ҹоڼǡ }

M06_Beastlord04_A00 = { һ򳤵״ }
M06_Beastlord04_A01 = { ඼ϲʳʬ }
M06_Beastlord04_A02 = { ״ˡ }
//==============================================================================


//==============================================================================
// Situation B: These are the mayor's guards. This is what they say once the 
// condition is met for them to kill her.
//------------------------------------------------------------------------------
M06_Beastlord01_B00 = { ɱ򳤣 }
M06_Beastlord01_B01 = { ھҪɱ }
M06_Beastlord01_B02 = { ˻Ѿûˡ }

M06_Beastlord02_B00 = { ˻ҪΪ˸ۡ }
M06_Beastlord02_B01 = { ɱھɱ }
M06_Beastlord02_B02 = { ɱǸʡ }

M06_Beastlord03_B00 = { һʬϰƤ }
M06_Beastlord03_B01 = { ɱ }
M06_Beastlord03_B02 = { ھɱǸʣ }

M06_Beastlord04_B00 = { ɱǸ򳤣 }
M06_Beastlord04_B01 = { ɱʣ }
M06_Beastlord04_B02 = { ھ˽ }
//==============================================================================


//==============================================================================
// Situation C: These are the generator's guards. This is what they say before 
// they see the player or become hostile towards the player.
//------------------------------------------------------------------------------
M06_Beastlord01_C00 = { Ϊʲô }
M06_Beastlord01_C01 = { Щܿɿڡ }
M06_Beastlord01_C02 = { ˻ }

M06_Beastlord02_C00 = { Ҳըҩ }
M06_Beastlord02_C01 = { ʹըҩ }
M06_Beastlord02_C02 = { ڡ }

M06_Beastlord03_C00 = { ʲôʱ򿪷 }
M06_Beastlord03_C01 = { ֻʳʬҾöģ }
M06_Beastlord03_C02 = { Щ }

M06_Beastlord04_C00 = { һЩըҩ }
M06_Beastlord04_C01 = { ʳʬ࣡ }
M06_Beastlord04_C02 = { ֵʱ׼˯ }
//==============================================================================


//==============================================================================
// Situation D: These are the generator's guards. This is what they say once 
// the condition is met for them to kill the hostages.
//------------------------------------------------------------------------------
M06_Beastlord01_D00 = { ѿ }
M06_Beastlord01_D01 = { ɱ }
M06_Beastlord01_D02 = { ھɱǣ }

M06_Beastlord02_D00 = { ɯû }
M06_Beastlord02_D01 = { ھͰ¿أ }
M06_Beastlord02_D02 = { ھҪɱǡ }

M06_Beastlord03_D00 = { Ҫȥѿ }
M06_Beastlord03_D01 = { ɱ }
M06_Beastlord03_D02 = { Ǹը }

M06_Beastlord04_D00 = { Ǹըҩ }
M06_Beastlord04_D01 = { ھͰǶ }
M06_Beastlord04_D02 = { ڣɱʣ }
//==============================================================================


//==============================================================================
// Situation E: These are the mayor's daughter's guards. This is what they say
// before they see the player or become hostile towards the player.
//------------------------------------------------------------------------------
M06_Beastlord01_E00 = { ˻ }
M06_Beastlord01_E01 = { ǸŮ˿ܺóԡ }
M06_Beastlord01_E02 = { һ㣬ҵĸΡ }

M06_Beastlord02_E00 = { Һðࡡ }
M06_Beastlord02_E01 = { ʵйġ }
M06_Beastlord02_E02 = { *Ƿ* }

M06_Beastlord03_E00 = { ˻ }
M06_Beastlord03_E01 = { ־ŵһЩ }
M06_Beastlord03_E02 = { ŵһЩ }

M06_Beastlord04_E00 = { ҵ }
M06_Beastlord04_E01 = { ҪעⲻҪ֮צ }
M06_Beastlord04_E02 = { ʲôڼҡ }
//==============================================================================


//==============================================================================
// Situation F: These are the mayor's daughter's guards. This is what they say 
// once the condition is met for them to kill her.
//------------------------------------------------------------------------------
M06_Beastlord01_F00 = { ǳʢ磬ҵСˣ }
M06_Beastlord01_F01 = { ʱ䣡 }
M06_Beastlord01_F02 = { ʱСŮ }

M06_Beastlord02_F00 = { ̫Ѿûˡ }
M06_Beastlord02_F01 = {  }
M06_Beastlord02_F02 = { ɱҵĳǣ }

M06_Beastlord03_F00 = { ǸŮҵĳǣ }
M06_Beastlord03_F01 = { ɣҵı }
M06_Beastlord03_F02 = { ɱŮɱ }

M06_Beastlord04_F00 = { ɱǸŮ }
M06_Beastlord04_F01 = { ھɱ }
M06_Beastlord04_F02 = { ΪְΪҪܾĥ }
//==============================================================================


//==============================================================================
// Situation G: These are Felix's guards. This is what they say before they
// see the player or become hostile towards the player.
//------------------------------------------------------------------------------
M06_Beastlord01_G00 = { ڡ }
M06_Beastlord01_G01 = { ˹ӵ֣ }
M06_Beastlord01_G02 = { иܺЦЦҪ˵ }

M06_Beastlord02_G00 = { ೢޣ }
M06_Beastlord02_G01 = { ڡ }
M06_Beastlord02_G02 = { Ҹոķ˹ }

M06_Beastlord03_G00 = { ʳʬȽϲ˳Եñ }
M06_Beastlord03_G01 = { ϲܿ࣡ }
M06_Beastlord03_G02 = { ˻ }

M06_Beastlord04_G00 = { ٸˣ }
M06_Beastlord04_G01 = { Ҫ˵Ц }
M06_Beastlord04_G02 = { ڡ }
//==============================================================================


//==============================================================================
// Situation H: These are Felix's guards. This is what they say once the 
// condition is met for them to kill him.
//------------------------------------------------------------------------------
M06_Beastlord01_H00 = { ɱǸɵϡ }
M06_Beastlord01_H01 = { Ҫ⣡ }
M06_Beastlord01_H02 = { ھɱЩ }

M06_Beastlord02_H00 = { ΪְΪЩ }
M06_Beastlord02_H01 = { ոպҪȵ }
M06_Beastlord02_H02 = { ҪɱЩ }

M06_Beastlord03_H00 = { 㸺ɱЩɱЩ }
M06_Beastlord03_H01 = { ڣЩɡ }
M06_Beastlord03_H02 = { ЩѾû }

M06_Beastlord04_H00 = { ֹЩߣ }
M06_Beastlord04_H01 = { ޴࣡ }
M06_Beastlord04_H02 = { ΪжЩڵ }
//==============================================================================


//==============================================================================
// Situation I: These are Gorgi's guards. This is what they say before they
// see the player or become hostile towards the player.
//------------------------------------------------------------------------------
M06_Beastlord01_I00 = { ں...ڿ˵˵ }
M06_Beastlord01_I01 = { жġ }
M06_Beastlord01_I02 = { Ǹʳʬгζ }

M06_Beastlord02_I00 = { ˷ƨ }
M06_Beastlord02_I01 = { ʳʬ }
M06_Beastlord02_I02 = { ʳʬй }
//==============================================================================


//==============================================================================
// Situation J: These are Gorgi's guards. This is what they say once the 
// condition is met for them to kill him.
//------------------------------------------------------------------------------
M06_Beastlord01_J00 = { ɱʳʬ }
M06_Beastlord01_J01 = { ˺ңҾͻǸʳʬܡ }
M06_Beastlord01_J02 = { Ѫʲôɫɣʳʬ }

M06_Beastlord02_J00 = { ʱɱʳʬ }
M06_Beastlord02_J01 = { Ϊɵĺ£ʳʬھ͵ }
M06_Beastlord02_J02 = { 㷸˸ʳʬ }
//==============================================================================


//==============================================================================
// Situation K: These are what the Beastlords may say if they need to set off 
// the siren.
//------------------------------------------------------------------------------
M06_Beastlord01_K00 = { ע⾯ }
M06_Beastlord01_K01 = { ע⾯죡 }

M06_Beastlord02_K00 = {  }
M06_Beastlord02_K01 = { Ǹ }

M06_Beastlord03_K00 = { ǾǾ }
M06_Beastlord03_K01 = {  }

M06_Beastlord04_K00 = { ھͰѾ }
M06_Beastlord04_K01 = { ˣע⾯ }
//==============================================================================




//==============================================================================
// Hostages: 
// These are the hostages held in the generator. There are five varieties of 
// hostages.
//==============================================================================




//==============================================================================
// Situation A00: The following lines can be spoken randomly by the hostages 
// before they are freed.
//------------------------------------------------------------------------------
M06_Hostage01_A00 = { ʵںã }
M06_Hostage01_A01 = { 죡Щ֮צЩªʳʬҪҸеɺޣ }
M06_Hostage01_A02 = { Ⱦǣ }

M06_Hostage02_A00 = { ˾Ⱦǣ }
M06_Hostage02_A01 = { ֮צʵںܻ }
M06_Hostage02_A02 = { Ҫ赹ˡ }

M06_Hostage03_A00 = { ŰȫشǶ }
M06_Hostage03_A01 = {  }
M06_Hostage03_A02 = { Ǹ֮צϵĵй }

M06_Hostage04_A00 = { Ƕ˶Բԣ侲㿴Ү֮ķϣ嶼ϰɣ}
M06_Hostage04_A01 = { һûκһֻ }
M06_Hostage04_A02 = { ǵ׻ô }

M06_Hostage05_A00 = { Һú¡ }
M06_Hostage05_A01 = { ˾Ⱦǰ }
M06_Hostage05_A02 = { ֪ŵƨָЩ֮צ }
//==============================================================================


//==============================================================================
// Situation B + C: Random lines spoken by the hostages if the player speaks to 
// them once they are freed.
//------------------------------------------------------------------------------
M06_Hostage01_B00 = { Ү }
M06_Hostage01_B01 = { л죡 }
M06_Hostage01_B02 = { ûڿ...ֻǲСһЩˮ档 }

M06_Hostage02_B00 = { ҵӢۣ }
M06_Hostage02_B01 = { лл......ȵ֮צıˡ }
M06_Hostage02_B02 = { Ϊֵܻ᲻Ǹɶ......лл㡣 }

M06_Hostage03_B00 = { ܸʱˣ }
M06_Hostage03_B01 = { ǳл㡣 }
M06_Hostage03_B02 = { Ƿһ }

M06_Hostage04_B00 = { ЩһװһЩ͵ࡣ }
M06_Hostage04_B01 = { л죡Ǹ֮צոҪҵĴȣ }
M06_Hostage04_B02 = { ϣЩܹڵ︯á }

M06_Hostage05_B00 = { ֮ǰһҲ¡ }
M06_Hostage05_B01 = { ...ұҪɱǵģԼ }
M06_Hostage05_B02 = { ҪᵽȥҸҴﲻᷢ£ }
//==============================================================================






//==============================================================================
// Citizens of Quincy:
// These are the people standing around watching. There are six variations of 
// spectators outside, gaping and pointing.
//==============================================================================


//==============================================================================
// Situation A: These are the lines spoken by the citizens before the situation
// that they are watching has been acted upon. They do not speak with the 
// player I think that they would float this stuff without asking since they are a crowd and they are watching some heavy shit. Also, these are a lot of lines so let's use them., although if the player speaks with them, they will say one of their 
// random lines.
// I think these ARE random floating lines - Ed
//------------------------------------------------------------------------------
M06_Citizen01_A00 = { ϣЩǹѾˣ}
M06_Citizen01_A01 = { Щ֮צӮ }
M06_Citizen01_A02 = { Щһʲô }
M06_Citizen01_A03 = { ЩһﵽЩʲô }
M06_Citizen01_A04 = { Ϊʲôֵܻỹ飿 }
M06_Citizen01_A05 = { Ҫܶȹѹأ }

M06_Citizen02_A00 = { ӦҪȥǣҿܻˡ }
M06_Citizen02_A01 = { ңҿɲȥ }
M06_Citizen02_A02 = { ֻǸũ...Ǹսʿ }
M06_Citizen02_A03 = { Ϊʲôңǵ }
M06_Citizen02_A04 = { ΪǻẦ }
M06_Citizen02_A05 = { ҿøõġ }

M06_Citizen03_A00 = { ôﻹЩݿ԰ȥס }
M06_Citizen03_A01 = {  }
M06_Citizen03_A02 = { ɴڼԺ }
M06_Citizen03_A03 = {  }
M06_Citizen03_A04 = { ΨһҸе֮צɺ޵ľʳʬ }
M06_Citizen03_A05 = {  }

M06_Citizen04_A00 = { ⽫ǳȤ }
M06_Citizen04_A01 = { ҪԱ߿ }
M06_Citizen04_A02 = { ϣܹȰеʳʬԵ }
M06_Citizen04_A03 = { Ҫȥơ }
M06_Citizen04_A04 = { ۰ֵܻļһǡ }
M06_Citizen04_A05 = { һ }

M06_Citizen05_A00 = { ʲô£ }
M06_Citizen05_A01 = { Ҫơ }
M06_Citizen05_A02 = { ʲô }
M06_Citizen05_A03 = { ֪Ժû}
M06_Citizen05_A04 = { ҲŲںǲҪ֣ң }
M06_Citizen05_A05 = { ˭ɱ˭ }

M06_Citizen06_A00 = { ҸҴЩʳʬҲв£ }
M06_Citizen06_A01 = { Ӧʲô }
M06_Citizen06_A02 = { ...ͲʶЩĻ쵰... }
M06_Citizen06_A03 = { Ҹ㣡ʳʬĻʹ }
M06_Citizen06_A04 = { ֹЩ }
M06_Citizen06_A05 = { ġ }
//==============================================================================


//==============================================================================
// Situation B: These are the lines spoken by the citizens when the situation
// that they are watching has been rescued. They do not speak with the 
// player, I think that they would float this stuff without asking since they are a crowd and they are watching some heavy shit. Also, these are a lot of lines so let's use them.,  although if the player speaks with them, they will say one of their 
// random lines.
//------------------------------------------------------------------------------
M06_Citizen01_B00 = { ۣЩһ쵽ˣ }
M06_Citizen01_B01 = { ȡЩĹ }
M06_Citizen01_B02 = { Ү }
M06_Citizen01_B03 = { һƱĳӢ۰ }
M06_Citizen01_B04 = { Ư }
M06_Citizen01_B05 = { Ȿ£ }

M06_Citizen02_B00 = { ðЩһɵúã }
M06_Citizen02_B01 = { ۣ֮ǰҪë㡣 }
M06_Citizen02_B02 = {  }
M06_Citizen02_B03 = { ЩһﶼЩû }
M06_Citizen02_B04 = { ֮ҵŮ }
M06_Citizen02_B05 = { ڿЩֳ֮嶯Ҫе룡 }

M06_Citizen03_B00 = { ȫ }
M06_Citizen03_B01 = { ۣ }
M06_Citizen03_B02 = { Ү }
M06_Citizen03_B03 = { ҲϣĴڣ }
M06_Citizen03_B04 = { մ˲Ѫ }
M06_Citizen03_B05 = { ǵģȥɱЩεȵʳʬɣ }

M06_Citizen04_B00 = { ʵ̫ˡ }
M06_Citizen04_B01 = { ۣþʵıݣ }
M06_Citizen04_B02 = { ͶƱֵ֧ܻĽˣ }
M06_Citizen04_B03 = { ɵúá }
M06_Citizen04_B04 = { ˭ոץһҵƨɣ }
M06_Citizen04_B05 = { ոպ˳й˳ }

M06_Citizen05_B00 = { ո̫ˣһɣ }
M06_Citizen05_B01 = { ϣĿķ }
M06_Citizen05_B02 = { ЩһһǴ }
M06_Citizen05_B03 = { һ˷ܵҸеĿѣԣ }
M06_Citizen05_B04 = { Щһ͡ }
M06_Citizen05_B05 = { Ҳֵܻᡣ }

M06_Citizen06_B00 = { лл㡣 }
M06_Citizen06_B01 = { Ӣۡ }
M06_Citizen06_B02 = { ЩҪкܴŸȥ }
M06_Citizen06_B03 = { 챣ǣ }
M06_Citizen06_B04 = { ǳظлǡ }
M06_Citizen06_B05 = { ֵܻЩһһܳѵӰɣ }
//==============================================================================


//==============================================================================
// Situation C: These are the lines spoken by the citizens when the situation
// that they are watching has been botched. They do not speak with the 
// player, I think that they would float this stuff without asking since they are a crowd and they are watching some heavy shit. Also, these are a lot of lines so let's use them.,  although if the player speaks with them, they will say one of their 
// random lines.
//------------------------------------------------------------------------------
M06_Citizen01_C00 = { Ȼǣ }
M06_Citizen01_C01 = { ʵĺܿɱ }
M06_Citizen01_C02 = { ǵĵﱤȥȺǻ }
M06_Citizen01_C03 = { ̫ˡ }
M06_Citizen01_C04 = { ҲӦú˹ֵܽ˲Ŷԡ }
M06_Citizen01_C05 = { ô˵ }

M06_Citizen02_C00 = { ۣ }
M06_Citizen02_C01 = { ΪֵܻǺǿҮ }
M06_Citizen02_C02 = { ֣Ǻѷ֡ }
M06_Citizen02_C03 = { ʱЩΪսʿļһﻹͣ}
M06_Citizen02_C04 = { ʵڿɱ }
M06_Citizen02_C05 = { ǰ }

M06_Citizen03_C00 = { ֮ǰǲǾ˵ֵܻ˰첻µ }
M06_Citizen03_C01 = { ȥЩ֮צЩû}
M06_Citizen03_C02 = { ϲѽ...ɱ֣ }
M06_Citizen03_C03 = { ֱĶһ }
M06_Citizen03_C04 = { ... }
M06_Citizen03_C05 = { ...Ƕˡ }

M06_Citizen04_C00 = { ȻǶ...Ҫڸɲݶϴ }
M06_Citizen04_C01 = { һ㡣 }
M06_Citizen04_C02 = { ʲô }
M06_Citizen04_C03 = { ô˵״ }
M06_Citizen04_C04 = { Ҹ߹ֵܻᶼǹʺѵ }
M06_Citizen04_C05 = { ǹҵģǣ }

M06_Citizen05_C00 = { á }
M06_Citizen05_C01 = { ...Ƿʲô£ }
M06_Citizen05_C02 = { Щһˣ }
M06_Citizen05_C03 = { ΪǺܰҮ }
M06_Citizen05_C04 = { лǰæһ }
M06_Citizen05_C05 = { ֣ҾҪˣ}

M06_Citizen06_C00 = { า }
M06_Citizen06_C01 = { ЩһﱾǵΨһϣ }
M06_Citizen06_C02 = { Ҫң }
M06_Citizen06_C03 = { ֡ˣ }
M06_Citizen06_C04 = { Ҳֵܻᱻˡ }
M06_Citizen06_C05 = { ġ }
//==============================================================================


//==============================================================================
// Ghouls of Quincy:
// These are the ghouls standing around watching.
//==============================================================================

//==============================================================================
// Situation A: Ghouls not saved nor destroyed yet
// 
//------------------------------------------------------------------------------



//HAD TO BREAK THESE DOWN INTO SMALLER CHUNK TO BE ASSIGNED TO DIFFERENT GHOULS.

M06_Ghoul01_A00 = { ǵҪȥȾЩŮѽ }
M06_Ghoul01_A01 = { Щж⡣ }
M06_Ghoul01_A02 = { ҴǵֻȴԲԣ }
M06_Ghoul01_A03 = { Ҫ֪ʳʬҲѽ }

M06_Ghoul02_A00 = { ɱĴ˾Ȼǣ }
M06_Ghoul02_A01 = { ֵܻ˲߰ɣ }
M06_Ghoul02_A02 = { Һú£ }
M06_Ghoul02_A03 = { ǣһ㵽ԺȥЩɢʳʬ }

M06_Ghoul03_A00 = { 㣡һҪȾǣ }
M06_Ghoul03_A01 = { Ϊʲô޷ƽȶԴʳʬ }
M06_Ghoul03_A02 = { ϣҲֵܼܻᣡ }


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


//==============================================================================
// Situation B: Ghouls saved
//------------------------------------------------------------------------------


M06_Ghoul01_B00 = { ǣҼֱţ }
M06_Ghoul01_B01 = { ǰû˹Ĺʳʬ }
M06_Ghoul01_B02 = { Ǹλرǣ }
M06_Ghoul01_B03 = { ҪϸʳʬŮͣ }

M06_Ghoul02_B00 = { ڼԺܹκΡɢʳʬдû }
M06_Ghoul02_B01 = { ֵܻã }
M06_Ghoul02_B02 = { ޷ΪǶս }
M06_Ghoul02_B03 = { ҿȥǼ᣿ }

M06_Ghoul03_B00 = { ֵܻҪκʳʬ }
M06_Ghoul03_B01 = { Ҵҵ׸л㡣 }
M06_Ghoul03_B02 = { ʳʬ֮ѣ }


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

//==============================================================================
// Situation C: Ghouls mostly destroyed.
// 
//------------------------------------------------------------------------------

M06_Ghoul_C01 = { ɾˡʳʬǰɣţ }
M06_Ghoul_C02 = { 㱾ҵļ˵ģ }
M06_Ghoul_C03 = { ֻչ˴ˡ }
M06_Ghoul_C04 = { վˣˣ }
M06_Ghoul_C05 = { û㹻üֵȥȶ԰ɣ }
M06_Ghoul_C06 = { ϼңˣ }
M06_Ghoul_C07 = { ֵܻᣡ }
M06_Ghoul_C08 = { ඼һ }
M06_Ghoul_C09 = { ȥ˻ɣ }
M06_Ghoul_C10 = { ߹ֵܻŲæ }
M06_Ghoul_C11 = { ʳʬҲˣ }

M06_Ghoul01_C00 = { ɾˡʳʬǰɣţ }
M06_Ghoul01_C01 = { 㱾ҵļ˵ģ }
M06_Ghoul01_C02 = { ֻչ˴ˡ }
M06_Ghoul01_C03 = { վˣˣ}

M06_Ghoul02_C00 = { û㹻üֵȥȶ԰ɣ }
M06_Ghoul02_C01 = { ϼңˣ }
M06_Ghoul02_C02 = { ֵܻᣡ }
M06_Ghoul02_C03 = { ඼һ }

M06_Ghoul03_C00 = { ȥ˻ɣ }
M06_Ghoul03_C01 = { ߹ֵܻŲæ }
M06_Ghoul03_C02 = { ʳʬҲˣ }


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


//==============================================================================
// Situation A: Ghoul hookers not saved nor destroyed yet
// 
//------------------------------------------------------------------------------

M06_Ghoulpro_A00 = { Ů }
M06_Ghoulpro_A01 = { Щж⣡ }
M06_Ghoulpro_A02 = { ҽһдΪǮ }
M06_Ghoulpro_A03 = { ȹ˼⣡ }


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


//==============================================================================
// Situation B: Ghoul hookers saved
//------------------------------------------------------------------------------

M06_Ghoulpro_B00 = { лǾǵС }
M06_Ghoulpro_B01 = { Ϊ㣬ֻһǮ }
M06_Ghoulpro_B02 = { ϲŮ }
M06_Ghoulpro_B03 = { ҵز׸㣬ģ }
M06_Ghoulpro_B04 = { ҪЩɢʳʬ}

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

//==============================================================================
// Situation C: Ghoul hookers mostly destroyed.
// 
//------------------------------------------------------------------------------

M06_Ghoulpro_C00 = { ллʲôûЩ쵰 }
M06_Ghoulpro_C01 = { ҺС }
M06_Ghoulpro_C02 = { ΪʲôʳʬǶŵڶλ }
M06_Ghoulpro_C03 = { ԶϵӵĻᣡ }


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


//==============================================================================
// Situation C: Female Super Mutant (from later mission)
// 
//------------------------------------------------------------------------------

M06_MutantPro_C00 = { Ӱɱȼֵܻỹ }
M06_MutantPro_C01 = { Ҫ޴ }
M06_MutantPro_C02 = { ģǲỳеģ }
M06_MutantPro_C03 = { 㲻ö̫ᣡ }
M06_MutantPro_C04 = { ٣ϵҵ }
M06_MutantPro_C05 = { Ϊ˴Ǯϴѧ }

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

M06_Evita_E00 = {죬ţ}

