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

B04_MiniMap_01 = {Sala odpraw - Porozmawiaj z Generaem, aby otrzyma instruktae do misji.}
B04_MiniMap_02 = {Magazyn - U Kwatermistrza moesz handlowa wyposaeniem i zapasami.}
B04_MiniMap_03 = {Pomieszczenia rekrutw - Porozmawiaj z Zarzdc Kadr, by doda lub usun kogo z oddziau.}
B04_MiniMap_04 = {Szpital - U Oficera Medycznego mona otrzyma lekarstwa.}
B04_MiniMap_05 = {Park maszyn - W parku maszyn masz dostp do pojazdw, ktre udao ci si zdoby na pustkowiach.}
B04_MiniMap_06 = {Wyjcie - Przejd tutaj ca druyn, aby wyj z bunkra i kontynuowa kampani.}

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

//==============================================================================
// Speech File for Bunker 04
//Version 1.2
// The format for the speech file is explained in the README.txt file in the
// speech file directory.
//
//==============================================================================
//******************************************************************************

//******************************************************************************
// FIXTURES OF THE BUNKER
//******************************************************************************

//******************************************************************************
//==============================================================================
// Name: Paladin Hassan
// Role: Quarter-Master of the Warriors.
// Background: Hassan is a quiet man with hawk eyes and a calm exterior.
// Location: Equipment Room
// Appears: End 12
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A00: Hassan will introduce himself when he speaks with the
// player for the first time. Speaking to him will initiate the equipment
// screen for the Quarter-Master.
//------------------------------------------------------------------------------
B04_Hassan_A00_W = {Wejd, Bracie. Wejd.\n\n

Jestem Hassan, Kwatermistrz tego wspaniaego Bunkra Bractwa Stali. Jeli potrzebujesz dobrego sprztu, to przyjd do mnie.\n\n

Mam takie motto: "Dobrze si wyekwipujesz, moe ycie uratujesz!"\n\n

A wic, jak mog ci pomc?}
//==============================================================================


//==============================================================================
// Situation A01: If the player has already met Hassan, he will use a
// very short line to initiate the Quarter-Master equipment selection screen.
//------------------------------------------------------------------------------
B04_Hassan_A01 = {Po to yj...}
//==============================================================================


//==============================================================================
// Situation B: Hassan has some random lines of his own.
//------------------------------------------------------------------------------
B04_Hassan_B00 = {To wietny dzie na ratowanie ludzkoci.}
B04_Hassan_B01 = {Te liczby jak zwykle s idealne.}
B04_Hassan_B02 = {Uwielbiam zapach amunicji o poranku.}
B04_Hassan_B03 = {Dziecinko! Ten pancerz trzeba porzdnie wypolerowa!}
B04_Hassan_B04 = {567, 568, 569, 570,...}
B04_Hassan_B05 = {Uwielbiam pobiera sprzt...}
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Midas.
// Role: Mechanic.
// Background: Baracus is one of the five mechanics working in the bunkers.
// Baracus is a dark skinned man in hip-huggers and a mohawk. He has a bad
// attitude.
//
// Location: Vehicle Depot
// Appears: End 12
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A00: Midas has his initial greeting. After this, he will
// switch to one of the random lines in Situation B.
//------------------------------------------------------------------------------
B04_Midas_A00 = {Jestem Midas, szukasz kilku kek?}
//==============================================================================


//==============================================================================
// Situation B: Midas's random greetings after the initial greeting. These
// lines are selected at random everytime the player needs to talk to the
// mechanic.
//------------------------------------------------------------------------------
B04_Midas_B00 = {Taa, co jest?}
B04_Midas_B01 = {Mam nadziej, e masz ubezpieczenie?}
B04_Midas_B02 = {Szlag, pospiesz si.}
B04_Midas_B03 = {Ej! Ju ci gdzie widziaem.}

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


//==============================================================================
// Situation C: Baracus' random lines. He is mostly concerned with his work.
//------------------------------------------------------------------------------
B04_Midas_C00 = {Pracuj, niech ci szlag! Pracuj!}
B04_Midas_C01 = {Nie zmuszaj mnie, bym ci popdzi do roboty.}
B04_Midas_C02 = {To szalestwo.}
B04_Midas_C03 = {W kocu do czego doszedem.}
B04_Midas_C04 = {Niech kto to lepiej naprawi.}
B04_MIdas_C05 = {Au, moja rka!}
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Scribe Hyland Ed, I'm swithing some names to ones I'll be alble to
// pronounce to the voice actors.
// Role: Medical Officer in the Brotherhood.
// Background: Hyland is the medic inside the bunker. The player can visit her
// whenever healing is needed. She will be busy tending to the wounds of the
// injured soldiers.
//
// Hyland is a thin, pale woman with very pale blond hair. She wears her hair
// long, but tied back into a pony-tail. She has delicate features and playful,
// smile. Her expression is sad and her eyes have dark rings under them from
// long hours without sleep. She is currently kept very busy with the
// Brotherhood casualties sustained from war with the Reaver army.
//
// She will be sent to Bunker 05 along with the player. She will disappear
// from this bunker after the players move to Bunker 05. Her assistant,
// Blythe, will gleefully take over once she is gone.
//
// Location: Infirmary
// Appears: End 12
// Removed: End 19
//==============================================================================


//==============================================================================
// Situation A00: Hyland's introduction. Hyland will introduce herself the
// first time the player talks to her. She will explain that they can return
// anytime for healing. After talking, the player has a chance to either
// barter for medicine, or exit the conversation. Either way may allow Hyland
// to heal the player's party completely.
//
// This is used only if Hyland has not previously spoken to the player.
//
// Hylandis tired. She has been working long hours to deal with the crisis
// situation with the Reavers.
//------------------------------------------------------------------------------
B04_Hyland_A00_W = {(ziewa) O, przepraszam... bylimy ostatnio troch zajci. W cigu dwunastu godzin nastawiam trzynacie zama, amputowaam cztery koczyny i obsuyam codzienn kolejk chorych.\n\n

Och! Zapomniaam si przedstawi. Jestem Skryba Hyland, ale prosz... mwcie mi "Doktorku". Utkwiam tu na dobre, wic wpadnijcie, jeeli kto z was bdzie si le czu.}
//==============================================================================





//==============================================================================
// Situation A02: On subsequent revisits, Hyland will come straight to the
// point.
//------------------------------------------------------------------------------
B04_Hyland_A02 = {Wejd na wag i spu szorty.}
//==============================================================================


//==============================================================================
// Situation B: Hyland's random lines. These assume that she has lots of
// wounded in the infirmary.
//
// Note: There should be around close to all beds being utilised.
//------------------------------------------------------------------------------
B04_Hyland_B00 = {Tylu ranych...}
B04_Hyland_B01 = {Hmm. Tym mona pomc.?}
B04_Hyland_B02 = {30 ml chyba wystarczy.}
B04_Hyland_B03 = {Musz zrobi roentgena.}
B04_Hyland_B04 = {Zajrzyjmy do karty choroby.}
B04_Hyland_B05 = {*westchnienie*}
//==============================================================================


//==============================================================================
// Situation C: Nephre's responses to some of Blythe's random speech.
//------------------------------------------------------------------------------
// Hyland's response to: B04_Blythe_B00 = {Doctor, what are you doing?}
B04_Hyland_C00 = {Ratuj ludzi, Blythe.}

// Hyland's response to: B04_Blythe_B01 = {That was -MY- diagnosis.}
B04_Hyland_C01 = {C, dotyczya innego pacjenta.}

// Hyland's response to: B04_Blythe_B02 = {Why did you change that?}
B04_Hyland_C02 = {Bo inaczej pacjent by zmar.}
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Scribe Blythe
// Role: Hyland Assistant.
// Background: Blythe is Hyland's Assistant. He will take over from Hyland
// once Nephre moves to Bunker 05. Blythe isn't quite as skilled as Hyland
// which is incentive for the player to stick to the current stage.
// Location: Infirmary
// Appears: End 19
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A00: Blythe isn't as experienced as Hyland but he isn't about to
// let the player know it. He can sell medical supplies but he might not be
// able to heal to maximum health or he might not be able to help remove
// radiation contamination.
//------------------------------------------------------------------------------
B04_Blythe_A00_W = {Witam, nazywam si Blythe. Jestem... asystentem Hyland.\n\n

W czym mog ci pomc?}
//==============================================================================


//==============================================================================
// Situation A01: If the player talks to Blythe again, he will confess his
// private doubts about Hyland.
//------------------------------------------------------------------------------
B04_Blythe_A01_W = {Nie ufam Hyland. Jest za moda. W jaki sposb tak szybko awansowaa na oficera medycznego? Podejrzewam, e Genera Dekker zay jej "gboko oczyszczajcej kpieli z gbk", e tak powiem. Mae szturchanko, rozumiesz?\n\n

Jestem pewien, e niedugo co schrzani i przekonamy si, kim tak naprawd jest. Mdrze zrobie, e przyszede do mnie, a nie do niej.}
//==============================================================================


//==============================================================================
// Situation A02: If the player talks to Blythe one more time, he will head
// straight to the point.
//------------------------------------------------------------------------------
B04_Blythe_A02 = {Tak, co mog dla ciebie zrobi?}
//==============================================================================


//==============================================================================
// Situation B: Blythe's random text when Hyland is around.
//------------------------------------------------------------------------------
B04_Blythe_B00 = {Pani doktor, co pani robi?}
B04_Blythe_B01 = {To bya MOJA diagnoza.}
B04_Blythe_B02 = {Dlaczego pani j zmienia.}
B04_Blythe_B03 = {(szepce) Rzenik.}
B04_Blythe_B04 = {Znacznie lepiej.}
B04_Blythe_B05 = {Interesujce.}
//==============================================================================


//==============================================================================
// Situation C: Blythe's snide comments to Hyland's random lines.
//------------------------------------------------------------------------------
// Blythe's response to: B04_Hyland_B00 = {Oh dear. So many wounded ..}
B04_Blythe_C00 = {Dlaczego nie odpoczniesz? Mog si nimi zaj.}

// Blythe's response to: B04_Hyland_B01 = {Hmm. I can help with this.}
B04_Blythe_C01 = {Nie zalecabym tego, pani doktor.}

// Blythe's response to: B04_Hyland_B02 = {Here, this should help.}
B04_Blythe_C02 = {*chichocze ukradkiem*}

// Blythe's response to: B04_Hyland_B03 = {I think 30cc's will be enough.}
B04_Blythe_C03 = {Wystarczy... by wpdzi go w piczk.}

// Blythe's response to: B04_Hyland_B04 = {Let's have a look at that chart.}
B04_Blythe_C04 = {Po co? Ona ju nie yje!}

// Blythe's response to: B04_Hyland_B05 = {*sigh*}
B04_Blythe_C05 = {*chichocze ukradkiem*}
//==============================================================================


//==============================================================================
// Situation D00: If Hyland has gone to Bunker 05. Blythe will be most pleased.
// Blythe will have a special something to say the first time the player
// speaks with him after she has left. This is the case where the player
// has not yet spoken to him.
//------------------------------------------------------------------------------
B04_Blythe_D00_W = {Witam, nazywam si Blythe.\n\n

Jestem tu starszym oficerem medycznym.\n\n

Ja i mj personel zapewniamy najlepsz opiek medyczn.}
//==============================================================================


//==============================================================================
// Situation D01: If Hyland has gone to Bunker 05. Blythe will be most pleased.
// Blythe will have a special something to say the first time the player
// speaks with him after she has left. This is the case where the player
// has spoken to him at least once before.
//------------------------------------------------------------------------------
B04_Blythe_D01_W = {Ucieszy ci wiadomo, e ja - Skryba Blythe jestem teraz starszym oficerem medycznym.\n\n

Teraz, gdy dr Hyland otrzymaa nowy przydzia, mj personel i ja zapewniamy najlepsz opiek medyczn.\n\n

Osobicie nie pozwolibym Skrybie Hyland odbiera nawet porodu samicy Bramina.}
//==============================================================================


//==============================================================================
// Situation D02: If the player talks to Blythe one more time, he will head
// straight to the point.
//------------------------------------------------------------------------------
B04_Blythe_D02 = {Blythe do uslug.}
//==============================================================================


//==============================================================================
// Situation E: Blythe's random text when Hyland is no longer around.
//------------------------------------------------------------------------------
B04_Blythe_E00 = {Tak. Tak.}
B04_Blythe_E01 = {Ups! Przepraszam onierzu.}
B04_Blythe_E02 = {Tracimy go!!!}
B04_Blythe_E03 = {Lepiej... skorzystam z drugiej opcji.}
B04_Blythe_E04 = {Wiem co powiedziaem wczeniej, ale teraz mwi ci, e umrzesz.}
B04_Blythe_E05 = {Mam tu kolejnego sztywniaka!}
//==============================================================================
//******************************************************************************

//******************************************************************************
// ENVIRONMENTAL CHARACTERS
//******************************************************************************

//******************************************************************************
//==============================================================================
// Name: Nicholas Kerr.
// Role: Merchant.
// Background: Nicholas Kerr is a thin, rugged, man in his thirties. Time
// spent in the wastelands has aged him to look ten years older. He wears
// loose fitting bandages as part of his attire, giving him the appearance of
// a leper. Kerr often travels between the Brotherhood bunkers in various
// regions of the wasteland. He is trusted by the Brotherhood and he hold some
// allegiance to them. He has a knack for acquiring difficult to obtain items.
//
// Kerr will no longer be in the bunker once the player has moved on to
// Bunker 05.
//
// Location: Equipment Room
// Appears: End 15
// Removed: End 17 Ed, I changed it from 19 to 17. Having Kerr always at the
// bunker is ridiculous. It totally takes away the surprise we have in store for the
// assassination mission. It also doesn't make sense that a "traveling merchant"
// who doesn't travel unless it was somewhere the player went.
//==============================================================================


//==============================================================================
// Situation A00: Nicholas Kerr will introduce himself if the players speak
// with him to the first time. Speaking with him will initiate the barter
// screen after the dialogue.
//
// After Kerr's introduction, he will shift to one of the situations in B
// for additional information. If none of the situations in B are available,
// he will switch to Situation A02.
//------------------------------------------------------------------------------
B04_Kerr_A00_W = {Witaj, moje dziecko. Nazywam si Kerr. Jestem skromnym handlarzem. Wdruj po pustkowiach w poszukiwaniu przedmiotw i dziww ktre mog przyda si Bractwu.\n\n

Rzu okiem na moje towary. Moe znajdziesz co dla siebie?}
//==============================================================================


//==============================================================================
// Situation A01: If the player has met Kerr in the earlier bunkers, then he
// will say something different the first time he speaks with them here.
//
// After Kerr's introduction, he will shift to one of the situations in B
// for additional information. If none of the situations in B are available,
// he will switch to Situation A02.
//------------------------------------------------------------------------------
B04_Kerr_A01_W = {Ach, znowu si spotykamy. Wdruj tam, gdzie prowadzi mnie cieka handlu. Wyglda na to, e ciebie prowadzi szlak niebezpieczestw. Jestemy tacy podobni, a zarazem tak rni.\n\n

Jak zawsze, z chci zaoferuj ci moje towary.}
//==============================================================================


//==============================================================================
// Situation A02: If the player has already met Kerr, he will use a
// very short line to initiate barter screen.
//------------------------------------------------------------------------------
B04_Kerr_A02 = {Znakomicie. Lubi jak klienci do mnie wracaj.}
//==============================================================================

//==============================================================================
// Situation C: Kerr has some random lines of his own.
//------------------------------------------------------------------------------
B04_Kerr_C00 = {Nie, to mie.}
B04_Kerr_C01 = {Tak. Pozwl mi to obejrze.}
B04_Kerr_C02 = {Interesujce.}
B04_Kerr_C03 = {Hmm. Kawaek robota? Nie, to podrbka.}
B04_Kerr_C04 = {W takim razie umowa stoi, moje dziecko.}
B04_Kerr_C05 = {Interesy id sabo.}
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Casey Barrett.
// Role: Mechanic, Volunteer to join the Brotherhood.
// Background: Casey is a particularly talented young lady. She is in her early
// twenties, but as quickly mastered enough mechanics and repair skill to keep
// Junction City running smoothly. She learnt most of her trade from her father
// Stephen. Casey is smart and has learned a lot about the townsfolk. Most of
// them know her or of her as they often come to her with broken items that
// need fixing.
//
// Casey only appears here after mission 15 if the player successfully
// recruited her. She stops by here to say hello to the player before she
// heads back to the 'boot camp'. Once she appears, she will stay until the
// player leaves the bunker.
//
// Location: Vehicle Depot
// Appears: End 15
// Removed: Special
//==============================================================================


//==============================================================================
// Situation A00: Casey stands around a technical looking section of the
// bunker. She will talk to the player if she is addressed.
//------------------------------------------------------------------------------
B04_Casey_A00_W = {Hej! To miejsce jest super! A mi si nie chce wierzy, e macie tyle sprztu! Zanim tu przyszam, widziaam w yciu moe ze trzy samochody! A tu wszdzie peno mechanicznych zabawek! Nie wiem nawet jak zacz ci dzikowa!\n\n

A tak przy okazji, niedugo rozpoczynam podstawowe szkolenie. Kto wie, moe przy nastpnym spotkaniu bd ju kadetem Casey Barret.}
//==============================================================================


//==============================================================================
// Situation A02: If the player continues to talk to Casey, she will excuse
// herself with her good-bye line.
//------------------------------------------------------------------------------
B04_Casey_A02 = {Powodzenia, przyjaciele...}
//==============================================================================


//==============================================================================
// Situation B: As Casey stands around, she has several random remarks.
//------------------------------------------------------------------------------
B04_Casey_B00 = {Warto byo zostawi mojego chorego ojca.}
B04_Casey_B01 = {Mam nadziej, e mj staruszek cigle yje.}
B04_Casey_B02 = {Zamierzam wyremontowa ten transporter.}
B04_Casey_B03 = {Niezy sprzt.}
B04_Casey_B04 = {Ojej. Nigdy takiego jeszcze nie widziaam.}
B04_Casey_B05 = {MUSZ zajrze pod mask!}
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Brotherhood Guards:
// There are two of them standing outside the bunker.
//
// Location: Bunker Entrance
// Appears: End 12
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A: This is what the guards may say if addressed by the player.
//------------------------------------------------------------------------------
B04_Guard01_A00 = {Najpierw Super Mutanci, a teraz roboty?}
B04_Guard01_A01 = {Tutaj jest sporo roboty.}
B04_Guard01_A02 = {Wojna wymyka si spod kontroli.}
B04_Guard01_A03 = {Cigle tracimy patrole.}
B04_Guard01_A04 = {C, kto musi by bohaterem.}
B04_Guard01_A05 = {W kocu dosiga nas burza.}

B04_Guard02_A00 = {Syszaem, e na pierwszej linii jest ciko.}
B04_Guard02_A01 = {Od jakiego czasu nie mamy wieci z oddziau Sztylet.}
B04_Guard02_A02 = {Skd przyszy te roboty?}
B04_Guard02_A03 = {Z daleka wida unoszcy si dym.}
B04_Guard02_A04 = {Musimy by czujni.}
B04_Guard02_A05 = {Wygramy... prawda?}
//==============================================================================


//==============================================================================
// Situation B: This is what the guards may say on their own if nothing special
// is going on.
//------------------------------------------------------------------------------
B04_Guard01_B00 = {*westchnienie*}
B04_Guard01_B01 = {*drapie sie*}
B04_Guard01_B02 = {Wojna nigdy si nie zmienia.}
B04_Guard01_B03 = {Lubi wszystko poza muzyk country.}
B04_Guard01_B04 = {W okolicy czai si mier.}
B04_Guard01_B05 = {Chyba bdzie pada.}

B04_Guard02_B00 = {Aaa! Mam ci!}
B04_Guard02_B01 = {Moe o pomyslisz o mnie...}
B04_Guard02_B02 = {Jak lubisz muzyk?}
B04_Guard02_B03 = {*ziewnicie*}
B04_Guard02_B04 = {*pociga nosem*}
B04_Guard02_B05 = {Aaa! Znowu ci mam!}
//==============================================================================


//==============================================================================
// Situation C: This is what the guards may say if addressed by the player
// after the player has visited Bunker 05.
//------------------------------------------------------------------------------
B04_Guard01_C00 = {Syszaem, e niedugo rozpoczniemy ostateczne natarcie.}
B04_Guard01_C01 = {Powodzenia w walce z robotami.}
B04_Guard01_C02 = {Modl si o zwycistwo.}
B04_Guard01_C03 = {Przynajmniej nie musimy si martwi o upiecw.}
B04_Guard01_C04 = {Nie tra wiary, Bracie. Zwyciymy.}
B04_Guard01_C05 = {Jak maj si sprawy?}

B04_Guard02_C00 = {Ten Blythe nie potrafi nawet wycign drzazgi.}
B04_Guard02_C01 = {Widzia kto Kerra? Potrzebuj troch trawki.}
B04_Guard02_C02 = {Co z t now broni?}
B04_Guard02_C03 = {Moesz tu chwilk posta, a ja skocz do kibelka?}
B04_Guard02_C04 = {Musimy by czujni.}
B04_Guard02_C05 = {Wyprbuj na robotach otwieracz do konserw.}
//==============================================================================


//==============================================================================
// Situation D: This is what the guards may say on their own if nothing special
// is going on after the player has been to Bunker 05.
//------------------------------------------------------------------------------
// Use Situation B. DL
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Brotherhood Soldiers:
// These soldiers are the guys that wander around the base, sleeping and
// eating.
// They are mostly asleep because if they're in base, they're not on duty. We
// have six varieties of warriors, some male, some female. The text is not
// gender specific.
//
// Location: Barracks and Other
// Appears: End 12
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A: These are the sounds made by the warriors when they are asleep.
//------------------------------------------------------------------------------
B04_Brother01_A00 = {Zzzz...}
B04_Brother01_A01 = {Zzzt.. hrrrk}
B04_Brother01_A02 = {Zzz... Nie, naprawd ci kocham... zzZ...}

B04_Brother02_A00 = {*czknicie*}
B04_Brother02_A01 = {Zz... zzz...}
B04_Brother02_A02 = {Zzz...Oddzia, rozproszy si! *mamrocze*}

B04_Brother03_A00 = {Zzz... Panie robocie... zz. Niee! ...zzz...}
B04_Brother03_A01 = {*pierdnicie*}
B04_Brother03_A02 = {Zzz... *pociaga nosem* Zzz...}

B04_Brother04_A00 = {*pociga nosem*}
B04_Brother04_A01 = {Zzzt.. *beknicie*}
B04_Brother04_A02 = {S wszdzie! *mamrocze*}

B04_Brother05_A00 = {Kto rozla wod kolosk na moim przecieradle?}
B04_Brother05_A01 = {*drapie si*}
B04_Brother05_A02 = {Zzz... zzt...}

B04_Brother06_A00 = {Zzzz...}
B04_Brother06_A01 = {*mamrocze*}
B04_Brother06_A02 = {Zz... zzz...}
//==============================================================================


//==============================================================================
// Situation B: These are what the injured warriors will say while they're in
// the infirmary.
//------------------------------------------------------------------------------
B04_Brother01_B00 = {Jak kiepsko to wyglda?}
B04_Brother01_B01 = {Au.}
B04_Brother01_B02 = {Bydlaki...}

B04_Brother02_B00 = {Och.}
B04_Brother02_B01 = {Nienawidz upiecw.}
B04_Brother02_B02 = {To boli.}

B04_Brother03_B00 = {Gdzie reszta mojego oddziau?}
B04_Brother03_B01 = {Aaach!}
B04_Brother03_B02 = {Moja gowa.}

B04_Brother04_B00 = {Siostro. Prosz posprzta... ko nr 12.}
B04_Brother04_B01 = {Trafili w amortyzator.}
B04_Brother04_B02 = {Mj tyek...}

B04_Brother05_B00 = {Cholerny fuksiarski strza!}
B04_Brother05_B01 = {Potrzebuj rodkw przeciwblowych. I to ju!}
B04_Brother05_B02 = {Przeklta noga!}

B04_Brother06_B00 = {Siostro! Siostro!!!}
B04_Brother06_B01 = {Prosz... adnych igie!}
B04_Brother06_B02 = {Jeszcze dwa tygodnie i bybym wolny.}
//==============================================================================


//==============================================================================
// Situation C: These are the random lines spoken by the warriors when they
// are awake. If the player tries to talk to them, they'll say the same things.
//------------------------------------------------------------------------------
B04_Brother01_C00 = {Ci upiecy s sprytni, trzeba im to przyzna.}
B04_Brother01_C01 = {Czy to jest scientologia?}
B04_Brother01_C02 = {Twardzi zawodnicy!}

B04_Brother02_C00 = {Nasze patrole spotykaj upiecw}
B04_Brother02_C01 = {onierze, musimy by twardsi!}
B04_Brother02_C02 = {Spokj! Starszyzna wie co robi.}

B04_Brother03_C00 = {Jak bro mieli ci upiecy?}
B04_Brother03_C01 = {Potrafi trafi szczura w oko.}
B04_Brother03_C02 = {Te promienie mog przeci stal.}

B04_Brother04_C00 = {Uciem kiedy upiecy ucho.}
B04_Brother04_C01 = {Obcinanie uszu to najlepsza cz tej roboty.}
B04_Brother04_C02 = {Mam ju jakie pidziesit uszu.}

B04_Brother05_C00 = {Id do walki ze piewem na ustach. *wzdryga si*}
B04_Brother05_C01 = {Oni naprawd wierz w te bzdety!}
B04_Brother05_C02 = {Fanatycy to najtwardsi przeciwnicy.}

B04_Brother06_C00 = {Udao mi si zdj dwch z nich.}
B04_Brother06_C01 = {A moe trzech?}
B04_Brother06_C02 = {upiecy? Nienawidz ich.}
//==============================================================================


//==============================================================================
// Situation D: These are the random lines spoken by the warriors when they
// are awake after the player has visited Bunker 05. If the player tries to
// talk to them, they'll say the same things.
//------------------------------------------------------------------------------
B04_Brother01_D00 = {Jak myslisz, czy upiecy lubi naszych Inkwizytorw? Cha, cha, cha!}
B04_Brother01_D01 = {Obz pracy, a do mierci!}
B04_Brother01_D02 = {Nasze prawo to jedyne prawo.}

B04_Brother02_D00 = {Mam dzisiaj randk.}
B04_Brother02_D01 = {Z ghulem... mam nadziej, e rodzice to zaakceptuj.}
B04_Brother02_D02 = {Hej, to moje ycie, nie?}

B04_Brother03_D00 = {Widzielicie karabiny plazmowe u tych upiecw?}
B04_Brother03_D01 = {Cholera, celne s.}
B04_Brother03_D02 = {W kocu moe uda nam si ich pokona.}

B04_Brother04_D00 = {Na wiecie nie ma miejsca dla pogan.}
B04_Brother04_D01 = {Te dziwaki uwielbiaj technologi. Co z nimi jest nie tak?}
B04_Brother04_D02 = {Syszelicie jak piewaj idc do walki?}

B04_Brother05_D00 = {Mam nadziej, e wygrywamy walk z robotami..}
B04_Brother05_D01 = {Wyglda na to, e roboty to nasz wsplny wrg.}
B04_Brother05_D02 = {Wyliemy si.}

B04_Brother06_D00 = {Trudno cign te cholerne blaszaki do kontrolowania tumw.}
B04_Brother06_D01 = {*mamrocze*}
B04_Brother06_D02 = {Nienawidz robotw.}
//==============================================================================
//******************************************************************************






//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Initiate Percy.
// From: Mission 22
// Role: Survivor of the ill-fated Grail Squad.
// Background: Percy is dying when the player find him. He will say his line
// which is designed to inspire the player to search the ladder above the
// power-gauntlet.
//
// Location: Recruits Room
// Appears: End 15
// Removed: End 19
//==============================================================================

//==============================================================================
// Situation A00:
//------------------------------------------------------------------------------
M22_Percy_A00 = {Bracie, musimy zje razem obiad.}
M22_Percy_A01 = {Zwyciymy. Po prostu to wiem.}
M22_Percy_A03 = {Miaem sen, o spokojnej przyszoci.}
M22_Percy_A04 = {Dobrze suysz ludzkoci.}

//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Andrew "Noone" Smith.
// From: Mission 24
// Role: To fling out this paragraph and then run for it.
// Background: Andrew is a nervous man [cause he's standing next to a bomb], but
// he's also a little deaf, having worked with explosives most of his life.
//
// Location: Barracks
// Appears: End 17
// Removed: End 19
//==============================================================================

//==============================================================================
// Situation A00:
//------------------------------------------------------------------------------
M24_Andrew_A00 = {Nie mam czasu. Musz sprawdzi now parti min.}
//==============================================================================
//******************************************************************************
//==============================================================================
// Name: General Dekker.
// Role: General of the Brotherhood, replacement Commander to the player.
// Background: General Dekker is brought in as a replacement Commander when
// General Barnaky is forced to engage in combat directly with the enemy.
//
// Location: Briefing Room
// Appears: 09
// Removed: N/A
//==============================================================================

name_CORE_Dekker = {Genera Dekker}

//==============================================================================
// Situation A00: Floating text
//------------------------------------------------------------------------------
B04_Dekker_A00 = {Kady dzie przynosi nowe wyzwania.}
B04_Dekker_A01 = {Interesujce...}
B04_Dekker_A02 = {Ten pancerz trzeba wypolerowa.}
B04_Dekker_A03 = {Nasz wrg jest liczny.}
B04_Dekker_A04 = {ILE chc amunicji?}
B04_Dekker_A05 = {Ta kampania ciy na mym umyle...}
//==============================================================================


//==============================================================================
// Situation Z00: Time to Move to the Next Bunker
//------------------------------------------------------------------------------
B04_Dekker_Z00_W = {Zaczyna si ostateczna kampania, onierzu.\n\n

Musimy umocni nasze pozycje w tym rejonie, ale te dalej naciera na zachd. Zaoylimy now baz i w niej musimy skoncentrowa siy.\n\n

Zbierz oddzia i zamelduj si tam jak najszybciej.}
//==============================================================================



//==============================================================================
// Name: Recruits Master
// Role: Recruits Master of the Initiates.
//==============================================================================

//==============================================================================
// Situation A00: Recruits Master will speak, then open the Recruits window.
//------------------------------------------------------------------------------
B04_Recruits_A00_W = {Witaj, onierzu. Jestem Zarzdc Kadr Bractwa. Jeli chcesz zoy druyn, musisz porozmawia ze mn. A wic czym mog suy?}
//==============================================================================

//==============================================================================
// Situation B00: Recruits Master will speak, then open the Recruits window.
//------------------------------------------------------------------------------
B04_Recruits_B00 = {Dobra, ale zaczn pobiera kaucj.}
//==============================================================================

