//==============================================================================
// Speech File for Mission 09 - St. Louis.
//Version 1.4
// The format for the speech file is explained in the README.txt file in the
// speech file directory.
//
//==============================================================================

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

MISSION_09_BRIEF = {
սʿ\n\n

Ǵ˶ҽΪ򱨡\n\n

0900ʱ֪ʥ·򣬵СѲʱܵװĳ˵ͻ¸ҵضԿЩѹĹڱ֮ǰطԮźš\n\n

ɻѾսСӸϵֳЩչսȻܹǸϻԭĵطǵʧȴһֱڼӾ統УҪ̽ǵľӳⳡˡ\n\n

ɻѾҪСӵĻָϣִдԱĳ˼ƻѾĵҲȫͬɻԼСӵΡ\n\n

ľУӦûǵЩĸʿǺǿ׳״ܣһ׵ЯЩ˶ù̶װϵעԸǣٵδļսסҪѭɻָʾǶȫ뿪\n\n

һ̨װ˱ȥܹ㳷Щ˵ĳԱҪȥ˲ҴǣҪӢۣҪһָʾѰԮж\n\n

ػ㰲ȫػصҡ \n\n

ɢ

}




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


//==============================================================================
// Situation A01: Mission was accomplished successfully. 
// Tone/Mood: Grim.
//------------------------------------------------------------------------------
MISSION_09_DEBRIEF_A01  = {
ӭսʿ\n\n

ѾָΪָӹ٣ֱаɻĽһϢ֮ǰĳλĽҷϼ֮һʧȥǴ˵ǼܴĲҡ\n\n

˲ݻ֧Сӣֵܻ˵Ǹ൱ĴܣΪЩСвپḻʿǽЩѳְֵǣҸӦðǾְصľ\n\n

Ҫʱʱעڰɻ䣬ʹ˵Ĵʱֱǵ֪˰֮ǰ㶼ӻеָʾ\n\n

ȥϢɡսʿӦõġ弰Ĵ˶˳ֵĻָ֮ұһɣ\n\n

Խɢˡ
}
//==============================================================================




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

M09_MiniMap_01 = {
Ľ㡣㽫ⶰٻڱ¿ʼװ˱ս
}

M09_MiniMap_02 = {
צСص㱻ƷСԼװ˱Ŀĵء
}

M09_MiniMap_03 = {
צСӳ뵽㣬һСӵִϵص뿪ս
}

M09_MiniMap_04 = {
Сӱָλڴ˵ص㣬Ǳзкʧȥ磬ϸѰκεߡ
}

M09_MiniMap_05 = {
ǳ˵ָģ˻ΧĹΧסûκεȥض䡣
}

M09_MiniMap_06 = {
ǳ˾ӵǰߣʩ൱ǿ
}

M09_MiniMap_07 = {
ɰɻӵС֪λڴϸҳߵټû취װ˱ֻ˫ǰ
}

M09_MiniMap_08 = {
зѾڴ˸˺Χסǵָġ
}

M09_MiniMap_09 = {
ħСӻرڴĿõӷɢĳˡע
}

M09_MiniMap_10 = {
ݻСӵļӱ棬ʯƺǿģӦøСжA
}

M09_MiniMap_11 = {
ȷŹצСӵĵзǴӴ˴Դġ
}


//==============================================================================
// Objective Breakdowns:
//------------------------------------------------------------------------------
M09_OBJ_01 = { ҳµսʿ }
M09_OBJ_02 = { սʿ뵽ѳ㡣 }
//==============================================================================

//==============================================================================
// NOTICES
//------------------------------------------------------------------------------
M09_FAILUREA = { 뿪Լʱ˽⵽֮ʱʺ²ֻԶﴫĴ˵ѡ}
M09_FAILUREB = { õµսʿˣҲɻϣˡһΰɣսʿ}
M09_FAILUREC = {óռǵװ乤ߣѳѾǲˡʧˡ}

M09_SUCCESSA = {צСʧˣκõװһʬٰɥܵٵȵȡһĿǰ}
M09_SUCCESSB = {ץ˰ɻǲðʧȥСӵΣΪçײذȻأǸųؿԼ̫¸ðɣһĿǰ}
M09_SUCCESSC = {ʥʿ޸Ĳ׼Ҫ뿪ˣѡÿһǽȥһװ˱ıΧɴ֮ǰǶڸô}
M09_SUCCESSD = {ʥʿ޸ĲڶѾװ˱ˣǴѳȥ}
 


//==============================================================================
// Name: General Barnaky.
// Role: General of the Brotherhood, Commander to the player.
// Background: General Barnaky is the solid presence that has guided the player
// through his/her earlier missions. He is an experienced warrior and a shrewd 
// strategist. He has a talent for spotting talent among the raw recruits, and 
// the ability to nurture them into proud warriors.
//
// Unfortunately, the player arrives just in time to see General Barnaky's
// unit fall to enemy attack. The General is taken alive. This is displayed 
// in a cut-scene played at the start of the mission.
//==============================================================================

name_CORE_m09_Barnaky = { ɻ }
//==============================================================================
// Situation A00: General Barnaky is being overrun. He continues fighting 
// until the very end. These lines are part of a cut-scene. They can be played 
// in sequence, hence the A01 to A05.
//------------------------------------------------------------------------------
M09_Barnaky_A00_W = {
ˣˣԮϾͻˣҵڻģҪѻ֡졹˵ȥڻǹ֣ϣ 
}

// WAY TOO AMBITIOUS ANYWAY. WE'LL JUST DO IT WITH THE ABOVE VO
//==============================================================================




//==============================================================================
// Name: Toccamatta.
// Role: Super-Mutant High Inquisitor.
// Background: Toccamatta is one of the gifted, clever, Super Mutants. As such,
// he has been promoted to the rank of High Inquisitor. He specializes in 
// torture and has had a ninety-nine percent success rate at getting prisoners
// to spill the beans.
//
// His role here is to let the player know that the General is going to be 
// still alive. As with General Barnaky, Toccamatta appears only in the 
// cut-scene at the start of the mission.
//==============================================================================

name_CORE_m09_Toccamatta = { п }

//==============================================================================
// Situation A00: The cut-scene taking General Barnaky as prisoner. He only has
// one line and it will be voiced-over. 
//------------------------------------------------------------------------------
M09_Toccamatta_A00_W = {
Ǻǣı־λڲҵ\n\n

ҸҴĴһ̽ϢǲǰͷҴһЩȵǯžͿɿڵġ\n\n

һá
}



//==============================================================================
// Name: Paladin Solo.
// Role: Commander of Talon Squad.
// Background: Paladin Emerald Solo is an experienced commander of Talon Squad.
// It was her quick thinking that managed to keep her squad alive long enough 
// for the player to get to them. She doesn't play a greater role in this 
// particular mission - she is there to be rescued.
//
// On less stressful circumstances, Paladin Solo can be considered a hero. She
// claims that she isn't a hero, just another warrior doing her job. When she 
// has time off, she likes to unwind with a pleasant game of lawn bowling.
//==============================================================================

name_CORE_m09_Solo = { ʥʿ }

//==============================================================================
// Situation A00: Paladin Solo will not engage the player in conversation
// until they are close by. Once that happens, she will initiate the dialogue
// first. After the dialogue, Solo and her troops will enter the APC.
//------------------------------------------------------------------------------

M09_Solo_A00_W = {
ҪЩԮ˵һ涼ʱⰡI\n\n

ʥʿޣצСӵָӹ٣һҲƯֵܡըڴս\n\n

ҵĲӶ챻ˣҪʣµսҪӭЩֹҿһǰ뼤ҵĽ֮УȻеʹһЦ֮\n\n

װ˱ҵʿǣһߣҵСҪҽơǶԭ֮ǰǲ뿪ģϣ㻹дҽ\n\n
}

//==============================================================================
// Situation B: Paladin Solo has special text that is recited in sequence once
// the player is close enough to see her. This may be given voice-over as it 
// does tell an interesting story. Having a good voice actor for these lines 
// can convey the proper pathos for the scene.
//------------------------------------------------------------------------------
M09_Solo_B00 = { ظһΣצСӵʥʿޡ }
M09_Solo_B01 = { ϵ֧Ԯˣ } 
M09_Solo_B02 = { -71Ǹıֹ֣ }
M09_Solo_B03 = { ֻʣСӸСˡ }
M09_Solo_B04 = { ħСѾʧˡ }
M09_Solo_B05 = { ȵȣøҰرȥ𶯣 }
M09_Solo_B06 = { ɳԮϣɶ }
M09_Solo_B07 = { ͿҪѹˣ }
//==============================================================================

//==============================================================================
// Floating text for after the player has spoken to Solo, but before the player 
// has healed the wounded troops.We should have some stimpacks on the way to this encounter so the player can do this. Maybe a dead medic packing a bunch? What is the trigger for the men to go inside the APC? Do you have to perform one successful heal maybe. They can be scripted to get up and then go into the APC.
// WE'RE HANDLING THE SCRIPTING ON THIS. NEEDS A PIECE OF SPECIAL CODE.
//------------------------------------------------------------------------------
M09_Solo_C00 = { ԼѾû취ˡ }
M09_Solo_C01 = { Ҫһҽ } 
M09_Solo_C02 = { κò }
M09_Solo_C03 = { лˣ }
M09_Solo_C04 = { Ҳҵĵսϣ }
M09_Solo_C05 = { ҳһʮεǼǰƽ}

//==============================================================================
// Situation D, when the wounded are ready to move out.
//------------------------------------------------------------------------------
M09_Solo_D00 = { Ҫ׼ˣ }
M09_Solo_D01 = { Ͽȥװ˱ } 
M09_Solo_D02 = { ڸϿǴطɣ }
M09_Solo_D03 = { ϣһļʻ }
M09_Solo_D04 = { ½սԱǣҪˣ }
M09_Solo_D05 = { ߣߣߣ }


//==============================================================================
// Name: Paladin Burke.
// Role: Wounded guy under bridge.
// Background: He has been left by the SMs and wired up with explosives. He is a 
// cowardly, snivelling type who would put your squad in jeopardy to save himself. 
// He tells you some plot stuff about Barnaky and the Muties. Talks weakly in a 
// coarse tone, occasionally coughing up gouts of blood.
//==============================================================================

name_CORE_m09_Burke = { ʥʿؿ }

//==============================================================================
// Floating text, trying to get the player's attention.
//------------------------------------------------------------------------------
M09_Burke01_A00 = { ι ... }
M09_Burke01_A01 = { <> }
M09_Burke01_A02 = { Ⱦ ...  ...}
M09_Burke01_A03 = { ʥʿ ...}
M09_Burke01_A04 = { Ҫ ...  ...}
M09_Burke01_A05 = { ٣ }

//==============================================================================
// Situation B: When he's clicked on
//------------------------------------------------------------------------------
 
M09_Burke01_B00_W = {
ֵܣΪҪˡ <>\n\n

 ... ץ˽Щʰ׽<> ɱ˻װһЩC4ըҩǸ<>ðҡ֪Ӧ㾯㣬ǣҲ\n\n

ҰЩĶõ<> һ㣬ЩνҿǸ߼ٰ<>
}

//==============================================================================
// Situation C: The bomb is ticking. Floating TextCan we float some "tick tick tick" text? // SURE, JUST REPLACE ONE OF THESE.
//------------------------------------------------------------------------------
M09_Burke01_C00 = { ЩĶõ }
M09_Burke01_C01 = { ģҪըˣ }
M09_Burke01_C02 = { δ𡡵δ𡡵δ }
M09_Burke01_C03 = { 㲻Ҿ }
M09_Burke01_C04 = { ЩνҲһ }
M09_Burke01_C05 = { ҪôϿõǡ } 

//==============================================================================
// Situation D: Bomb is disarmed
//------------------------------------------------------------------------------
M09_Burke01_D00_W = {
*ȡ* ץ˰ɻ\n\n

ҶˣһһֱҪɱʵڰ첻\n\n

ʵкܺõĽǶȿ׼֪ĻЩı˾ͻῴˡ\n\n
Ȼ֮һǱһЩ˷ˣЩʾװЩʱһֱЦҡ\n\n

찡ԭңӦÿ°ģ **
}
 
//==============================================================================
// Situation E: Burke's Holodisk
//------------------------------------------------------------------------------
//I replaced situation D with this. We can do without the holodisk. Just trying to keep it simple.

//==============================================================================
// Talon Squad Survivors:
// These brave men are the survivors of Talon Squad. There are about three of
// them left. They probably will be labeled Talon Squad, if not, they can be
// Gorman, Hicks, and Vasquez. They have floating-text only.
//==============================================================================

name_CORE_m09_Talon = { צС }

//==============================================================================
// Situation A for Talon Squad Survivors: This is what they say at random 
// intervals before Solo does his opening speech to the player.
//------------------------------------------------------------------------------
M09_TalonSquad01_A00 = { ...... }
M09_TalonSquad01_A01 = { һֱѪ }
M09_TalonSquad01_A02 = { ҵ߹Ƕˡ }
M09_TalonSquad01_A03 = { ҿҪ赹ˡ }

M09_TalonSquad02_A00 = { ...֮צ£}
M09_TalonSquad02_A01 = { Ҫһ̨̹˲ܶԿЩ }
M09_TalonSquad02_A02 = { ..ֻһͰСӶɵˣ }
M09_TalonSquad02_A03 = { ֻлʹ }

M09_TalonSquad03_A00 = { Ӧ鲻Ϊ³}
M09_TalonSquad03_A01 = { 㿴ϵǹĳߴ}
M09_TalonSquad03_A02 = { ҵѾ...Ҫ֫ˣ}
M09_TalonSquad03_A03 = { ʵ޷жôǿ׳}
//==============================================================================


//==============================================================================
// Situation B for Talon Squad Survivors: This is what they say if clicked on
// by the player for conversation.
//------------------------------------------------------------------------------
M09_TalonSquad01_B00 = { ϵܣĺܸǳˡ }
M09_TalonSquad02_B00 = { ʥʿָӹ٣١ }
M09_TalonSquad03_B00 = { ...֪...ǲ.......õ}
//==============================================================================


//==============================================================================
// Situation C for Talon Squad Survivors: This is what they say randomly after 
// Solo has given the signal for evacuation.If this random for all those guys? it looks like a different set up than in situation A
//------------------------------------------------------------------------------
M09_TalonSquad01_C00 = { ϿҴط }
M09_TalonSquad02_C00 = { ڿԴһˣ }
M09_TalonSquad03_C00 = { ½սԱǣ-Ҫ-ˣ }
M09_TalonSquad04_C00 = { Ǹл㣬ֵ...Ƿ̫ˣ}
//==============================================================================




//==============================================================================
// Super Mutants:
// These are divided into various situations in which the Super Mutants may be
// encountered. All of these are floating-text only.
//==============================================================================


//==============================================================================
// Situation A: Mutants inside the Fortress before they sight the player.
//------------------------------------------------------------------------------
M09_SuperMutant_A00 = {  }
M09_SuperMutant_A01 = {  }
M09_SuperMutant_A02 = { Ǻݺݵʹǡ }
M09_SuperMutant_A03 = { ʺҪˡ }
M09_SuperMutant_A04 = { Ƿǡ }
M09_SuperMutant_A05 = { úã }
M09_SuperMutant_A06 = { һ˻ˡ }
M09_SuperMutant_A07 = { ġ }
M09_SuperMutant_A08 = { ֪ˡ }
M09_SuperMutant_A09 = { ܵ졣 }
M09_SuperMutant_A10 = { ڹһ }
M09_SuperMutant_A11 = { ǰϣ }

// Smarter Mutants:
M09_SuperMutant_A12 = { װ١ }
M09_SuperMutant_A13 = { ̷еľѻ֡ }
M09_SuperMutant_A14 = { пܻӱػǡ }
//==============================================================================


//==============================================================================
// Situation B: Mutants inside the Fortress after they sight the player.
//------------------------------------------------------------------------------
M09_SuperMutant_B00 = { еˣ }
M09_SuperMutant_B01 = { ץסǣ }
M09_SuperMutant_B02 = { ȥʹǡ }
M09_SuperMutant_B03 = { ׷࣬Ͽ׷ }
M09_SuperMutant_B04 = { ˣ }
M09_SuperMutant_B05 = { ˡ }
M09_SuperMutant_B06 = { 군ˡ }
M09_SuperMutant_B07 = { ǡ }
M09_SuperMutant_B08 = { 㺦˰ɡ }
M09_SuperMutant_B09 = { øϿܡ }
M09_SuperMutant_B10 = { ࣡ }
M09_SuperMutant_B11 = { ҿˡ }


// Smarter Mutants:
M09_SuperMutant_B12 = { ע⣡еˣ }
M09_SuperMutant_B13 = { ֣٣ }
M09_SuperMutant_B14 = { Ǳиֵܻˣ }
//==============================================================================


//==============================================================================
// Situation C: Mutants in ambush before they sight the player with both 
// mortar mutants intact. They are confident.
// This can also be the random speech for the mutants while they have high
// morale.
//------------------------------------------------------------------------------
M09_SuperMutant_C00 = {  }
M09_SuperMutant_C01 = {  }
M09_SuperMutant_C02 = { ߵȡ }
M09_SuperMutant_C03 = { ϾҪˡ }
M09_SuperMutant_C04 = { ꣡ǻġ }
M09_SuperMutant_C05 = { ĻҸϲ࣡ }
M09_SuperMutant_C06 = { ϲʹ򱿵ࡣ }
M09_SuperMutant_C07 = { ǻ }
M09_SuperMutant_C08 = { ھͰ }
M09_SuperMutant_C09 = { ûǡ }
M09_SuperMutant_C10 = { ׼ǾҪˡ }
M09_SuperMutant_C11 = { ˡ }

// Smarter Mutants:
M09_SuperMutant_C12 = { ׼Ҫˡ }
M09_SuperMutant_C13 = { Ǻܿͻˡ }
M09_SuperMutant_C14 = { ׼ }
//==============================================================================


//==============================================================================
// Situation D: Mutants in ambush before they sight the player with one 
// mortar mutant killed. They are less confident.
// This can also be the random speech for the mutants while they have medium
// level morale.
//------------------------------------------------------------------------------
M09_SuperMutant_D00 = {  }
M09_SuperMutant_D01 = {  }
M09_SuperMutant_D02 = { ɱһͬ顣 }
M09_SuperMutant_D03 = { һġ }
M09_SuperMutant_D04 = { ꣡ }
M09_SuperMutant_D05 = { Ҫÿ }
M09_SuperMutant_D06 = { ͼ˵һҪӮ }
M09_SuperMutant_D07 = { ǻ }
M09_SuperMutant_D08 = { ̫ˣѹǻᱻɱ }
M09_SuperMutant_D09 = { ûҮ }
M09_SuperMutant_D10 = { ׼ǾҪˡ }
M09_SuperMutant_D11 = { Ҫúõʹǡ }

// Smarter Mutants:
M09_SuperMutant_D12 = { Դ}
M09_SuperMutant_D13 = { ۾һ㡣 }
M09_SuperMutant_D14 = { ʱעκη紵ݶ }
//==============================================================================


//==============================================================================
// Situation E: Mutants in ambush before they sight the player with all 
// mortar mutants killed. They are much less confident.
// This can also be the random speech for the mutants while they have low
// morale.
//------------------------------------------------------------------------------
M09_SuperMutant_E00 = { ͼ࣬԰ɣ }
M09_SuperMutant_E01 = { ǵը˶ץˡ }
M09_SuperMutant_E02 = { ˡ }
M09_SuperMutant_E03 = { Ȼǻ}
M09_SuperMutant_E04 = { ꣡ }
M09_SuperMutant_E05 = { ˣǵúúӭǡ }
M09_SuperMutant_E06 = { ʹرЩࡣ }
M09_SuperMutant_E07 = { ˡ }
M09_SuperMutant_E08 = { ̫ˣѹǵը˻ᱻɱ }
M09_SuperMutant_E09 = { ûǣҺܵġ }
M09_SuperMutant_E10 = { ׼ãСӿ²öԸ }
M09_SuperMutant_E11 = { ǵЩһﳢͷȻϴ衣 }

// Smarter Mutants:
M09_SuperMutant_E12 = { ׼עзѻ֡ }
M09_SuperMutant_E13 = { Щ൱飬ҪСġ }
M09_SuperMutant_E14 = { 㿴κζϿͨŻ֪ͨ }
//==============================================================================


//==============================================================================
// Situation F: Mortar mutants (or special elite mutants with big rockets.)
// This is the random text when confident. These guys supposedly know where 
// the player is at all times. They are always ready.
//==============================================================================
M09_SuperMutant_F00 = {  }
M09_SuperMutant_F01 = { װӵ }
M09_SuperMutant_F02 = { ׼䡣 }
M09_SuperMutant_F03 = { ... }
M09_SuperMutant_F04 = {  }
M09_SuperMutant_F05 = { ҿˣ }
M09_SuperMutant_F06 = { ҪǺÿ }
M09_SuperMutant_F07 = { ׼ }
M09_SuperMutant_F08 = { Ǻȥ }
M09_SuperMutant_F09 = { ϲ }
M09_SuperMutant_F10 = { ը棡 }
M09_SuperMutant_F11 = { ܺ档 }

// Smarter Mutants:
M09_SuperMutant_F12 = { ֵˣ }
M09_SuperMutant_F13 = { 㣡װ }
M09_SuperMutant_F14 = { Ŀ꣡ }
//==============================================================================


//==============================================================================
// Situation G: Mortar mutants (or special elite mutants with big rockets.)
// This is the random text when morale is average. These guys supposedly know 
// where the player is at all times. They are always ready.
//==============================================================================
M09_SuperMutant_G00 = {  }
M09_SuperMutant_G01 = { £࣡ }
M09_SuperMutant_G02 = { ˡ }
M09_SuperMutant_G03 = { ɱǵըˡ }
M09_SuperMutant_G04 = {  }
M09_SuperMutant_G05 = { £}
M09_SuperMutant_G06 = { ҪǺÿ }
M09_SuperMutant_G07 = { ׼䣡}
M09_SuperMutant_G08 = { Ǻȥ }
M09_SuperMutant_G09 = { ϲʹࡣ }
M09_SuperMutant_G10 = { ǡ }
M09_SuperMutant_G11 = { Ǻܻࡣ }

// Smarter Mutants:
M09_SuperMutant_G12 = { ǿˡ }
M09_SuperMutant_G13 = { Ͽ춯װ }
M09_SuperMutant_G14 = { ׼þͷ䣡 }
//==============================================================================


//==============================================================================
// Situation H: Mortar mutants (or special elite mutants with big rockets.)
// This is the random text when morale is low. These guys supposedly know 
// where the player is at all times. They are always ready.
//==============================================================================
M09_SuperMutant_H00 = { СģѸࡣ }
M09_SuperMutant_H01 = { ɶ࣡}
M09_SuperMutant_H02 = { Һˡ }
M09_SuperMutant_H03 = { ɱ̫ըˡ }
M09_SuperMutant_H04 = { C}
M09_SuperMutant_H05 = { Ҳ֡ }
M09_SuperMutant_H06 = { Ҫʹǣ̫ǿˡ }
M09_SuperMutant_H07 = { һҪɱࡣ }
M09_SuperMutant_H08 = { ǰˡ }
M09_SuperMutant_H09 = { ҪǳСģ֮ǰˡ }
M09_SuperMutant_H10 = { Сģɶӽˡ }
M09_SuperMutant_H11 = { ࡣ }

// Smarter Mutants:
M09_SuperMutant_H12 = { ҿһ̨ķɻ }
M09_SuperMutant_H13 = { 㣡æˣ }
M09_SuperMutant_H14 = { ׼©ͨͨɵ }
//==============================================================================
