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

B05_MiniMap_01 = {Sala odpraw - Porozmawiaj z Generaem, aby otrzyma instruktae do misji.}
B05_MiniMap_02 = {Magazyn - U Kwatermistrza moesz handlowa wyposaeniem i zapasami.}
B05_MiniMap_03 = {Pomieszczenia rekrutw - Porozmawiaj z Zarzdc Kadr, by doda lub usun kogo z oddziau.}
B05_MiniMap_04 = {Szpital - U Oficera Medycznego mona otrzyma lekarstwa.}
B05_MiniMap_05 = {Park maszyn - W parku maszyn masz dostp do pojazdw, ktre udao ci si zdoby na pustkowiach.}
B05_MiniMap_06 = {Wyjcie - Przejd tutaj ca druyn, aby wyj z bunkra i kontynuowa kampani.}

//==============================================================================
// Speech File for Bunker 05
// Edited by ???
// Version 1.3
// The format for the speech file is explained in the README.txt file in the
// speech file directory.
//
//==============================================================================
//******************************************************************************

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

//******************************************************************************
//==============================================================================
// Name: Paladin Folleto
// Role: Quarter-Master of the Brotherhood Elites.
// Background: Folleto is a stern, old man in his early sixties. He has a
// bad temper but follows regulations to the letter. He has a tall, imposing
// figure which he uses to intimidate the younger members of the Brotherhood.
//
// Folleto wears the robes of the scribes, even though he is considered an
// active paladin.
//
// Location: Equipment Room
// Appears: End 19
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A00: Folleto 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.
//------------------------------------------------------------------------------
B05_Folleto_A00_W = {Baczno, onierzu.\n\n

Nazywam si Folleto i jestem w tym bunkrze kwatermistrzem. Wyglda na to, e twoje nazwisko trafio na moj list, wic od tej pory bdziesz mie ze mn do czynienia.\n\n

Postawmy jedn spraw jasno: twj heroizm i wyczyny nie znacz absolutnie nic, jeli nie bdziesz si trzyma regulaminu. Bdziesz zgasza zapotrzebowanie na sprzt. Bdziesz dba, by wrci w idealnym stanie. Jeli bdzie uszkodzony, wypenisz stosowne formularze.\n\n

Ja tutaj rzdz, wic nie zadzieraj ze mn, zrozumiano?\n\n

Dobrze.}
//==============================================================================


//==============================================================================
// Situation A01: If the player has already met Diocletian, he will use a
// very short line to initiate the Quarter-Master equipment selection screen.
//------------------------------------------------------------------------------
B05_Folleto_A01 = {Dobra! Znasz procedur.}
//==============================================================================


//==============================================================================
// Situation B: Folleto has some random lines of his own.
//------------------------------------------------------------------------------
B05_Folleto_B00 = {Paladyn Perez bdzie si musia wytumaczy.}
B05_Folleto_B01 = {Vodhanel, wanie skopae moj list.}
B05_Folleto_B02 = {Dobrze, wszystko si zgadza.}
B05_Folleto_B03 = {Brakuje trzech naboi.}
B05_Folleto_B04 = {Wydaje mi si, e zamawiaem tego wicej...}
B05_Folleto_B05 = {Boe, plecy mnie dobijaj.}
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Allen.
// Role: Mechanic.
// Background: Allen is one of the five mechanics working in the bunkers.
// Allen is a pleasant, rather delicate looking chap with nice manners. He
// seems rather bland compared to the earlier four mechanics.
//
// Location: Vehicle Depot
// Appears: End 19
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A00: Allen has his initial greeting. After this, he will
// switch to one of the random lines in Situation B.
//------------------------------------------------------------------------------
B05_Allen_A00 = {Witaj, jestem Allen. Mog w czym pomc?}
//==============================================================================


//==============================================================================
// Situation B: Allen's random greetings after the initial greeting. These
// lines are selected at random everytime the player needs to talk to the
// mechanic.
//------------------------------------------------------------------------------
B05_Allen_B00 = {Tak? W czym mog pomc?}
B05_Allen_B01 = {Czego potrzebujesz?}
B05_Allen_B02 = {Tak? Co mog dla ciebie zrobi?}
B05_Allen_B03 = {Witaj. Szukasz czego?}
B05_Allen_B04 = {Wic czego potrzebujesz?}
B05_Allen_B05 = {Mog ci pomc?}
//==============================================================================


//==============================================================================
// Situation C: Allen's random lines. He is mostly concerned with his work.
//------------------------------------------------------------------------------
B05_Allen_C00 = {Nie pasuje.}
B05_Allen_C01 = {Niech mi kto poda klucz.}
B05_Allen_C02 = {Potrzebny mi jest nowy ganik.}
B05_Allen_C03 = {Nic dziwnego! Nie ma oleju!}
B05_Allen_C04 = {No. Prawie jak nowy.}
B05_Allen_C05 = {Z pewnoci znalazem swoje powoanie.}
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Scribe Hyland
// 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.
// Location: Infirmary
// Appears: End 19
// Removed: N/A
//==============================================================================


//==============================================================================
// 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.
//
// Hyland is tired. She has been working long hours to deal with the crisis
// situation with the Reavers.
//------------------------------------------------------------------------------
B05_Hyland_A00_W = {Witaj, onierzu. Nazywam si Hyland. Nale do druyny wsparcia generaa Dekkera. Jestem tu najstarszym stopniem oficerem medycznym.\n\n

Przekazano mi, e wasza druyna ma pierwszestwo. Wic obejrzyjmy wasze wyniki i sprawdmy, w czym tkwi problem.}
//==============================================================================


//==============================================================================
// Situation A01: If Hyland has spoken to the player in Bunker 04, she will
// have a different introductory speech from A00. As wil all player initiated
// lines for Hyland, it will result in an option for bartering. Hyland will
// also heal the entire party.
//------------------------------------------------------------------------------
B05_Hyland_A01_W = {Witam ponownie. Mio zobaczy kogo, kto jest w stanie chodzi o wasnych siach.\n\n

Wanie przydzielono mnie do tego bunkra. Pewnie z powodu cikich walk w tym regionie.\n\n

Mamy tu straszn sytuacj. Stracilimy wielu ludzi przez t armi robotw. Mamy te wielu rannych. Ale przekazano mi, e wasza druyna ma pierwszestwo.\n\n

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

//==============================================================================
// Situation A03: On subsequent revisits, Hyland will come straight to the
// point.
//------------------------------------------------------------------------------
B05_Hyland_A03 = {Dobra, podnie gow i kaszlnij dwa razy...}
//==============================================================================

//==============================================================================
// Situation B: Hyland's random lines. These assume that she has lots of
// wounded in the infirmary.
//
// Note: All beds should be utilized with a few patients lying on the floor.
// Could we have pools of blood? There should be quite a few dead patients
// as well.
//------------------------------------------------------------------------------
B05_Hyland_B00 = {Przepraszam! Wiem, e mam zimne donie.}
B05_Hyland_B01 = {Potrzebuj jeszcze jednego worka na zwoki.}
B05_Hyland_B02 = {Brakuje nam lekw i opatrunkw.}
B05_Hyland_B03 = {Wytrzymaj! Niech to diabli! Nie poddawaj si!}
B05_Hyland_B04 = {Mwiam, e masz si nie rusza!}
B05_Hyland_B05 = {Nie, w tym tygodniu miae ju kpiel z gbk.}
//==============================================================================
//******************************************************************************

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

//******************************************************************************
//==============================================================================
// Name: Tiduk
// Role: Tribal member of the Brotherhood.
// Background: Tiduk is one of the tribals of Bramin Woods. He is nineteen
// years of age. He has recently joined the Brotherhood and has become an
// Initiate.
//
// He can be found inside the bunker itself and will disappear after he has
// spoken to the player. He is worried sick because his squad was attacked
// by robots and no one survived except him.
//
// Location: Main Corridor
// Appears: End 19
// Removed: Special
//==============================================================================


//==============================================================================
// Situation A00: Tiduk stands around in anguish. This is what he says if the
// player speaks to him for the first time. That is, they did not meet him in
// Bunker 01.
//
// Tiduk is very upset. He believes he failed his sister because he could not
// look after her in the battle. He says the same lines as he would have in
// Bunker 03 except he is a lot more distracted.
//------------------------------------------------------------------------------
B05_Tiduk_A00_W = {Tak jest, sir!\n\n

Jestem kadet Tiduk, sir. Znam pana jeszcze z Bramin Woods. Stamtd pochodz, sir. To zaszczyt spotka pana ponownie.\n\n

Tylko... tylko ja przeyem z mojej druyny. Wracalimy z udanej misji, kiedy zaskoczyy nas roboty. Moja siostra, kadet Shauri, kazaa nam si wycofa, ale tylko mnie si udao.\n\n

Och, siostrzyczko! Przepraszam! Zazdrociem ci, a teraz odesza!\n\n

(pacze) Co ja powiem rodzinie?}
//==============================================================================


//==============================================================================
// Situation A01: Tiduk stands around in anguish. This is what he says if the
// player speaks to him and they have met earlier in Bunker 01 or Bunker 03.
//------------------------------------------------------------------------------
B05_Tiduk_A01_W = {Tylko ja przeyem z mojej druyny. Wracalimy z udanej misji, kiedy zaskoczyy nas roboty. Moja siostra, kadet Shauri, kazaa nam si wycofa, a sama nas osaniaa. Przeya tylko garstka.\n\n

Och, siostrzyczko! Przepraszam! Zazdrociem ci, a teraz odesza!\n\n

(pacz) Co ja powiem mamie?}
//==============================================================================

//==============================================================================
// Situation A03: If the player talks to Tiduk the third time, he will use his
// good-bye line.
//------------------------------------------------------------------------------
B05_Tiduk_A03 = {Ja... nie zasuguj, by nosi taki sam mundur jak moja siostra.}
//==============================================================================

//==============================================================================
// Situation B: As Tidul stands around, he has some random remarks. Shauri has
// replies to all of his random remarks.
//------------------------------------------------------------------------------
B05_Tiduk_B00 = {Och, Shauri...}
B05_Tiduk_B01 = {Shauri, prosz. Wybacz mi.}
B05_Tiduk_B02 = {Dlaczego to si stao?}
B05_Tiduk_B03 = {*szlocha* *pociga nosem*}
B05_Tiduk_B04 = {Zemszcz si.}
B05_Tiduk_B05 = {To wina Bramiskiego Boga Ironii!}
//==============================================================================
//******************************************************************************

//******************************************************************************
//==============================================================================
// Brotherhood Guards:
// There are two of them standing outside the bunker.
//
// Location: Bunker Entrance
// Appears: End 19
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A: This is what the guards may say if addressed by the player.
//------------------------------------------------------------------------------
B05_Guard01_A00 = {Morale jest tutaj niskie.}
B05_Guard01_A01 = {S jakie wieci o Barnaky'm?}
B05_Guard01_A02 = {Ponielimy olbrzymie straty.}
B05_Guard01_A03 = {Jak ci idzie?}
B05_Guard01_A04 = {Nie podoba mi si to.}
B05_Guard01_A05 = {Postaram si uwierzy.}

B05_Guard02_A00 = {Masz wolne miejsce w oddziale?}
B05_Guard02_A01 = {Niezy przebieg suby Bracie. Imponujce.}
B05_Guard02_A02 = {Uwaaj na te roboty.}
B05_Guard02_A03 = {Musimy odnie jakie powane zwycistwo.}
B05_Guard02_A04 = {Nie przejmuj si. Musisz si tylko skoncentrowa.}
B05_Guard02_A05 = {Dobrze wiedzie, e cigle jeste z nami.}
//==============================================================================


//==============================================================================
// Situation B: This is what the guards may say on their own if nothing special
// is going on.
//------------------------------------------------------------------------------
B05_Guard01_B00 = {Wydawao mi si, e wojna si nie zmienia. Tutaj si zmienia.}
B05_Guard01_B01 = {Te roboty wytrzymuj wszystko czym w nie walimy.}
B05_Guard01_B02 = {Moe powinnimy si wycofa?}
B05_Guard01_B03 = {Cigle tracimy patrole.}
B05_Guard01_B04 = {Mj brat...}
B05_Guard01_B05 = {W kocu dosiga nas burza.}

B05_Guard02_B00 = {Bracie, musicie by silni.}
B05_Guard02_B01 = {Nikt nie mwi, e to bdzie atwe.}
B05_Guard02_B02 = {To bdzie trwao, a nie zostanie wyoniony zwycizca.}
B05_Guard02_B03 = {Moja dusza jest przygotowana.}
B05_Guard02_B04 = {Bractwo nie ugnie si przed robotami.}
B05_Guard02_B05 = {Wiara Bracie. Wiara.}


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



//******************************************************************************
//==============================================================================
// 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 19
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A: These are the sounds made by the warriors when they are asleep.
// I'm concerned with the sharing of filenames between sick and sleeping
// Brothers. DL
//------------------------------------------------------------------------------
B05_Brother01_A00 = {Zzzz...}
B05_Brother01_A01 = {Zzzt.. *hrrk*}
B05_Brother01_A02 = {Nie... *mamrotanie*}

B05_Brother02_A00 = {*czknicie*}
B05_Brother02_A01 = {Zz... zzz...}
B05_Brother02_A02 = {*mamrotanie*}

B05_Brother03_A00 = {Zzz... Nie mamusiu, nie chc nosi sukienki... ZzzZ...}
B05_Brother03_A01 = {*pierdnicie*}
B05_Brother03_A02 = {Zzz... *Pociga nosem* Zzz...}

B05_Brother04_A00 = {*pociga nosem*}
B05_Brother04_A01 = {Zzzt.. *czknicie*}
B05_Brother04_A02 = {Zzz... Mechaniczne potwory... *mamrotanie*}

B05_Brother05_A00 = {Zzzz...}
B05_Brother05_A01 = {*drapie si*}
B05_Brother05_A02 = {Zzz... zzt..}

B05_Brother06_A00 = {Zzzz...}
B05_Brother06_A01 = {Kto zabra nowy numer Playghula?}
B05_Brother06_A02 = {Zz... zzz...}
//==============================================================================


//==============================================================================
// Situation B: These are what the injured warriors will say while they're in
// the infirmary.
//------------------------------------------------------------------------------
B05_Brother01_B00 = {Nie zauwayem go...}
B05_Brother01_B01 = {Au...}
B05_Brother01_B02 = {Cholerne blaszaki.}

B05_Brother02_B00 = {Och.}
B05_Brother02_B01 = {Postrzelony przez chodzcy toster.}
B05_Brother02_B02 = {To boli.}

B05_Brother03_B00 = {Wszyscy z mojego oddziau nie yj...}
B05_Brother03_B01 = {Aaach.}
B05_Brother03_B02 = {Moja gowa.}

B05_Brother04_B00 = {Pozwlcie mi tam wrci!}
B05_Brother04_B01 = {Wci mog *krztusi si* walczy!}
B05_Brother04_B02 = {Prosz...}

B05_Brother05_B00 = {Gdzie jest moja stopa... O MJ BOE, NIE!}
B05_Brother05_B01 = {(pacze)}
B05_Brother05_B02 = {Co ja teraz zrobi?}

B05_Brother06_B00 = {Uch}
B05_Brother06_B01 = {Potrzebujemy wicej rakiet.}
B05_Brother06_B02 = {Musz wraca do walki!}
//==============================================================================


//==============================================================================
// 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.
//------------------------------------------------------------------------------
B05_Brother01_C00 = {Te roboty s nie do powstrzymania.}
B05_Brother01_C01 = {*westchnienie*}
B05_Brother01_C02 = {W jaki sposb mamy je zniszczy?}

B05_Brother02_C00 = {Kadego dnia tracimy wicej ludzi.}
B05_Brother02_C01 = {One s wszdzie.}
B05_Brother02_C02 = {Co planuje Starszyzna?}

B05_Brother03_C00 = {Ich pancerze s tak grube jak twoje udo.}
B05_Brother03_C01 = {Te przeklte druciaki s niezniszczalne.}
B05_Brother03_C02 = {Nasza bro z trudem moe je zadrapa.}

B05_Brother04_C00 = {Przestacie narzeka onierze.}
B05_Brother04_C01 = {Jeli was wystraszyy, to ju odniosy zwycistwo.}
B05_Brother04_C02 = {Chopaki, moemy je porozwala!}

B05_Brother05_C00 = {Nie moemy toczy tej wojny w nieskoczono.}
B05_Brother05_C01 = {Musimy odnie wicej decydujcych zwycistw!}
B05_Brother05_C02 = {Za mao nas.}

B05_Brother06_C00 = {S prawie nie do zatrzymania.}
B05_Brother06_C01 = {*mamrocze*}
B05_Brother06_C02 = {Widz nas w ciemnoci!}
//==============================================================================
//******************************************************************************



//******************************************************************************
// From Mission 17, for Stage 05
//==============================================================================
// Name: Caldriss "Deadeyes" Hemlock.
// Role: Auditor General of the Brotherhood of Steel.
// Background: Caldriss is a thin, sinewy man in his fifties. He has graying
// hair, and is mostly bald. His eyes are dead-looking, hence the nickname.
//
// Caldriss was one of the Brotherhood's deadliest assassins before his
// retirement from active duty. A calculating man with an eye for details, he
// has since found a use for his attention to details by working as an auditor
// and collector of dues for the Brotherhood.
//
// Location: Equipment Room
// Appears: End 19
// Removed: End 22
//==============================================================================

//==============================================================================
// Situation A00:
//------------------------------------------------------------------------------
M17_Caldriss_A00 = {Nie teraz. Mam robot.}
//==============================================================================
//******************************************************************************

//==============================================================================
// 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
//------------------------------------------------------------------------------
B05_Dekker_A00 = {Nie mona pozwoli, by Kalkulator zwyciy.}
B05_Dekker_A01 = {To najwiksze zagroenie z jakim si spotkalimy.}
B05_Dekker_A02 = {Bractwo ZWYCIʯY!}
B05_Dekker_A03 = {Musimy odnie zwycistwo.}
B05_Dekker_A04 = {Nasze straty s olbrzymie...}
B05_Dekker_A05 = {Jestemy jedyn nadziej dla tej ziemi.}
//==============================================================================

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

//==============================================================================
// Situation A00: Recruits Master will speak, then open the Recruits window.
//------------------------------------------------------------------------------
B05_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.
//------------------------------------------------------------------------------
B05_Recruits_B00 = {Pewnie. Bierz kogo chcesz.}
//==============================================================================

