//==============================================================================
// Speech File for Mission 17 - Cold Water.
//Version 1.7
// The format for the speech file is explained in the README.txt file in the
// speech file directory.
//
//==============================================================================

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

MISSION_17_BRIEF = {Spocznij, onierzu.\n\n

Wiele ju przeyem, ale zdrada nadal mnie boli. Bractwo zostao zdradzone przez grup kryminalistw z Quincy. Biorc pod uwag nasz interwencj w czasie kryzysu z Wadcami Zwierzt, to podwjna zniewaga.\n\n

Burmistrz donosi, e grupa zodziei zatrua naszych onierzy penicych wart. Wartownicy nie byli w stanie si broni i te otry ograbiy zwoki oraz ukrady Hummera Bractwa.\n\n

Standardowy sprzt atwo zastpi, ale kradzie kilku pancerzy wspomaganych to powana sprawa.\n\n

Wyledzilimy zodziei w Coldwater. Wykorzystali nasz sprzt, eby zdoby wadz nad mieszkacami. Musimy to przerwa.\n\n

Zabierzesz swoj druyn do tego "Coldwater" i przeprowadzisz dochodzenie. Starsi uznali, e zodzieje zdradzili Bractwo i czeka ich mier.\n\n

W czasie tej misji nie ma miejsca na lito. Zabij zodziei i zwr pancerze Gwnemu Logistykowi. Bdzie na ciebie czeka w miecie.\n\n

Wykona.}

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


//==============================================================================
// Situation A01: Mission was accomplished successfully.
// Tone/Mood: Proud, air of righteous satisfaction.
//------------------------------------------------------------------------------
MISSION_17_DEBRIEF_A01 = {Spocznij, onierzu.\n\n

Pancerze wrciy, a tamci zodzieje nic ju nie ukradn.\n\n

Dobra robota.\n\n

Ciaa tych szubrawcw wystawimy ukrzyowane na obrzeach Quincy... razem ze stranikami, ktrzy mieli wtedy wart. Nasi inkwizytorzy zatrzymali przyjaci i krewnych przestpcw. Zostan umieszczeni w obozach dla internowanych. Sprawdzimy, czy kto z nich wie o sabych ogniwach w naszym systemie bezpieczestwa. Potem zostan przeniesieni do obozw pracy, eby nikt nie rozpuszcza plotek.\n\n

Najwyszy czas, eby ludzie ponosili pen odpowiedzialno za swoje dziaania.}
//==============================================================================


//A family that goes to an interment camp together... stays together. DL


//==============================================================================
// Situation B01: If player killed Ma Baker
// Tone/Mood: Sad/respectful
//------------------------------------------------------------------------------
MISSION_17_DEBRIEF_B01 = {Jeszcze jedno, Bracie.\n\n

O 10 wieczorem odbdzie si czuwanie za dusz Paldyn Klotz. Bya dowdc druyny miejskiej, ktra obserwuje i zwalcza dziaalno bandytw w tym rejonie. Bez wytchnienia dya do realizacji ideaw Bractwa. Ale to tylko jedna z jej cech, za ktrymi bdziemy tskni. Mnie bdzie jej brakowao z bardziej osobistych powodw. (pociga nosem)\n\n

Na cianie Bohaterw Bractwa zostanie umieszczone jej imi, razem z pseudonimem ktry tak bardzo lubia... "Ma Baker".\n\n

Oddaj jej honor, onierzu... (szlocha) ...i w co ciemnego.\n\n

Odmaszerowa.}
//==============================================================================

//==============================================================================
// Situation B02: If player doesn't kill Ma Baker
// Tone/Mood: Normal
//------------------------------------------------------------------------------
MISSION_17_DEBRIEF_B02 = {Odmaszerowa.}
//==============================================================================

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

M17_MiniMap_01 = {To miejsce startu. Tutaj spotkacie si z Gwnym Logistykiem po odzyskaniu trzech Pancerzy Wspomaganych.}
M17_MiniMap_02 = {Miasto Cold Water jest podzielone na cztery kondygnacje.}
M17_MiniMap_03 = {Kondygnacja 1: Tutaj znajdziesz sklepy, tor wycigowy i troch mieszka.}
M17_MiniMap_04 = {Kondygnacja 2: Tutaj znajduje si bar i kasyno. To za spraw tego ostatniego Cold Water jest synne na ca okolic.}
M17_MiniMap_05 = {Kondygnacja 3: To obszar mieszkalny.}
M17_MiniMap_06 = {Kondygnacja 4: Tutaj znajduje si ratusz i generatory.}
M17_MiniMap_06 = {Odlegy budynek gospodarczy.}
//==============================================================================
// Objective Breakdowns:
//------------------------------------------------------------------------------
M17_OBJ_01 = {Znajd i zneutralizuj zodziei.}
M17_OBJ_02 = {Zwr skradzione wyposaenie Logistykowi.}

//==============================================================================
// FAILURE NOTICES
//------------------------------------------------------------------------------
M17_FAILUREA = {Gdy dusza opuszcza tw cielesn powok, zauwaasz, e mier i obsrane spodnie rzeczywicie id w parze.}
M17_FAILUREB = {Gwny Logistyk nie yje. Nie uda ci si wykona zadania. Gdyby tylko mia jeszcze jedn szans...}
M17_SUCCESSA = {Zadanie wykonane. Moesz wrci na pozycje wyjciowe.}

//==============================================================================
// 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.
//
// Caldriss is one of the Brotherhood members who actually met the original
// Vault Dweller. At the time, he didn't think much of it though.
//==============================================================================

name_CORE_m17_Caldriss = {Gwny logistyk}

//==============================================================================
// Situation A00: Caldriss will speak if addressed. He will introduce himself
// and remind the player of his or her objectives. Caldriss likes to speak
// with strange pauses. Perhaps he has a french accent, not unlike that of
// Jean Reno.
//------------------------------------------------------------------------------
M17_Caldriss_A00_W = {Na co czekasz onierzu? Dostae wyrane rozkazy! Przesta si na mnie gapi z otwart jap i przynie wszystkie skradzione pancerze!\n\n

Jeli ci zodzieje zdoaj wymkn si z miasta, to moemy ich ju nigdy nie znale. Do roboty!\n\n

Chc, eby te gnojki byy bardziej martwe ni ghul z pi acuchow w dupie, lecy w samym rodku PIECZARY PENEJ GODUJCYCH SZPONW MIERCI! CZY WYRAZIEM SI JASNO!?\n\n

Dobrze. Ruszaj, onierzu, nie moemy pozwoli, by Bractwo byo ofiar.}
//==============================================================================

//==============================================================================
// Situation A01: If spoken to a second time, he will merely display his
// impatience to return to base.
//------------------------------------------------------------------------------
M17_Caldriss_A01_W = {Masz jaki problem, ONIERZU? Jak si kurwa nie ruszysz, to TAK CI KOPN W DUP, E W GBIE POCZUJESZ SMAK TEGO SYFU, CO MI RONIE MIDZY PALCAMI!!! JASNE?!?!?!}
//==============================================================================


//==============================================================================
// Situation A02: If spoken to a third time and beyond, Caldriss only has his
// good-bye line.
//------------------------------------------------------------------------------
M17_Caldriss_A02 = {Po prostu znajd pancerze. Gardo mnie boli.}
//==============================================================================


//==============================================================================
// Situation B: Before the mission is over, Caldriss will have some random
// text of his own.
//------------------------------------------------------------------------------
M17_Caldriss_B00 = {Pospiesz si! Musz "uszczypn ghula"!}
M17_Caldriss_B01 = {Niech chcesz chyba zmusi mnie znowu do wrzasku, prawda?}
M17_Caldriss_B02 = {Naprawd musz "Zrzuci kilku ghuli do basenu". Wiesz co mam na myli?}
M17_Caldriss_B03 = {Przesta marnowa mj czas. Chcesz adres biura?}
//==============================================================================


//==============================================================================
// Situation C00: If spoken to after the mission is completed, Caldriss will
// express his satisfaction.
//------------------------------------------------------------------------------
M17_Caldriss_C00_W = {Dobra robota. Zanios to na miejsce i pozbieram ciaa zodziei.\n\n

Moe by tak wrci do bazy i skoczy t spraw z robotami?}
//==============================================================================


//==============================================================================
// Situation Z00: Before the player speaks to him he will float this text
//------------------------------------------------------------------------------
M17_Caldriss_Z00 = {(patrzy na zegarek) Gdzie ten mody, wspaniay onierz?}
//==============================================================================


//==============================================================================
// Situation D: After the mission is over, Caldriss will have different random
// text of his own.
//------------------------------------------------------------------------------
M17_Caldriss_D00 = {Pancerz jest w dobrym stanie.}
M17_Caldriss_D01 = {Zadalicie im duo blu, tak?}
M17_Caldriss_D02 = {Ej, masz krew na pancerzu!}
M17_Caldriss_D03 = {Nie masz przypadkiem gdzie by?}
//==============================================================================

//==============================================================================
// Name: Luigi Luciano.
// Role: Bookie for the races.
// Background: Louie the Bookie who wants Ma Baker dead for whatever reason.

//Ed, this is now another character defining point for the player. If he takes the hit //man job he will more likely get the bad player ending. Dig?
// Note: Ed, give Luigi a pinkie ring that's worth a shit load of cash. DL
//
//
//==============================================================================

name_CORE_m17_Louie = {Louie Luciano}

//==============================================================================
// Situation A00: Louie will start talking to the player.
//------------------------------------------------------------------------------
M17_Louie_A00_W = {Ej, onierzu! (rozglda si dookoa) Jak leci? Nazywam si Don Vinchenzo. Wiem, po co tu jeste. Ci zodzieje to wszawe szczury. Podwdzili ci pancerz i chcesz si zemci. Potrafi to uszanowa.}
//==============================================================================


//==============================================================================
// Situation A01: If addressed again, Louie will explains his situation.

//------------------------------------------------------------------------------
M17_Louie_A01_W = {Prowadz dziaalno usugow w tym miecie. Hazard, rozrywkowa chemia, panienki, odywki... Kontroluj tu wszystko, ale mam may problem. Jedna suka wisi mi sporo szmalu i wiem, e nigdy go nie odzyskam.\n\n

Normalnie sam bym si ni zaj, ale ta pieprzona suka... (spluwa) ...jest pod ochron tutejszych bandytw.\n\n

Wiem, e onierze Bractwa to nie patni zabjcy. Rozumiem. Ale to drobna sprawa. Taka maa, dentelmeska przysuga.}
//==============================================================================

//==============================================================================
// Situation A02: Louie will say good bye if they keep pestering him.
//------------------------------------------------------------------------------
M17_Louie_A02_W = {Widzisz, chc ebycie stuknli Ma Baker. Ta gruba dziwka wisi mi kup pienidzy i nie chce ich odda.\n\n

Normalnie sam bym si ni zaj, ale nie chc wojny z tymi bandytami bez honoru... (spluwa)\n\n

Co ty na to? Stuknij j, to dam ci taki towar, e na pewno nie poaujesz. Jeli ci to nie interesuje... nie ma sprawy.\n\n

Na znak mojej dobrej woli dam ci darmow wskazwk. Czowiek, ktrego szukasz, nazywa si Guldo. To on zorganizowa kradzie pancerza nalecego do twojej rodziny.\n\n

Ciao.}
//==============================================================================


//==============================================================================
// Situation B: Louie's random lines indicate that he is busy making bets. This is floating //text that pops up without clicking. DL
//------------------------------------------------------------------------------
M17_Louie_B00 = {Chodcie, mona robi zakady!}
M17_Louie_B01 = {Oto kolejny przegrany.}
M17_Louie_B02 = {Wszyscy ju postawili?}
M17_Louie_B03 = {Postaw minimaln stawk, ty zmutowany gbie!}
//==============================================================================


//==============================================================================
// Situation C00: After the player talked to Louie three times but still did not kill Ma Baker.
//------------------------------------------------------------------------------
M17_Louie_C00 = {Zrb to albo nie. To zaley od ciebie.}

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


//==============================================================================
// Situation D00: After the player has killed Ma Baker.
//------------------------------------------------------------------------------
M17_Louie_D00_W = {Nie zapominam o takich cennych przysugach. Oto twoja nagroda.\n\n

Wiesz, w ciemnym garniturze i pod krawatem mona by pomyle, e jeste ze starego kraju... z New Jersey.}
//==============================================================================

//==============================================================================
// Situation D01: After the player has killed Guldo and accepted Louie's gift
// he say his good-bye line if addressed again.
//------------------------------------------------------------------------------
M17_Louie_D01 = {Ciao.}
//==============================================================================

//==============================================================================
// Name: Simon Dudley.
// Role: Distraught man seeking help.
// Background: Simon Dudley is a desperate man. Unlike others in Cold Water,
// he is not in debt. Instead, his sister Adele has been kidnapped by one of
// Guldo's men.
//
// His role in this mission is to give the player a sub-quest to rescue his
// sister.
//==============================================================================

name_CORE_m17_Simon = {Simon Dudley}

//==============================================================================
// Situation A00: Simon will explain his situation if the player talks to him.
// He pleads with them to help him and proceeds to show them the way. The
// locked door suddenly becomes unlocked. After this text, Simon will not
// have any dialogue until he arrives at the door, switching to situation A02
//------------------------------------------------------------------------------
M17_Simon_A00_W = {TY DUPKU!... Zaraz, ty naprawd jeste z bractwa!\n\n

Jaki typ podawa si za kogo z waszego zakonu i porwa moj siostr, Adel! Chciaem j uwolni, ale co mog zrobi facetowi w pancerzu wspomaganym? Musisz mi pomc! Widziaem, jak na ni patrzy! Nie mamy czasu!\n\n

Poka wam, gdzie ona jest. Chodcie za mn!}
//==============================================================================


//==============================================================================
// Situation A01: Simon will say this immediately after situation A00. It is
// a line to let the player know that he or she should follow him.
//------------------------------------------------------------------------------
M17_Simon_A01 = {Chodcie za mn. Tdy!}
//==============================================================================


//==============================================================================
// Situation Z00 Simon will beg the player to save Adele once he is at the
// door, if the player speaks to him before saving his sister.
//------------------------------------------------------------------------------
M17_Simon_Z00 = {To te drzwi. Prosz, uratujcie j zanim...}
M17_Simon_Z01 = {Nie mamy za wiele czasu... prosz pospiesz si!}
M17_Simon_Z02 = {Dobra, na trzy! Raz, dwa... trz... wic?}
M17_Simon_Z03 = {Ten go powiedzia te, e jestecie pipy! Tego chyba nie zniesiecie, co?}
//==============================================================================


//==============================================================================
// Situation B: Simon has some random pleas that he makes before the player
// speaks with him.
//------------------------------------------------------------------------------
M17_Simon_B00 = {Dlaczego nikt mnie nie sucha?}
M17_Simon_B01 = {Niech kto mi pomoe.}
M17_Simon_B02 = {Czy kto mi moe pomc?}
M17_Simon_B03 = {Prosz, kto porwa moj siostr!}

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


//==============================================================================
// Situation C00: If the characters kill the ruffian and save his sister,
// Simon will be most grateful. He will initiate conversation and say the
// following lines. The first sentence is addressed to the player, the rest
// is addressed to Adele. If possible, he will be crying and hugging his
// sister as he says these lines.
//
// After he says this, he and Adele will leave the map.
// Ed, he needs to give the player something (skill mag?)
//------------------------------------------------------------------------------
M17_Simon_C00_W = {Dzikuj za uratowanie mojej siostrzyczki. Mam nadziej, e pomczylicie troch tego drania, ktry j porwa i wykorzysta. ycie na pustkowiach jest wystarczajco cikie bez takich szumowin. Chciabym, ebycie wzili to jako zapat. To wszystko, co mamy. Nie przyjm odmowy.}
//==============================================================================


//==============================================================================
// Situation D00: If the characters end the encounter with Adele killed,
// Simon will be most upset. He will initiate the following lines after Adele
// is killed. The first two sentences are addressed to the player, the others
// are addressed to Adele and himself.
//
// After he says this, he will leave the map.
//------------------------------------------------------------------------------
M17_Simon_D00_W = {Jak to nie yje? To niemoliwe... ona miaa tylko dwadziecia lat... och, Adelo!\n\n

Co? (pociga nosem) Oczywicie, e ci wierz. Ale czemu on j zabi? Czemu? Ja... musz zosta sam.}
//==============================================================================

//==============================================================================
// Name: Adele Dudley.
// Role: Rape victim, sister of Simon Dudley.
// Background: Adele was kidnapped by Jeff Dougal, a member of Guldo's gang.
// She is being raped by Jeff just as the player opens the door to the room
// where Jeff has her pinned to the floor.
//
// Note: I have cut out all explicit references to actual rape. The player
// can work it out for himself or herself.
//==============================================================================

name_CORE_m17_Adele = {Adele Dudley}

//==============================================================================
// Situation A: Once the scene is initiated, Adele will scream and struggle as
// hard as she can against Jeff.
//------------------------------------------------------------------------------
M17_Adele_A00 = {Nie! Prosz!}
M17_Adele_A01 = {Pomocy! Simon! Ratuj!!!}
M17_Adele_A02 = {Prosz...}
M17_Adele_A03 = {Nie rb mi krzywdy.}

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

//==============================================================================
// Situation B: Once Jeff is dead, Adele will float this text by herself or when clicked on.
//------------------------------------------------------------------------------
M17_Adele_B00 = {*szloch*}
M17_Adele_B01 = {*pociga nosem*}
M17_Adele_B02 = {Ciesz si, e spotkaa go straszna mier!}
M17_Adele_B03 = {I tak mia raka.}

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

//==============================================================================
// Name: Jeff Dougal.
// Role: The rapist.
// Background: Jeff Dougal is your typical wasteland thug. He is a member of
// Guldo's gang and he is doing what the bad guys do that make them bad guys.
//==============================================================================

name_CORE_m17_Jeff = {Jeff Dougal}

//==============================================================================
// Situation A: Once the scene is initiated, Jeff will be saying some nasty
// sayings.
//------------------------------------------------------------------------------
M17_Jeff_A00 = {Jeszcze raz mnie ugryziesz, to ci oddam!}
M17_Jeff_A01 = {Zamknij si!}
M17_Jeff_A02 = {I gdzie jest teraz twj brat?}

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

//==============================================================================
// Situation B: Once Jeff sees the player he will call out some more nasty
// lines.
//------------------------------------------------------------------------------
M17_Jeff_B00 = {Kim jeste?}
M17_Jeff_B01 = {Ona jest moja.}
M17_Jeff_B02 = {Znajd sobie inn dziewczyn.}
M17_Jeff_B03 = {Pierwszy j zobaczyem.}

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

//==============================================================================
// Name: Ma Baker
// Role: Tough adventuress.
// Background: Ma Baker is a tough, scarred female adventuress. She is
// rough-looking and tough-talking.
//
// Ma has had some experience with the robots. Her role here is just to let
// the player feel that the robots are starting to make their presence known
// everywhere.
//==============================================================================

name_CORE_m17_MaBaker = {Ma Baker}

//==============================================================================
// Situation A00: If the player talks to Ma Baker, she will tell them about
// her encounters with the robots.
//------------------------------------------------------------------------------
M17_Ma_A00_W = {Czowieku, widziaam na pustkowiach rzeczy, ktre nie niy ci si w najgorszych koszmarach! Jakby same Szpony mierci i Mutanci nie wystarczali! Tam s jakie pieprzone maszyny, ktre zabijaj wszystko, co si rusza.\n\n

Lubi was, wic zdradz wam may sekret... najlepiej wecie ze sob jakiego ghula albo mutanta, bo roboty podobno zabijaj ich w pierwszej kolejnoci. Bdziecie mieli wiksze szanse.}
//==============================================================================

//==============================================================================
// Situation B: Ma Baker's random and vulgar lines.
//------------------------------------------------------------------------------
M17_Ma_B00 = {Te roboty z pewnoci nie lubi mutacji!}
M17_Ma_B01 = {Jeli zauwaysz robota... UCIEKAJ!}
M17_Ma_B02 = {Widziaem raz jak jeden rozdar Szpona mierci!}
M17_Ma_B03 = {Te roboty s nie do zatrzymania!}
M17_Ma_B04 = {Te roboty s na caym pustkowiu!}
//==============================================================================

//==============================================================================
// Name: Jacob Young.
// Role: Ghoul with attitude.
// Background: Jacob is just one of the residents of Cold Water who has an
// opinion on everything. He is plain drunk.
//==============================================================================

name_CORE_m17_Jacob = {Mody Jacob}

//==============================================================================
// Situation A: If the player speaks with Jacob, he'll give one of his random
// chat lines. He is a very minor character.
//------------------------------------------------------------------------------
M17_Jacob_A00 = {Kto nala mi na buta?}
M17_Jacob_A01 = {Czy w tej popielniczce jest piwo?}
M17_Jacob_A02 = {Ej, kole! Jak wyglda tamta dziewczyna? To skaa? Niewane.}
M17_Jacob_A03 = {Zaraz si porzygam! (pauza) Mao brakowao!}
//==============================================================================



// I'VE CHANGED THE LAST NAME OF THE GUYS ABOVE AND BELOW. THEY'RE FOR AN OBSCURE //REFERENCE, AIGHT?
//Whatever. DL


//==============================================================================
// Name: Brad Stadtler.
// Role: A Jacob Wannabe.
// Background: Brad is Jacob's side-kick. He is also extremely drunk.
//==============================================================================

name_CORE_m17_Brad = {Brad Stadtler}

//==============================================================================
// Situation A: If the player speaks with Brad, he'll give one of his random
// chat lines. He is a very minor character.
//------------------------------------------------------------------------------
M17_Brad_A00 = {Do mnie mwisz?}
M17_Brad_A01 = {Co to byo? Nie ussysszaem. *hik*}
M17_Brad_A02 = {Moessz powtrzy?}
M17_Brad_A03 = {H?}
M17_Brad_A04 = {Hy?}
M17_Brad_A05 = {Uuu.}
//==============================================================================

//==============================================================================
// Name: Father Donald.
// Role: A preacher in the little chapel.
// Background: Father Donald is a drunk who is trying to give a sermon on the
// evils of gambling. He isn't doing a very good job.
//==============================================================================

name_CORE_m17_Father = {Ojciec Donald}

//==============================================================================
// Situation A: Father Donald has no random lines, instead he has special
// lines that cycle through from start to finish and back to start again.
// He speaks slowly, leaving around five seconds between his lines.
//------------------------------------------------------------------------------
M17_Donald_A00 = {Ach tak, hazard powiedzia Pan.}
M17_Donald_A01 = {I *hik* diabe pokae hazardzist.}
M17_Donald_A02 = {Grzeszny hazardzista... *hik*}
M17_Donald_A03 = {...przegrywa swe dziedzictwo.}
M17_Donald_A04 = {Tak!}
M17_Donald_A05 = {O czym to ja mwiem?}
M17_Donald_A06 = {Strzecie si diaba drzemicego w ruletce!}
M17_Donald_A07 = {Czy Pan te grywa? Kto wie?}
M17_Donald_A08 = {Zao si, e byby piekielnie dobrym graczem.}
M17_Donald_A09 = {Gdyby tylko pozwoli mi wygra raz na jaki czas.}
M17_Donald_A10 = {*hik*}
M17_Donald_A11 = {Uch. O czym to ja mwiem?}
//==============================================================================


//==============================================================================
// Situation B: If the player enters the secret area under the altar, Father
// Donald will call out his line to indicate that the player shouldn't be
// there. That is, he saw something.
//------------------------------------------------------------------------------
M17_Donald_B00 = {Wydawao mi si, e tam kogo widziaem. Bg obserwuje!}
//==============================================================================

//==============================================================================
// Name: Rainman.
// Role: A quiet gambler who seems to know how to win.
// Background: Rainman is a 'special' person who seems to be winning at the
// games tables.
//
// He won't say much to the player, but he has some amusing random lines.
//==============================================================================

name_CORE_m17_Rainman = {Rainman}

//==============================================================================
// Situation A: If the player talks to Rainman, he'll mutter gibberish.
//------------------------------------------------------------------------------
M17_Rainman_A00 = {H?}
M17_Rainman_A01 = {Chc i do domu.}
M17_Rainman_A02 = {Uch-och. *pierdnicie*}
M17_Rainman_A03 = {Powiedzielicie, ebym przeczyta ksik telefoniczn.}
M17_Rainman_A04 = {Chc i do domu.}
M17_Rainman_A05 = {Taa.}
//==============================================================================


//==============================================================================
// Situation B: Rainman's random gibberish.
//------------------------------------------------------------------------------
M17_Rainman_B00 = {Trjka. Na pewno trjka. Tak.}
M17_Rainman_B01 = {Tak. Chc ju odej od stou.}
M17_Rainman_B02 = {Tak. Na pewno wygram.}
M17_Rainman_B03 = {Uch-och. *pierdnicie* Uch-och. *pierdnicie*}
M17_Rainman_B04 = {Na pewno szstka. Taa.}
M17_Rainman_B05 = {Taa.}
//==============================================================================

//==============================================================================
// Casino Losers:
// These guys are the players who are hanging around the casino. They only
// have random speech. If the player tries to talk to them, they'll have just
// a line or two telling them to bugger off. There are six variations for the
// losers.
//==============================================================================

name_CORE_m17_Gambler = {Gracz}

// NOTE: THIS IS JUST IN CASE I WANT TO SEPCIFICALLY LABEL SOME PATRONS AS "GAMBLERS"

//==============================================================================
// Situation A: If the player talks to a loser, he'll tell the player to piss
// off.
//------------------------------------------------------------------------------
M17_Loser01_A00 = {Och, cze! Bd mia gorza i fajki!}
M17_Loser01_A01 = {O raju! Ochrona z Bractwa! Sta ich na to?}
M17_Loser01_A02 = {Poprosz o koktajl z geko.}

M17_Loser02_A00 = {Pniej nakopi temu pierdolonemu dealerowi!}
M17_Loser02_A01 = {Banda pierdolonych oszustw!}
M17_Loser02_A02 = {Przegraem wszystkie etony!}

M17_Loser03_A00 = {Gdzie s laski?}
M17_Loser03_A01 = {Udao ci si kogo poderwa na ten pancerz?}
M17_Loser03_A02 = {Zao si, e wy z Bractwa zaliczacie wszystkie dupy!}

M17_Loser04_A00 = {(szepce) To miejsce chyba nie jest kontrolowane.}
M17_Loser04_A01 = {Uwaaj. Te koci s podrobione.}
M17_Loser04_A02 = {Patrz, ten kole oszukuje!}

M17_Loser05_A00 = {Jak bardzo cuchnie twj pancerz?}
M17_Loser05_A01 = {Wielka spluwa... may kutas!}
M17_Loser05_A02 = {Masz pod tym pancerzem jak fikun bielizn?}

M17_Loser06_A00 = {Co si stanie jak pierdniesz w Pancerzu Wspomaganym?}
M17_Loser06_A01 = {Co si stanie jak ci zacznie co swdzi?}
M17_Loser06_A02 = {Ten pancerz pewnie ci obciera, co?}
//==============================================================================

//==============================================================================
// Situation B: If left to their own devices, the random lines will help
// distinguish one loser from another.
//------------------------------------------------------------------------------
M17_Loser01_B00 = {Mylisz, e ta dziewczyna to prostytutka?}
M17_Loser01_B01 = {Popatrz na jej ubranie! To dziwka!}
M17_Loser01_B02 = {Zao si, e ona tu pracuje!}

M17_Loser02_B00 = {Czuj, e wygram!}
M17_Loser02_B01 = {Jestem spukany!}
M17_Loser02_B02 = {Czas i do domu!}

M17_Loser03_B00 = {Wygraem!}
M17_Loser03_B01 = {Syszaem plotki o gigantycznych robotach.}
M17_Loser03_B02 = {Cholera!}

M17_Loser04_B00 = {Gwno!}
M17_Loser04_B01 = {Przegraem w karty moja dup!}
M17_Loser04_B02 = {O NIE!!!}

M17_Loser05_B00 = {Nie mam za co wyywi dzieciakw.}
M17_Loser05_B01 = {Co ja im powiem?}
M17_Loser05_B02 = {Wygraem! W kocu.}

M17_Loser06_B00 = {*hik*}
M17_Loser06_B01 = {Czy podczas gry drinki s za darmo?}
M17_Loser06_B02 = {Musz tylko wyj z kryzysu!}

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


//==============================================================================
// Situation C: "Roach-Race Spectators"
//
// These are a special case of Casino Loser. They have the same speech as
// situation A but have different random lines. There are six varieties of
// spectators. Floats by itself and when clicked on. DL
//------------------------------------------------------------------------------
M17_Loser01_C00 = {Pogocie tego pierdolonego karalucha!}
M17_Loser01_C01 = {Dalej!}
M17_Loser01_C02 = {Ostatnie okrenie! Szybciej!}

M17_Loser02_C00 = {Uups! Eee. Rozdeptaem jednego.}
M17_Loser02_C01 = {Wygrywam!}
M17_Loser02_C02 = {Dalej!}

M17_Loser03_C00 = {Ndzny robak!}
M17_Loser03_C01 = {Ty to nazywasz biegiem!}
M17_Loser03_C02 = {Uywaj wszystkich ng!}

M17_Loser04_C00 = {Biegnij karaluchu!}
M17_Loser04_C01 = {No dalej, jeszcze troch.}
M17_Loser04_C02 = {Szybciej! Szybciej!}

M17_Loser05_C00 = {O kurwa! Przesta biec!}
M17_Loser05_C01 = {Ten robal to moja ostatnia nadzieja!}
M17_Loser05_C02 = {Wycignij je! Biegnij!}

M17_Loser06_C00 = {No i koniec. Znowu wtopiem.}
M17_Loser06_C01 = {Straciem wszystko!!!}
M17_Loser06_C02 = {CHOLERA!!!}

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

//==============================================================================
// Resident of Cold Water:
// These are the normal people of Cold Water. They come in two groups: For and
// against the Brotherhood. Each come in six varieties.
//==============================================================================

//Dan - These all need to be three responses
//==============================================================================
// Situation A: Residents who like the BOS. This is what they may say if
// spoken to.
//------------------------------------------------------------------------------
M17_Resident01_A00 = {Taa, znam was ludziska.}
M17_Resident01_A01 = {Syszaem, e w Bramin Wood odwalilicie kawa dobrej roboty.}
M17_Resident01_A02 = {Wy chopaki czujecie rytm.}

M17_Resident02_A00 = {Znam Bractwo.}
M17_Resident02_A01 = {O raju! Idealna sylwetka!}
M17_Resident02_A02 = {Jak si zaatwiasz w pancerzu wspomaganym?}

M17_Resident03_A00 = {Moesz zabi Guldo!}
M17_Resident03_A01 = {Dobrze mie w pobliu przedstawicieli prawa.}
M17_Resident03_A02 = {Zodziejskie winie.}

M17_Resident04_A00 = {Guldo ma tutaj gang.}
M17_Resident04_A01 = {Gang Guldo przej miasto.}
M17_Resident04_A02 = {Guldo to, Gudlo tamto, cigle o nim sysz!}

M17_Resident05_A00 = {Szkoda, e nie mog wstpi do Bractwa.}
M17_Resident05_A01 = {Nie mam do siy, by wstpi do Bractwa.}
M17_Resident05_A02 = {O raju, onierze Bractwa to moi bohaterowie.}

M17_Resident06_A00 = {May wypoczynek, co?}
M17_Resident06_A01 = {Wygldacie troch strasznie!}
M17_Resident06_A02 = {Chopaki, wolno wam uprawia hazard?}

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


//==============================================================================
// Situation B: Residents who like the BOS. This is what they may randomly.
//------------------------------------------------------------------------------
M17_Resident01_B00 = {Uu. Bractwo tu jest.}
M17_Resident01_B01 = {Jak mylisz, bdzie walka?}
M17_Resident01_B02 = {Zatuk ich na mier!}

M17_Resident02_B00 = {Patrz!}
M17_Resident02_B01 = {Syszaem o tych kolesiach.}
M17_Resident02_B02 = {Fajne spodnie!}

M17_Resident03_B00 = {Jasna cholera! Mamy wojn?}
M17_Resident03_B01 = {Wyglda na to, e gang Guldo ma kopoty.}
M17_Resident03_B02 = {Guldo bdzie musia przekn to gwno!}

M17_Resident04_B00 = {Czas na ostateczn rozgrywk! Chopaki Guldo kontra Bractwo!}
M17_Resident04_B01 = {Zaraz bdzie tu nieze gwno!}
M17_Resident04_B02 = {Czas schowa kruche przedmioty.}

M17_Resident05_B00 = {Nie patrzcie na nich!}
M17_Resident05_B01 = {Niech to, ju pita!}
M17_Resident05_B02 = {Trzeba si schowa, a si skoczy.}

M17_Resident06_B00 = {Zamierzacie zdj chopakw Guldo?}
M17_Resident06_B01 = {O raju. To jaka ostateczna rozgrywka.}
M17_Resident06_B02 = {Dobrzy jestecie! Ale Guldo jest naprawd pody!}

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


//==============================================================================
// Situation C: Residents who dislike the BOS. This is what they may say if
// spoken to.
//------------------------------------------------------------------------------
M17_Resident01_C00 = {Cholera. Bractwo.}
M17_Resident01_C01 = {Mj brat jest w ich obozie pracy!}
M17_Resident01_C02 = {Ilu rekrutw zabijacie w cigu roku?}

M17_Resident02_C00 = {Nienawidz Bractwa.}
M17_Resident02_C01 = {Nienawidz podych ludzi!}
M17_Resident02_C02 = {Do domu faszyci!}

M17_Resident03_C00 = {To nie moja sprawa.}
M17_Resident03_C01 = {Zadufane w sobie palanty.}
M17_Resident03_C02 = {Bez broni jestecie niczym!}

M17_Resident04_C00 = {Suchajcie, radzimy sobie wietnie bez waszego cuchncego Prawa.}
M17_Resident04_C01 = {Wy chciwe bydlta, to miasto te chcecie mie?}
M17_Resident04_C02 = {Pierdolcie si! ...eee... ja tego nie powiedziaem.}

M17_Resident05_C00 = {Wszystkie problemy rozwizujecie przy uyciu siy?}
M17_Resident05_C01 = {Bez nich na Pustkowiu byoby bezpieczniej!}
M17_Resident05_C02 = {Wojna zawsze prowadzi do wojny.}

M17_Resident06_C00 = {Jestecie tylko band miniakw.}
M17_Resident06_C01 = {Jestecie tacy samo jak Guildo.}
M17_Resident06_C02 = {Odlatujecie na tym gwnie?}
//==============================================================================


//==============================================================================
// Situation D: Residents who dislike the BOS. This is what they may randomly.
//------------------------------------------------------------------------------
M17_Resident01_D00 = {Cudownie. Bractwo. Co za okolica.}
M17_Resident01_D01 = {Zachowujcie si jakby ich tu nie byo.}
M17_Resident01_D02 = {Robi w portki za kadym razem jak widz jednego z nich.}

M17_Resident02_D00 = {Wynomy si std!}
M17_Resident02_D01 = {Tylko nie nastpny onierz Bractwa.}
M17_Resident02_D02 = {Co tak mierdzi?}

M17_Resident03_D00 = {Do domu... "onierze"!}
M17_Resident03_D01 = {Witajcie... mordercy!}
M17_Resident03_D02 = {Chcecie naszych dzieci?}

M17_Resident04_D00 = {Cudownie. Najpierw gang Guldo, a teraz oni.}
M17_Resident04_D01 = {Wyglda na to, e to miasto pjdzie w diaby.}
M17_Resident04_D02 = {Tej bitwy nie przeyj nawet karaluchy!}

M17_Resident05_D00 = {Zamierzacie zniszczy to miasto, prawda?}
M17_Resident05_D01 = {Przeklete Bractwo.}
M17_Resident05_D02 = {Cholera! Oni szukaj zaczepki!}

M17_Resident06_D00 = {Sam nie bd z nimi walczy.}
M17_Resident06_D01 = {Przestacie nachodzi zwykych ludzi...}
M17_Resident06_D02 = {Chc tylko y w spokoju.}

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

//==============================================================================
// Guldo's Gang is known as the Red Stingers or Stingers for short. There are
// two groups, Thieves and Thieves with Power Armor. Both have slightly
// different things that they say. The situations are similar though. One for
// random lines before they see the player, one for when they see the player.
//
// There are four flavours of the gang.
//==============================================================================

name_CORE_m17_Ganger = {Gangster}

//==============================================================================
// Situation A: Random lines for thieves without power armor before they see
// the player.
//------------------------------------------------------------------------------
M17_Thief01_A00 = {Haha. Wygraem.}
M17_Thief01_A01 = {Bijmy si!}
M17_Thief01_A01 = {Teraz jestem zwyciskim graczem!}

M17_Thief02_A00 = {Wanie skopaem nastpnego dzieciaka.}
M17_Thief02_A01 = {Heh, widziae twarz tej dziewczyny, gdy ju z ni skoczyem?}
M17_Thief02_A01 = {Co zrobisz ze swoj czci upu?}

M17_Thief03_A00 = {Masz Dopalacz?}
M17_Thief03_A01 = {Dabym si pokroi za Dopalacz!}
M17_Thief03_A01 = {Porzygam si jak nie dostan mojej dziaki.}

M17_Thief04_A00 = {Mylisz, e nas znajd?}
M17_Thief04_A01 = {Te tak uwaam.}
M17_Thief04_A01 = {Chciaem rbn czog.}

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


//==============================================================================
// Situation B: Random lines for thieves without power armor the moment they
// see the player.
//------------------------------------------------------------------------------
M17_Thief01_B00 = {Ups. onierze!}
M17_Thief01_B01 = {O cholera! onierze!}
M17_Thief01_B02 = {onierze!}


M17_Thief02_B00 = {O Boe, znaleli nas!}
M17_Thief02_B01 = {Cholera! Znaleli nas.}
M17_Thief02_B02 = {Niech to szlag! Znaleli nas.}


M17_Thief03_B00 = {Wezwijcie przez radio pomoc!}
M17_Thief03_B01 = {Znaleli nas onierze! Przylijcie pomoc!}
M17_Thief03_B02 = {Szybko! S tu onierze.}


M17_Thief04_B00 = {Och nie, nie.}
M17_Thief04_B01 = {O mj Boe. Jak oni nas tu znaleli?}
M17_Thief04_B02 = {Cholera. Jestem ju martwy.}

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


//==============================================================================
// Situation C: Random lines for thieves with power armor before they see
// the player.
//------------------------------------------------------------------------------
M17_Thief01_C00 = {Lepiej si przygotujcie na tych "onierzy".}
M17_Thief01_C01 = {Wiem, e wkrtce na nas spadn.}
M17_Thief01_C02 = {Przyjd po nas. Na pewno.}


M17_Thief02_C00 = {Kocham ten pancerz wspomagany.}
M17_Thief02_C01 = {Zrobilimy z tych "onierzy" gupcw.}
M17_Thief02_C02 = {Hej, ten pancerz wspomagany jest wietny.}


M17_Thief03_C00 = {Prosty rabunek.}
M17_Thief03_C01 = {atwowierne gupki.}
M17_Thief03_C02 = {Nie wiedziaem, e w Bractwie s tacy gupole.}


M17_Thief04_C00 = {Osobicie pozabijam tych "onierzy".}
M17_Thief04_C01 = {Mam jaki sygna na wykrywaczu.}
M17_Thief04_C02 = {Ej, chopaki. Chyba mamy towarzystwo.}

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


//==============================================================================
// Situation D: Random lines for thieves with power armor the moment they
// see the player.
//------------------------------------------------------------------------------
M17_Thief01_D00 = {Patrzcie, przyszy nowe pancerze!}
M17_Thief01_D01 = {Nie powstrzymacie mnie, gdy mam to na sobie!}
M17_Thief01_D02 = {Teraz ja te jestem z Bractwa!}


M17_Thief02_D00 = {Chcecie dosta swoje pancerze wspomagane?}
M17_Thief02_D01 = {Przykro mi, ale wietnie na mnie ley!}
M17_Thief02_D02 = {Czy wygldam jakbym mia zamiar ucieka?}


M17_Thief03_D00 = {Znaleli nas! Ale jak?}
M17_Thief03_D01 = {Jak oni nas znaleli?}
M17_Thief03_D02 = {Cholera, znaleli nas.}


M17_Thief04_D00 = {Zmusili mnie, bym to zaoy!}
M17_Thief04_D01 = {Cholera! Koniec gry.}
M17_Thief04_D02 = {Jestemy doroli... porozmawiajmy.}

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




//==============================================================================
// Name: Guldo Sciavo.
// Role: Leader of the Thieves.
// Background: Guldo is the leader of the Red Stingers. He organized a group
// from Quincy, poisoned the BOS guards and stole their equipment. He is a
// greasy-looking man with well-toned muscles and a mean streak.
//
// Guldo is currently planning how he should rule the town.
//==============================================================================

name_CORE_m17_Guldo = {Guldo Sciavo}

//==============================================================================
// Situation A: If Guldo hasn't seen the player, he will be happily planning
// his rule over the town.
//------------------------------------------------------------------------------
M17_Guldo_A00 = {Mama mi powiedziaa, "Ty wstrtny zodzieju".}
M17_Guldo_A01 = {Trucizna zadziaaa.}
M17_Guldo_A02 = {Nikomu nic si nie stao.}
M17_Guldo_A03 = {Zbrodnia doskonaa!}

//==============================================================================
// let's not have any references to other games' towns. The Rocky Mountains are
// supposed to isolate this area from the west.

//==============================================================================
// Situation B00: Guldo will call out the following lines if he sees the
// player.
//------------------------------------------------------------------------------
M17_Guldo_B00_W = {To wcale nie tak, e nie jestem wam wdziczny za ratunek przed Wadcami Zwierzt. To wcale nie tak.\n\n

Dostrzegem okazj i z niej skorzystaem. Nie zamierzam przez cae ycie by biednym, pieprzonym wieniakiem!\n\n

Wy, w Bractwie macie wszystko podane na srebrnej tacy. Przychodzicie i zabieracie ciko harujcym ludziom ich dorobek!\n\n

Jeli si zastanowicie, to dojdziecie do wniosku, e jestem w Bractwie, tak samo jak wy!\n\n

Pokacie na co was sta! No dalej!}
//==============================================================================

