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

B02_MiniMap_01 = {Sala odpraw - Porozmawiaj z Generaem, aby otrzyma instruktae do misji.}
B02_MiniMap_02 = {Magazyn - U Kwatermistrza moesz handlowa wyposaeniem i zapasami.}
B02_MiniMap_03 = {Pomieszczenia rekrutw - Porozmawiaj z Zarzdc Kadr, by doda lub usun kogo z oddziau.}
B02_MiniMap_04 = {Szpital - U Oficera Medycznego mona otrzyma lekarstwa.}
B02_MiniMap_05 = {Park maszyn - W parku maszyn masz dostp do pojazdw, ktre udao ci si zdoby na pustkowiach.}
B02_MiniMap_06 = {Wyjcie - Przejd tutaj ca druyn, aby wyj z bunkra i kontynuowa kampani.}

//==============================================================================
//==============================================================================
// Speech File for Bunker 02
//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: Scribe Caligari
// Role: Quarter-Master of the Second Initiates.
// Background: Caligari is a thin, wiry man in his late thirties. He has dark
// hair, and shifty eyes. He dresses in the traditional robes of the scribes.
// He doles out equipment that the player might need or want.
//
// Location: Equipment Room
// Appears: End 03
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A00: Caligari 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.
//------------------------------------------------------------------------------
B02_Caligari_A00_W = {Spocznij, onierzu.\n\n

Nazywam si Caligari i jestem Kwatermistrzem tego regionu. Nie musisz sta na baczno, jak ze mn rozmawiasz, bo tutaj stopie nie ma wielkiego znaczenia.\n\n

Regulamin jednak obowizuje, wic jeli chcesz co z MOJEGO sprztu, to musisz postpowa zgodnie z procedur.}
//==============================================================================


//==============================================================================
// Situation A01: If the player has already met Octavius, (Why does it make a //difference? It's a different person. DL) he will use a
// very short line to initiate the Quarter-Master equipment selection screen.
//------------------------------------------------------------------------------
B02_Caligari_A01 = {Moemy przej do interesw?}
//==============================================================================


//==============================================================================
// Situation B: Caligari has some random lines of his own.
//------------------------------------------------------------------------------
B02_Caligari_B00 = {Dlaczego ten hem tak mierdzi?}
B02_Caligari_B01 = {...lepiej zamw wicej przeciwpancernych.}
B02_Caligari_B02 = {Gdzie s moje rozpruwacze?}
B02_Caligari_B03 = {Musz to jeszcze raz policzy.}
B02_Caligari_B04 = {Nie zgadza si.}
B02_Caligari_B05 = {Hmm.}
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Peck.
// Role: Mechanic.
// Background: Peck is one of the five mechanics working in the bunkers. Peck
// is a dark-haired man who has a face that can charm the ladies.
//
// Location: Vehicle Depot
// Appears: End 03
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A00: Peck has his initial greeting. After this, he will
// switch to one of the random lines in Situation B.
//------------------------------------------------------------------------------
B02_Peck_A00 = {Jestem mechanikiem, nazywam si Peck, do usug. W czym mog pomc?}
//==============================================================================


//==============================================================================
// Situation B: Peck's random greetings after the initial greeting. These
// lines are selected at random everytime the player needs to talk to the
// mechanic.
//------------------------------------------------------------------------------
B02_Peck_B00 = {Mam pomaga wam, onierzom.}
B02_Peck_B01 = {Co mog zrobi, by uatwi ci ycie?}
B02_Peck_B02 = {Ta praca wyciga ze mnie wszystko co najlepsze.}
B02_Peck_B03 = {Zawsze z umiechem na ustach i gotw, by pomaga.}
B02_Peck_B04 = {Co mog dla ciebie zrobi?}
B02_Peck_B05 = {Potrzebujesz pomocy?}
//==============================================================================


//==============================================================================
// Situation C: Peck's random lines. He is mostly concerned with his work.
//------------------------------------------------------------------------------
B02_Peck_C00 = {Skrzynia biegw jest w strzpach.}
B02_Peck_C01 = {Powiedziaem im, eby zmyli krew. Cholera!.}
B02_Peck_C02 = {Tutaj problemem jest zuycie i uszkodzenia.}
B02_Peck_C03 = {Kto jecha tym ostatni?}
B02_Peck_C04 = {To bdzie kosztowa.}
B02_Peck_C05 = {Tss. Tss. Tss.}
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Scribe Celsius
// Role: Medical Officer in the Brotherhood.
// Background: Celsius is simply the medic inside the bunker. The player can
// visit him whenever healing is needed. He will be busy tending to the wounds
// of the injured soldiers.
//
// Celsius is dressed in robes, he is considered one of the Elders. He is a
// master surgeon and a scholar. Celsius has a deep voice and a confident air
// about him. He never betrays any hint that he is uncertain of his skills.
//
// I would picture him as having white, graying hair. He might even look a
// little like the Diablo II Necromancer.
//
// Celsius will follow the player from bunker to bunker until Bunker 03.
// Once the player has moved to Bunker 03, the other replacement medic,
// Jeffrey, takes over.
//
// Location: Infirmary
// Appears: End 03
// Removed: End 07
//==============================================================================


//==============================================================================
// Situation A00: Celsius' introduction. Celsius will introduce himself the
// first time the player talks to him. He 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 Celsius
// to heal the player's party completely.
//
// This is used only if Celsius has not previously spoken to the player.
//------------------------------------------------------------------------------
B02_Celsius_A00_W = {Witaj, onierzu. Jestem Celsjusz, lekarz i skryba.\n\n

Zawsze kiedy bdziesz potrzebowa pomocy medycznej, moesz wrci do bunkra. Bd ci pomaga tak dugo, jak bd mia potrzebne rodki. Od czasu do czasu mona te u mnie znale polowe zestawy pierwszej pomocy.}
//==============================================================================


//==============================================================================
// Situation A01: Celsius' second introduction. Celsius will explain that
// he has been assigned as the doctor. After talking, the player has
// a chance to either barter for medicine, or exit the conversation. Either
// way may allow Celsius to heal the player's party completely.
//------------------------------------------------------------------------------
B02_Celsius_A01_W = {Znowu si spotykamy, onierzu.\n\n

Genera Barnaky przydzieli mnie na pierwsz lini. Wyruszam, tak jak i wy. Timothy, mj asystent, zajmie si sprawami w starym bunkrze... mam nadziej, e sobie poradzi.}
//==============================================================================


//==============================================================================
// Situation A02: Celsius' repeats. On subsequenty revisits, Celsius will
// come straight to the point.
//------------------------------------------------------------------------------
B02_Celsius_A02 = {Pozwl mi zbada twe rany.}
//==============================================================================


//==============================================================================
// Situation B: Celsius' random lines. These assume he has one or two patients
// in the infirmary.
//------------------------------------------------------------------------------
B02_Celsius_B00 = {Hmm. Twoja rana mierdzi zgnilizn.}
B02_Celsius_B01 = {To bdzie bolao. Zap si czego..}
B02_Celsius_B02 = {Zaaplikowaem ci 50 ml morfiny.}
B02_Celsius_B03 = {Nie, nie masz przepukliny.}
B02_Celsius_B04 = {Tracimy go!}
B02_Celsius_B05 = {Mam nadziej, e lubisz Nuka-Galaretk.}
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Scribe Jeffrey
// Role: Replacement Healer.
// Background: Jeffrey is Celsius' student. He will take over from Celsius
// once Celsius has moved on. Jeffrey isn't quite as skilled as Celsius which
// is incentive for the player to stick to the current stage.
//
// Location: Infirmary
// Appears: End 07
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A00: Jeffrey has no text. He quietly tends to the character's
// wounds. Jeffrey isn't as experienced as Celsius and he shouldn't sell any
// medical supplies. He might not be able to heal to maximum health or he
// might not be able to help remove radiation contamination.
//------------------------------------------------------------------------------
B02_Jeffrey_A00 = {Niech no na ciebie spojrz.}
//==============================================================================


//==============================================================================
// Situation B: Jeffrey's random text.
//------------------------------------------------------------------------------
B02_Jeffrey_B00 = {Hmm. Nie jestem co do tego pewien.}
B02_Jeffrey_B01 = {Nigdy jeszcze czego takiego nie widziaem.}
B02_Jeffrey_B02 = {Czy to boli, kiedy wtykam tam palec?}
B02_Jeffrey_B03 = {O rany! Fuj! To chore, Chyba zwymiotuj.}
B02_Jeffrey_B04 = {Jestem farmerem, a nie lekarzem, niech to szlag!}
B02_Jeffrey_B05 = {Przepraszam. Trudno mi szy z flakami tamtego gocia na rkach.}
//==============================================================================
//******************************************************************************

//******************************************************************************
// 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 03.
//
// Location: Equipment Room
// Appears: End 03
// Removed: End 09
//==============================================================================


//==============================================================================
// 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.
//------------------------------------------------------------------------------
B02_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 already met Kerr, he will use a
// very short line to initiate barter screen.
//------------------------------------------------------------------------------
B02_Kerr_A01 = {Moje dziecko, chcesz moe kupi jeden z moich wspaniaych towarw?}
//==============================================================================


//==============================================================================
// Situation B: Kerr has some random lines of his own.
//------------------------------------------------------------------------------
B02_Kerr_B00 = {Handluj ju od czterdziestu lat.}
B02_Kerr_B01 = {Nie, nie daj na kredyt.}
B02_Kerr_B02 = {Mam dokadnie to, czego potrzebujesz.}
B02_Kerr_B03 = {Zastanawiam si, gdzie to zdobyem...}
B02_Kerr_B04 = {Widziae kiedy co takiego?}
B02_Kerr_B05 = {Interesy id sabo.}
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Bradley.
// Role: Ghoul from Quincy who wants to join the Brotherhood.
// Background: Bradley is one of the ghouls who watched the player's squad in
// action in Quincy. As such, he and his friend, Patches, want to enlist in
// the Brotherhood.
//
// As with the tribal hopefuls, Bradley only turns up after mission 06 is
// completed. Once the encounter is done, he will not turn up in subsequent
// revisits as they will have moved on.
//
// Location: Main Corridor
// Appears: End 06
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A00: Bradley stands around, patiently waiting.
//------------------------------------------------------------------------------
B02_Bradley_A00_W = {Hej, onierzu! To ty uratowae Quincy przed Wadcami Zwierzt. Ciesz si, e mog ci pozna.\n\n

Nazywam si Bradley. Rzadko si zdarza, by ludzie czystej krwi ryzykowali, eby uratowa kilku ghuli.\n\n

Gdy zobaczyem was w akcji, wiedziaem, e chc suy w Bractwie. Mam nadziej, e pewnego dnia bdziemy walczy rami w rami.}
//==============================================================================

//==============================================================================
// Situation A02: If the player continues to talk to Bradley, he will excuse
// himself with his good-bye line.
//------------------------------------------------------------------------------
B02_Bradley_A02 = {Pki nie bdziemy walczy rami w rami...}
//==============================================================================

//==============================================================================
// Situation B: As Bradley stands around, he has several random remarks.
//------------------------------------------------------------------------------
B02_Bradley_B00 = {Poka im co potrafi ghule.}
B02_Bradley_B01 = {My ghule musimy wykona pierwszy krok.}
B02_Bradley_B02 = {Ludzie czystej krwi nie s tacy li... nie wszyscy.}
B02_Bradley_B03 = {Tu jest lepiej ni w slumsach.}
B02_Bradley_B04 = {Mgbym nazwa to miejsce "domem".}
B02_Bradley_B05 = {Mam nadziej, e nas zaakceptuj.}
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Patches
// Role: Bradley's friend.
// Background: Patches is a real crusty ghoul. He is constantly dropping bits
// of his appendages.
//
// As with the tribal hopefuls, Patches only turns up after mission 06 is
// completed. Once the encounter is done, he will not turn up in subsequent
// revisits as they will have moved on.
//
// Location: Main Corridor
// Appears: End 06
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A00: Patches will talk to the player if addressed.
//------------------------------------------------------------------------------
B02_Patches_A00_W = {Kim jeste? Och. Cze.\n\n

Nazywaj mnie aciak. Waciwie nie wiem dlaczego. Ooo, hej, to moje. Nie nadepnij. Uup, znowu odpad nos. To si zdarza przy takiej pogodzie.\n\n

Dajcie mi chwilk. (szorstki kaszel) Musz tylko poprawi koczyny, apiecie?}
//==============================================================================


//==============================================================================
// Situation A01: If the player talks to him again, he will talk a little more.
//------------------------------------------------------------------------------
B02_Patches_A01_W = {Kurcze, stary, znowu to samo. Tylko nie mw mi, ebym mia co na oku. He he. (szorstki kaszel) Mgbym... eee... zrozumie to dosownie.\n\n

Chwytasz? H? Chwytasz? No tak, nikt nie lubi moich dowcipw. To na razie. Musz si zebra do kupy.}
//==============================================================================


//==============================================================================
// Situation A02: If the player talks to him again, he will excuse himself
// with his good-bye line.
//------------------------------------------------------------------------------
B02_Patches_A02 = {Potrzebujesz pary dodatkowych rk? Hehe... *kaszel*}
//==============================================================================


//==============================================================================
// Situation B: As Patches stands around, he will have some random remarks.
//------------------------------------------------------------------------------
B02_Patches_B00 = {Hej, gdzie jest mj paluch?}
B02_Patches_B01 = {Widzia kto moj brodawk?}
B02_Patches_B02 = {Ups. Zgubiem palec.}
B02_Patches_B03 = {Cholera. To bdzie bolao.}
B02_Patches_B04 = {Wosy szybko odrastaj.}
B02_Patches_B05 = {Ups.}
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Brotherhood Guards:
// There are two of them standing outside the bunker.
//
// Location: Bunker Entrance
// Appears: End 03
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A: This is what the guards may say if addressed by the player.
//------------------------------------------------------------------------------
B02_Guard01_A00 = {Tutaj jest do spokojnie.}
B02_Guard01_A01 = {Syszelimy o uchodcach z Zachodu.}
B02_Guard01_A02 = {Aktywno bandytw ostatnio spada.}
B02_Guard01_A03 = {Zastanawiasz si czasami, co dzieje si daleko od nas?}
B02_Guard01_A04 = {Teraz widujemy jedn, dwie karawany na miesic.}
B02_Guard01_A05 = {W zeszym tygodniu rozwaliem Szpona mierci... prawdziwe bydl!}

B02_Guard02_A00 = {Syszelimy, e w okolicy s Szpony mierci.}
B02_Guard02_A01 = {Kiedy kupiem od Kerra magnetofon. Teraz potrzebuj kaset.}
B02_Guard02_A02 = {Kerr jest u nas duej ni wikszo Paladynw.}
B02_Guard02_A03 = {Kerr to kupiec starej daty.}
B02_Guard02_A04 = {Powodzenia podczas misji.}
B02_Guard02_A05 = {...wiem gdzie mona dosta dopalacz... Szz! Witaj, Bracie!}
//==============================================================================


//==============================================================================
// Situation B: This is what the guards may say on their own before the ghouls
// arrive.
//------------------------------------------------------------------------------
B02_Guard01_B00 = {*westchnienie*}
B02_Guard01_B01 = {*drapie si*}
B02_Guard01_B02 = {Zjedaj.}
B02_Guard01_B03 = {PM to lepsza bro ni karabin myliwski.}
B02_Guard01_B04 = {Wydawao mi si, e co syszaem.}
B02_Guard01_B05 = {Zao si o amunicj, e Paldyn Klotz...}

B02_Guard02_B00 = {Ciekawe jak radzi sobie stare Bractwo.}
B02_Guard02_B01 = {Caowae si kiedy z ghulem?}
B02_Guard02_B02 = {Jest spokojnie.}
B02_Guard02_B03 = {*ziewnicie*}
B02_Guard02_B04 = {*pociga nosem*}
B02_Guard02_B05 = {Nic na nic gorszego ni suba wartownicza!}
//==============================================================================


//==============================================================================
// Situation C: This is what the guards may say on their own after the ghouls
// arrive.
//------------------------------------------------------------------------------
B02_Guard01_C00 = {Co to za smrd?}
B02_Guard01_C01 = {Ech, ghule nie s takie ze.}
B02_Guard01_C02 = {*krztusi si*}
B02_Guard01_C03 = {Ghule? A co potem, Super Mutanci?}
B02_Guard01_C04 = {Fu! Ale co cuchnie.}
B02_Guard01_C05 = {Czy kto pierdn?}
B02_Guard02_C00 = {Pfuj! Przeklte ghule.}
B02_Guard02_C01 = {Mam nadziej, e nie bd stacjonowa z adnymi ghulami.}
B02_Guard02_C02 = {Dlaczego nie wpuszczamy ghuli?}
B02_Guard02_C03 = {Zao si, e nie potrafi nawet odpowiednio trzyma broni.}
B02_Guard02_C04 = {O mj Boe... kto zgubi koczyn?}
B02_Guard02_C05 = {Rany boskie.}
//==============================================================================


//==============================================================================
// Situation D: This is what the guards may say if addressed by the player
// after the player has gone to Bunker 03.
//------------------------------------------------------------------------------
B02_Guard01_D00 = {Ostatnio widziano Super-Mutantw.}
B02_Guard01_D01 = {Z Zachodu cigle napywaj uchodcy.}
B02_Guard01_D02 = {Aktywno bandytw spada niemal do zera.}
B02_Guard01_D03 = {Potrzebuj ciszej broni.}
B02_Guard01_D04 = {Teraz nie docieraj tu prawie adne karawany.}
B02_Guard01_D05 = {Uwaasz, e twardy Paladyn da rad zdj Super-Mutanta?}

B02_Guard02_D00 = {Szkoda, e Celsius nie jest ju naszym lekarzem.}
B02_Guard02_D01 = {Mam nadziej, e sytuacja wkrtce si poprawi.}
B02_Guard02_D02 = {Syszaem, e ci Super Mutanci s twardzi.}
B02_Guard02_D03 = {Jakie wieci z frontu?}
B02_Guard02_D04 = {Powodzenia podczas misji.}
B02_Guard02_D05 = {Widziae kupca Kerra?}
//==============================================================================


//==============================================================================
// Situation E: This is what the guards may say on their own after the player
// has been to Bunker 03.
//------------------------------------------------------------------------------
B02_Guard01_E00 = {Witaj z powrotem onierzu.}
B02_Guard01_E01 = {*ziwenicie*}
B02_Guard01_E02 = {Paladyn Martinez to sadysta..}
B02_Guard01_E03 = {Ciesz si, e widz ci ywego i dobrym zdrowiu onierzu.}
B02_Guard01_E04 = {Na razie spokj.}
B02_Guard01_E05 = {Ciesz si, e nie jestem na froncie.}

B02_Guard02_E00 = {*westchnienie*}
B02_Guard02_E01 = {Po warcie mam szkolenie.}
B02_Guard02_E02 = {Ostatnio brakuje mi amunicji.}
B02_Guard02_E03 = {Widziae kiedy kogo z druyny Sztylet?}
B02_Guard02_E04 = {I znowu pilnuj bunkra.}
B02_Guard02_E05 = {*kaszel*}
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// 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 Brothers, some male, some female. The text is not
// gender specific.
//
// Location: Barracks and Other
// Appears: End 03
// Removed: N/A
//==============================================================================


//==============================================================================
// Situation A: These are the sounds made by the warriors when they are asleep.
//------------------------------------------------------------------------------
B02_Brother01_A00 = {Zzzz...}
B02_Brother01_A01 = {Zzzt.. *hrk*}
B02_Brother01_A02 = {Zz... zzz...}

B02_Brother02_A00 = {*czknicie*}
B02_Brother02_A01 = {Zz... Nie panie Super Mutancie. Nie... zz...}
B02_Brother02_A02 = {Zzzz.}

B02_Brother03_A00 = {Bracie... trzymaj rce przy sobie.}
B02_Brother03_A01 = {*Pierdnicie*}
B02_Brother03_A02 = {Zzz... *pociga nosem* Zzz...}

B02_Brother04_A00 = {*pociga nosem*}
B02_Brother04_A01 = {Zzzt.. *czknicie*}
B02_Brother04_A02 = {Zzz...}

B02_Brother05_A00 = {Zz...Cholera... musze i do azienki... zZZ.}
B02_Brother05_A01 = {*drapie si*}
B02_Brother05_A02 = {Zzz... zzt..}

B02_Brother06_A00 = {Kto zabra mj dezodorant?}
B02_Brother06_A01 = {*mamrocze*}
B02_Brother06_A02 = {Zz... zzz...}
//==============================================================================


//==============================================================================
// Situation B: These are what the injured warriors will say while they're in
// the infirmary.
//------------------------------------------------------------------------------
B02_Brother01_B00 = {To naprawd boli! Doktorze!!!}
B02_Brother01_B01 = {*charczy*}
B02_Brother01_B02 = {Boli}

B02_Brother02_B00 = {Ooh.}
B02_Brother02_B01 = {Aach.}
B02_Brother02_B02 = {Czy rana jest... zainfekowana?}

B02_Brother03_B00 = {Kiepsko si czuj.}
B02_Brother03_B01 = {Pochorowaem si od ugryzienia Wadcy Zwierzt,}
B02_Brother03_B02 = {Zszywaj na ywca.}

B02_Brother04_B00 = {Jest tak ciemno.}
B02_Brother04_B01 = {Dlaczego nic nie widz?}
B02_Brother04_B02 = {Doktorze, doktorze?}

B02_Brother05_B00 = {Siostro. Znowu potrzebuj czystych przecierade.}
B02_Brother05_B01 = {Uch.}
B02_Brother05_B02 = {Moja noga}

B02_Brother06_B00 = {Doktorze, moe pan najpierw umy ten termometr?}
B02_Brother06_B01 = {Cholera, ale zimy ten termometr!}
B02_Brother06_B02 = {Walnem si w klamk...}
//==============================================================================


//==============================================================================
// 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.
//------------------------------------------------------------------------------
B02_Brother01_C00 = {Gdzie mj pas?}
B02_Brother01_C01 = {Jest jeszcze ciepa woda?}
B02_Brother01_C02 = {Kurcz, spni si...}

B02_Brother02_C00 = {Mam troch amunicji p.panc. na Szpony mierci.}
B02_Brother02_C01 = {Kiedy mam nastpny patrol?}
B02_Brother02_C02 = {Lepiej sprawd to u sieranta.}

B02_Brother03_C00 = {Pokazaem tym bandytom.}
B02_Brother03_C01 = {Stoczylicie ostatnio niez walk.}
B02_Brother03_C02 = {Jak leci?}

B02_Brother04_C00 = {Hej, pamitasz jak zaatwilimy tych bandytw?}
B02_Brother04_C01 = {Te bydlaki auj, e z nami zaczli.}
B02_Brother04_C02 = {Kto mi kradnie dezodoranty?}

B02_Brother05_C00 = {Jestem wykoczony.}
B02_Brother05_C01 = {Cholera! Za pi minut mam wart!}
B02_Brother05_C02 = {Kto ma ochot na kanapk?}

B02_Brother06_C00 = {Zatrzymaem sobie ucho bandyty - na szczcie.}
B02_Brother06_C01 = {To dobry dzie, by zabi paru mutantw!}
B02_Brother06_C02 = {Mam duo szczcia.}
//==============================================================================


//==============================================================================
// Situation D: These are the random lines spoken by the warriors when they
// after the player has gone to Bunker 03. If the player tries to talk to
// them, they'll say the same things.
//------------------------------------------------------------------------------
B02_Brother01_D00 = {Dobrze ci widzie Bracie.}
B02_Brother01_D01 = {Wiesz co? Dostan awans.}
B02_Brother01_D02 = {Przez ostatnie dwa miesice zabiem dziesiciu wrogw.}

B02_Brother02_D00 = {Z frontu docieraj niepokojce plotki.}
B02_Brother02_D01 = {Wyglda na to, e zacza si wojna.}
B02_Brother02_D02 = {Cholera, chc wzi udzia w akcji.}

B02_Brother03_D00 = {Chc wyruszy.}
B02_Brother03_D01 = {Cholera! Znowu urwaem sznurowado!}
B02_Brother03_D02 = {Wy to dopiero widzicie ca akcj!}

B02_Brother04_D00 = {Chopaki, rozbijmy par gw!}
B02_Brother04_D01 = {Zostaw nam co do zabicia.}
B02_Brother04_D02 = {Poka blizny.}

B02_Brother05_D00 = {Zrobibym to z zamknitymi oczami.}
B02_Brother05_D01 = {Hej, wrcilicie.}
B02_Brother05_D02 = {Jakie wieci z frontu?}

B02_Brother06_D00 = {W kocu udao mi si rozwali mutanta.}
B02_Brother06_D01 = {*mamrocze*}
B02_Brother06_D02 = {Przepraszam, musz osuszy jaszczura.}
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Cypher.
// From: Mission 02
// Role: Informant for the Brotherhood.
// Background: Cypher is a greasy, shifty-eye looking character who fits in
// well in any bandit or Raider camp. He has a knack for blending into the
// crowd as long as they are bloodthirsty marauders. Taking the average
// wastelander into account, Cypher is practically invisible.
//
// Location: Main Corridor
// Appears: End 03
// Removed: End 05
//==============================================================================

name_CORE_cypher = {Cypher}

//==============================================================================
// Situation A00:
//------------------------------------------------------------------------------
M02_Cypher_A00_W = {Mao brakowao. Mylaem, e bd musia wam nakopa za to, e prawie mnie ujawnilicie.\n\n

A co tam, tak dugo jak mi pac, mog jecha na dopalaczu... Wiesz co mam na myli?}
//==============================================================================


//==============================================================================
// Situation A00:
//------------------------------------------------------------------------------
M02_Cypher_A01 = {Cholera, mam dreszcze.}
M02_Cypher_A02 = {Znam w Quincy jednego dealera.}
M02_Cypher_A03 = {Dopalacz... nic go nie zastpi.}
M02_Cypher_A04 = {Chciabym, eby mi ju zapacili. Jestem na godzie!}
//==============================================================================
//******************************************************************************



//******************************************************************************
//==============================================================================
// Name: Dyson Miles.
// From: Mission 03
// Role: Prisoner.
// Background: Dyson is a scientist who was captured by the Raiders. They
// planned to use him to study the robot device.
//
// Location: Recruits
// Appears: End 04
// Removed: End 07
//==============================================================================

//==============================================================================
// Situation A00:
//------------------------------------------------------------------------------
M03_Dyson_A00_W = {Och! To ty! Jeszcze raz dzikuj za ratunek przed bandytami.\n\n

Wasze Bractwo jest dla mnie wspaniae... ee, odkd skoczyli ze mn wasi Inkwizytorzy. Pracuj z waszymi skrybami i starszyzn nad t protez ramienia. To dopiero pocztek, ale wszyscy zgadzamy si, e to bardziej zaawansowana technologia ni wszystko, co do tej pory napotkalimy. By odkry tajemnic, trzeba bdzie jednak wiele czasu i wytrwaoci.\n\n

Hej, przechodz standardowe szkolenie! Niesamowite!}
//==============================================================================


//==============================================================================
// Situation A00:
//------------------------------------------------------------------------------
M03_Dyson_A01 = {Wiesz, e macie tu w peni wyposaony szpital?}
M03_Dyson_A02 = {Bdzie mi si tutaj podoba.}
M03_Dyson_A03 = {Musz wraca do pracy.}
M03_Dyson_A04 = {Dobrze znowu ci widzie!}
//==============================================================================

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



//******************************************************************************
//==============================================================================
// Name: Paladin Solo.
// From: Mission 09
// Role: Commander of Talon Squad.
// Background: Paladin Emerald Solo is an experienced commander of Talon Squad.
// It was her quick thinking that managed to keep her squad alive long enough
// for the player to get to them. She doesn't play a greater role in this
// particular mission - she is there to be rescued.
//
// Location: Barracks
// Appears: End 05
// Removed: End 07
//==============================================================================

//==============================================================================
// Situation A00:
//------------------------------------------------------------------------------
M09_Solo_A00_W = {Jestem Solo. Dowodz druyn szybkiego reagowania Szpon. To lekka suba, dopki nie wezw nas do akcji, a wtedy... zaczyna si zabawa! No powiedz, Bracie, czy jest co pikniejszego?}
//==============================================================================

//==============================================================================
// Situation A00:
//------------------------------------------------------------------------------
M09_Solo_A01 = {Zabijcie ich i niech Starszyzna ich posortuje!}
M09_Solo_A02 = {Ciesz si, e jestem czonkiem Bractwa!}
M09_Solo_A03 = {Pewnego dnia ludzko rozkwitnie... bo wykonaem swoj cz.}
M09_Solo_A04 = {Chciaem zosta skryb, ale oni nie widz adnej akcji.}
M09_Solo_A05 = {Nic mnie tak nie pobudza jak Krwawa ania!}

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

//==============================================================================
// Situation B00: After player rescues paladin Solo's squad in mission 09. DL
//------------------------------------------------------------------------------
M09_Solo_B00_W = {Jestem twoim dunikiem, Bracie. Gdyby nie zawlk naszych dup do transportera, to caa moja druyna trafiaby do piachu. Dobrze, e Genera tak wysoko ceni twj oddzia. Wedug mnie jestecie lepsi ni druyna Sztylet.}
//==============================================================================

//==============================================================================
// Situation C00: After player rescues paladin Solo's squad in mission 09. DL
//------------------------------------------------------------------------------
M09_Solo_C00 = {Suba z tob to prawdziwy honor.}
M09_Solo_C01 = {Wikszo mojego oddziau wrcia do zdrowia.}
M09_Solo_C02 = {Zao si, e zaplanowali dla ciebie kilka trudnych misji.}
M09_Solo_C03 = {Postaram si by tak samo silny jak ty, Bracie.}
//==============================================================================
//******************************************************************************
// Name: General Barnaky.
// Role: General of the Brotherhood, Commander to the player.
// Background: General Barnaky is the solid presence that has guided the player
// through his/her earlier missions. He is an experienced warrior and a shrewd
// strategist. He has a knack for spotting talent among the raw recruits, and
// the ability to nurture them into proud warriors.
//
// Location: Briefing Room
// Appears: 01
// Removed: End 09
//==============================================================================

name_CORE_Barnaky = {Genera Barnaky}

//==============================================================================
// Situation A00: Floating text
//------------------------------------------------------------------------------
B01_Barnaky_A00 = {Pamitaj, to co nas od nich odrnia to dyscyplina i wiedza.}
B01_Barnaky_A01 = {Mutacje nie pomagaj Bractwu.}
B01_Barnaky_A02 = {Ten pancerz trzeba porzdnie wypolerowa.}
B01_Barnaky_A03 = {Uwaaj, kiedy masz do czynienia z mutacjami.}
B01_Barnaky_A04 = {Przypomnij mi, e mam ci przedstawi mojej onie, Marii.}
B01_Barnaky_A05 = {W tym bezmiarze chaosu Bractwo jest gr stabilnoci.}
//==============================================================================

//==============================================================================
// Situation Z00: Time to Move to the Next Bunker
//------------------------------------------------------------------------------
B02_Barnaky_Z00_W = {Ponownie udao nam si zwyciy. Nie moemy jednak spocz na laurach.\n\n

Znw musimy przenie baz operacyjn na poudnie. Zabierz tam swj oddzia i przygotuj si do odprawy.}
//==============================================================================

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

//==============================================================================
// Situation A00: Recruits Master will speak, then open the Recruits window.
//------------------------------------------------------------------------------
B02_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.
//------------------------------------------------------------------------------
B02_Recruits_B00_W = {Tylko pamitaj, e oni nie s do towarzystwa.}
//==============================================================================

