//==============================================================================
// Speech File for Mission 01 - Chicago.
//Version 1.2
// The format for the speech file is explained in the README.txt file in the
// speech file directory.
//
//==============================================================================

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

MISSION_01_BRIEF = {Spocznij, Kadecie. Nazywam si genera Barnaky. Bd ci przekazywa rozkazy przed kadym zadaniem. Najpierw jednak chciabym osobicie powita ci w zespole. Biorc pod uwag, e podczas szkolenia odpada osiemdziesit pi procent rekrutw, musz przyzna, e masz powody do dumy. A teraz do rzeczy.\n\n

Dwie noce temu bandyci najechali wiosk Bramin Wood. Jej mieszkacy ponieli cikie straty i s gotowi przyj warunki, jakie stawia Bractwo w zamian za ochron. Ocalimy ich i oddamy im ziemi, a w zamian dostaniemy ywno i rekrutw. By realizowa nasze cele, musimy poszerza szeregi. Dlatego liczy si kada wioska.\n\n

Nie wiem, co sprowadza bandytw tak blisko naszej bazy, ale faktem jest, e siej zniszczenie w okolicy. Bramin Wood to tylko jedn z wielu wiosek, ktre najechali. Ci, ktrzy nie uciekli, s wizieni lub zabijani. Pamitaj, e z ich rki zgino wielu naszych braci. Nie ignoruj ich siy.\n\n

Udaj si z oddziaem do Bramin Wood, a potem zlokalizuj i wyeliminuj przywdc grupy bandytw. Jego mier na pewno wprowadzi chaos w szeregi podwadnych. Wykorzystujc potg i intelekt Bractwa, zlikwidujesz reszt przestpcw. To standardowy atak, sprawd wic w Pipboyu najnowsze informacje wywiadu z tego rejonu.\n\n

Jeszcze jedno onierzu. Musisz zadba o bezpieczestwo Starszego wioski. To czowiek o wielkim znaczeniu. Zgodnie z miejscowym zwyczajem, tylko on rozmawia z obcymi. Bez niego nie uda nam si doj do porozumienia z plemieniem.\n\n

Odmaszerowa.}

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


//==============================================================================
// THIS IS SITUATION A, THE FIRST PARA ACKNOWLEDGING COMPLETION OF THE MISSION
// Situation 01: Raiders defeated. This is the bulk of the debrief that will appear in all situations.
//------------------------------------------------------------------------------

MISSION_01_DEBRIEF_A01 = {onierzu, zadanie wykonane.\n\n

Udao ci si pokona bandytw bez wahania i litoci. Dobra robota. Kada klska zmniejsza ich liczebno i zwiksza krg naszych wpyww. Ocaleni wieniacy bd peni wdzicznoci i strachu wobec Bractwa. To bardzo wane, bo musz nauczy si przestrzegania naszych praw i w ten sposb cieszy si... wolnoci.}
//==============================================================================


//==============================================================================
// THIS IS ALL SITUATION B, WHERE WE CHECK TO SEE HOW MANY VILLAGERS DIED.
// Add this if no villagers died
//
//------------------------------------------------------------------------------

MISSION_01_DEBRIEF_B01 = {Musz przyzna, e ju od dawna aden kadet nie uzyska podczas pierwszej misji tak dobrych wynikw. Fakt, e nie zgin aden wieniak, doskonale wiadczy o twoich umiejtnociach. W uznaniu zasug ochrzczono twym imieniem stado braminw. Wybierajc kolejne zadanie, Bractwo spojrzy na ciebie przychylnie.}
//==============================================================================


//==============================================================================
// Situation 03: Mission complete with villager fatalities..
// Tone/Mood: Deadpan, grim, slightly sad.
//------------------------------------------------------------------------------

MISSION_01_DEBREIF_B02 = {Udao ci si wykona zadanie, ale bardzo niedobrze, e zgino tak wielu wieniakw. Przez to nie otrzymalimy wystarczajcej liczby rekrutw. Podczas kolejnych zada musisz si wykazywa wiksz rozwag. Nie moemy dopuci do tego, by kto pomyla, e Bractwo moe zawie.}
//==============================================================================

//==============================================================================
// THIS IS SITUATION C, WHERE WE CHECK TO SEE IF ANY BOS SQUADDIES DIED.
// Situation 03: Mission complete with BOS squad fatalities.
// Tone/Mood: Deadpan, grim, slightly sad.
//------------------------------------------------------------------------------

MISSION_01_DEBRIEF_C01 = {Nie rozumiem, jak mona byo dopuci do mierci kadeta. Miae do sprztu i ludzi, by wykona zadanie bez strat.\n\n

Moe to jednak moja wina, bo to ja przydzieliem ci oddzia. Tak czy inaczej, bd ci uwanie obserwowa, by si upewni, czy podjem suszn decyzj.}
//==============================================================================



//==============================================================================
// THIS IS SITUATION D, THE CLOSING PARAGRAPH FOR THE DEBRIEFING
// Situation 03: Last debrief section that is added to end of debrief regardless what happened.
// Tone/Mood: Deadpan, grim, slightly sad.
//------------------------------------------------------------------------------

MISSION_01_DEBRIEF_D01 = {Moesz odmaszerowa.}
//==============================================================================

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

M01_MiniMap_01 = {Miejsce rozpoczcia misji. Czerwone krgi oznaczaj obecno wroga. Niebieskie oznaczaj dodatkowe informacje.}
M01_MiniMap_02 = {Wywiad donosi, e ten rejon jest sabo patrolowany.}
M01_MiniMap_03 = {Bandyci przejli ten budynek i wykorzystuj go jako stranic.}
M01_MiniMap_04 = {Te drzwi blokuj wejcie do obozowiska.}
M01_MiniMap_05 = {Zwiadowcy przekazali, e w tym budynku znajduj si siy wroga. To pierwsza linia obrony bandytw.}
M01_MiniMap_06 = {W tych budach zapewne znajduj si psy obronne bandytw. Te psy peni funkcj systemu wczesnego ostrzegania.}
M01_MiniMap_07 = {Wedug zwiadu, ten budynek to szopa z narzdziami.}
M01_MiniMap_08 = {Wywiad donosi, e ten budynek jest kolejn stranic. Niemal na pewno bdzie obsadzony przez bandytw.}
M01_MiniMap_09 = {Tu znajduje si silnie broniony bunkier. Nie wiemy, ilu bandytw jest w rodku.}
M01_MiniMap_10 = {Ten rejon jest patrolowany, ale informacje s niepene, poniewa gste ruiny przeszkodziy zwiadowcom w dokadnym rozpoznaniu.}
M01_MiniMap_11 = {To nowa kwatera gwna bandytw. Ich przywdca bdzie najprawdopodobniej wanie tutaj. Moesz si spodziewa, e stranicy bd czujni, a opr silny.}
M01_MiniMap_12 = {Po wykonaniu celw misji przejd do punktu ewakuacyjnego.}

//==============================================================================
// Objective Breakdowns:
//------------------------------------------------------------------------------
M01_OBJ_01 = {Wyeliminuj przywdc bandytw.}
M01_OBJ_02 = {Dopilnuj, aby Ojciec Plemienia nie zgin.}
//==============================================================================

//==============================================================================
// FAILURE NOTICES
//------------------------------------------------------------------------------
M01_FAILUREA1 = {Twj ostatni oddech to tylko aosna prba oczyszczenia zakrwawionych puc. Nie dostaniesz kolejnej szansy.}
M01_FAILUREB = {Przez ciebie zgin Starszy wioski. Musisz by silny i sprbowa jeszcze raz.}

M01_SUCCESSA = {Udao ci si wypeni cele tej misji.\n\nWr na pozycje wyjciowe.}

//==============================================================================
// Name: Hawkeye.
// Role: Shaman of Bramin Wood.
// Background: Hawkeye is in his early thirties. He was given his name because
// of his stern and unwavering glare. He carries bags under his eyes due to
// lack of sleep caused by excessive use of his peace-pipe. The peacepipe is
// Hawkeye's doorway into the spirit world. Hawkeye is only vaguely interested
// in the affairs of the village. He holds the secrets to the spiritworld for
// the village and that alone is enough for him.
//==============================================================================


//==============================================================================
// Situation A00: Hawkeye introduces himself.
//------------------------------------------------------------------------------
M01_Hawkeye_A00_W = {Pozdrawiam ci, bohaterze. Przewidziaem twoje przybycie jeszcze przed Wigili Kopotw.\n\n

Jestem Sokole Oko, Kroczcy z Duchami i Gosiciel Prawdy mego ludu. Strzeg przejcia do wiata Duchw. Ale Przebudzony wiat obrci si przeciw moim ludziom i zostali rozrzuceni wrd piaskw pustyni.\n\n

Musisz Porozmawia z Charonem, naszym Starszym. On przemawia w imieniu naszego ludu w Przebudzonym wiecie. Ja strzeg tajemnic Krain bez Soca. Nie mog ci bardziej pomc.}
//==============================================================================

//==============================================================================
// Situation Z00: Floating text that will pop up after the player has initially spoken to him before the //raiders are crushed.
M01_Hawkeye_Z00 = {Oby w yciu po mierci spotkaa ci Boska Bramina Seksu.}
M01_Hawkeye_Z01 = {Prawdziwy mocarz pomaga potulnym.}
M01_Hawkeye_Z02 = {Chcesz obejrze moj fajk pokoju?}
//==============================================================================


//==============================================================================
// Situation B: This is Hawkeye's random text before he speaks with the player.
// Hawkeye is preparing for his journey into the spirit world. He mutters about
// bringing his people back, twilight being the doorway to dreams, and so on.
//------------------------------------------------------------------------------
M01_Hawkeye_B00 = {Hmm. Znowu zatkaa mi si fajka pokoju.}
M01_Hawkeye_B01 = {Duchy przekazuj mi moc przez moj wiecznie dymic fajk.}
M01_Hawkeye_B02 = {Sysz wezwanie wiata Duchw.}
M01_Hawkeye_B03 = {Zmierzch jest bram.}
M01_Hawkeye_B04 = {Musz odnale moich zaginionych ludzi.}
M01_Hawkeye_B05 = {Och, duchy... mj lud cierpi.}
//==============================================================================





//==============================================================================
// Situation D00: After the Raiders are defeated, Hawkeye will return from his
// trace. If this is the first time the player has spoken to him, his speech
// will be slightly different from the speech for situation D01. He will
// introduce himself and thank the player for cleansing his village. He will
// also offer them some healing powder to show his gratitude.
//------------------------------------------------------------------------------
M01_Hawkeye_D00_W = {Jestem Sokole Oko, Kroczcy z Duchami i Gosiciel Prawdy mego ludu. Obserwowaem twoje czyny ze wiata Duchw. Wiem, e udao ci si pomc naszemu ludowi. Dzikuj ci za to. Duchy powiedziay mi, gdzie znajd troch magii, ktra moe ci si przyda w podrach.\n\n

Zdobyem dla ciebie leczniczy proszek. Ale pamitaj, uzdrowienie ma swoj cen, gdy twa percepcja osabnie. Prosz, we go i ruszaj z moim bogosawiestwem.}
//==============================================================================


//==============================================================================
// Situation D01: After the Raiders are defeated, Hawkeye will return from his
// trace. If spoken to, he will thank the player for cleansing his village.
// He will also offer them some healing powder to show his gratitude.
//------------------------------------------------------------------------------
M01_Hawkeye_D01_W = {Przyjaciele, rozumiem, e pomoglicie naszemu ludowi. Dzikuj wam za to. Duchy powiedziay mi, gdzie znajd troch magii, ktra moe wam si przyda w podrach.\n\n

Zdobyem dla was leczniczy proszek. Ale pamitajcie, uzdrowienie ma swoj cen, gdy wasza percepcja osabnie. Prosz, wecie go i ruszajcie z moim bogosawiestwem.}
//==============================================================================


//==============================================================================
// Situation E00: The player returns to the village after the Elder is kidnapped but before the Elder is rescued.
//------------------------------------------------------------------------------
M01_Hawkeye_E01 = {Utrata Starszego Wioski moe zwiastowa tylko jedno... inwazj.}
M01_Hawkeye_E02 = {Magiczne kamienie daj, abycie ocalili Starszego.}
M01_Hawkeye_E03 = {Bez Starszego czeka nas zguba.}
M01_Hawkeye_E04 = {Starszy by sercem tej wioski.}
//==============================================================================

//==============================================================================
// Situation F00: The player returns to the village after the Elder is rescued.
//------------------------------------------------------------------------------
M01_Hawkeye_F01 = {Podzikuj bogom taczc do witu pokryty gnojem braminw.}
M01_Hawkeye_F02 = {Dziki tobie Starszy jest bezpieczny.}
M01_Hawkeye_F03 = {Aby uczci Bractwo bd torturowa dusze tych bandytw.}
M01_Hawkeye_F04 = {Zapal ze mn fajk pokoju.}
//==============================================================================



//==============================================================================
// Name: Charon.
// Role: Tribal Father, Elder of Bramin Wood.
// Background: Charon is a well-tanned man of about forty years of age. He is
// well-muscled and lean for a man of his age. He understands that he has
// chosen the lesser of the two evils - Raiders versus Brotherhood control.
// He is skeptical to the benevolence of the Brotherhood's intentions.
//==============================================================================


//==============================================================================
// Situation A00: The player has not spoken to Charon yet; the Raiders have not
// yet been defeated. Charon gives an introductory speech. He explains that
// in addition to having taken over the village, the Raiders have several
// villagers hostage. He asks the player to free his captured villagers.
//
// Note: 'Cutting Bramin From Your Own Herd' is a local saying, which means,
// 'to harm your own interests.'
//------------------------------------------------------------------------------
M01_Charon_A00_W = {Pozdrowienia dla Bractwa Stali. Mwicie z Charonem, starszym i ojcem plemienia z Bramin Wood.\n\n

Przybylicie w sam por. Nasza wioska ulega bandytom, ktrzy wyjechali z mroku. Niektrzy z moich ludzi uniknli mierci lub niewoli uciekajc na pustkowia. Ale bez narzdzi i schronienia...\n\n

To musi si dzia za spraw Bramiskiego Boga Losu. Nasz teraniejszo oddalimy Bandytom. Bractwu Stali oddamy nasz przyszo. *westchnienie* Dobrze Kadecie, zgadzam si cakowicie na wasze warunki, ale obawiam si, e ta decyzja bdzie mnie nawiedza, a trafi na Wieczne Pastwiska w niebie.\n\n

Mieszkacy wioski s przetrzymywani w obozie. Uratuj ich, a wicej ludzi poprze wasz spraw. Jeli zgin, bdziesz zarzyna braminy z wasnego stada.}
//==============================================================================


//==============================================================================
// Situation Z00: The player has spoken to Charon once..Note: make these random floating text please
//------------------------------------------------------------------------------
M01_Charon_Z01 = {Niech Bractwo pokae, co jest warte.}
M01_Charon_Z02 = {Niech rzeki spyn krwi bandytw.}
M01_Charon_Z03 = {Mam nadziej, e podjem waciw decyzj.}
//==============================================================================

//==============================================================================
// Situation B: Before speaking with the player, Charon grumbles about what has
// happened to his village and people. The following lines are his random lines
// as he waits for the player to talk to him.
//------------------------------------------------------------------------------
M01_Charon_B00 = {...wybra mniejsze zo...}
M01_Charon_B01 = {Ilu moich wspplemiecw jeszcze yje?}
M01_Charon_B02 = {Bandyci musz za to zapaci.}
M01_Charon_B03 = {Nie bylimy na to gotowi.}
M01_Charon_B04 = {Czy zwiadowcy ju wrcili?}
M01_Charon_B05 = {Czy mog zaufa Bractwu?}
//==============================================================================

//==============================================================================
// Situation D02: If no villagers are killed
//------------------------------------------------------------------------------
M01_Charon_D02_W = {Cha, cha, cha. Kadecie, walka w ktrej bierzesz udzia, to naprawd cudowny widok. Krzyki umierajcych bandytw byy dla mnie jak chry anielskie. Teraz na pewno dobrze pomyl, zanim zaatakuj wiosk.\n\n

Kadecie, bronilicie moich ludzi tak zaciekle, jak Szpon mierci chroni swoje mode. Prosz, przyjmij od nas ten staroytny dar. Teraz jestecie czonkami rodziny naszej skromnej wioski.\n\n

Oczywicie wszyscy rekruci zostan wysani do waszej bazy zgodnie z umow.\n\n

Jestemy wam wdziczni.}

//==============================================================================
// Situation Y02: Floating text, if no villagers are killed
//------------------------------------------------------------------------------

M01_Charon_Y00 = {Dzi nie zgin aden czonek plemienia.}
M01_Charon_Y01 = {Masz cechy urodzonego przywdcy.}
M01_Charon_Y02 = {Masz pewn rk i celne oko.}
M01_Charon_Y03 = {To radosny dzie.}
M01_Charon_Y04 = {Bractwo to dzielny obroca.}

// I'VE JUST RENUMBERED THE LINES FOR THE CORRECT SITUATION.
//==============================================================================

//==============================================================================
// Situation D03: This is Charon's next line if the villagers were killed. If
// any villagers were killed, Charon will not be too happy but he will accept
// it.
//------------------------------------------------------------------------------
M01_Charon_D03_W = {Bandyci otrzymali potny cios. Min tygodnie, zanim si po nim podnios. Nasze straty s mniejsze, ale bardzo powane. Bdziemy potrzebowa duo czasu i wiele ceremonii "chowania wczni", by uzupeni nasze szeregi. Dostaniecie tylko poow uzgodnionej liczby rekrutw.\n\n

Jestemy wam... wdziczni.}

//==============================================================================
// Situation X00: Floating text
//------------------------------------------------------------------------------


M01_Charon_X00 = {Bractwo nie mwi nam wszystkiego.}
M01_Charon_X01 = {Pewnego dnia Bramin Wood bdzie y bez strachu.}
M01_Charon_X02 = {yjemy... na razie.}
M01_Charon_X03 = {Nasza umowa o tym nie mwia.}


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

//==============================================================================
// Situation E00: The Elder has returned to the village after being rescued from the raider camp by the //player
//
//
//------------------------------------------------------------------------------
M01_Charon_E00_W = {Kadecie, stary czowiek jest ci winien wdziczno. Dziaasz nie znajc strachu, jak Bramiski Bg Bcwalstwa. Nie zapomnimy twojej pomocy dla wioski.\n\n

Chciabym ci w jaki sposb odpaci. *Hmm* Masz. We t gazet. Moesz jej uy, by si podetrze. Lepiej robi tak, ni uywa goej doni, bo wyjdzie na to, e nie czycisz paznokci.\n\n

egnaj bohaterze!}

//==============================================================================
// Situation W00: Floating text.
//------------------------------------------------------------------------------


M01_Charon_W00 = {Nasza wioska dzikuje Bractwu Stali.}
M01_Charon_W01 = {Pewnego dnia Bramin Wood bdzie y bez strachu.}
M01_Charon_W02 = {Wierz, e dokonasz wielkich rzeczy.}
M01_Charon_W03 = {Twoim przeznaczeniem jest zmieni histori.}


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



//==============================================================================
// Name: Horus.
// Role: Leader of the Raiders.
// Background: Horus is a large, well-muscled man with bad hair, a foul breath,
// and an even worse temper. He has taken over the village and is annoyed that
// the Brotherhood should decide to attack him simply because they want to test
// the abilities of one of their initiates.
//==============================================================================


//==============================================================================
// Situation A00: This the monologue Horus delivers to the player when he
// spots them. He gives them a piece of his mind, and the battle begins.
//------------------------------------------------------------------------------
M01_Horus_A00_W = {No patrzcie! Nie przypominam sobie, ebym zaprasza psy z Bractwa.\n\n

Zao si, e szef mnie wynagrodzi, jak mu przyprowadz paru niewolnikw z Zakonu. No, tresowane mapki, pokacie staremu Horusowi, co potraficie.}
//==============================================================================


//==============================================================================
// Situation A01: This is the monologue Horus delivers to the player when his
// health drops below a certain level. This is his dying speech and soon after
// he says it, he dies. As he speaks, he is out of breath and wheezing. He may
// cough as well. The tone is venomous hatred. The theme is 'I am going to
// die but think on this: Is your cause all that just?'
//------------------------------------------------------------------------------
M01_Horus_A01_W = {Chy-chyba was nie doceniem...\n\n

Przesta si tak szczerzy! To cae wasze Bractwo nie jest lepsze od nas. I wy, i my bierzemy od dzikusw, co nam si podoba. Jeli mylisz, e jestecie od nas lepsi, to si cholernie mylisz.}
//==============================================================================




//==============================================================================
// The Captured Villagers:
// These fellows have some lines to indicate their mood and their thoughts.
// They have one-liners if the player tries to talk to them. All of their
// lines are in floating text.
//==============================================================================


//==============================================================================
// Situation A for captive villagers: The following lines are randomly spoken
// by the captured villagers before they are rescued. To rescue them, the
// player simply has to kill off the guards. All of the lines are floating
// text.
//------------------------------------------------------------------------------
M01_Captive01_A00 = {wity Braminie, niech nam kto pomoe!}
M01_Captive01_A01 = {Czy nadejdzie pomoc?}
M01_Captive01_A02 = {Kto nam pomoe?}
M01_Captive02_A00 = {Uratuj nas!}
M01_Captive02_A01 = {Pomocy!}
M01_Captive02_A02 = {Uwolnij nas!}
M01_Captive03_A00 = {Wypu nas!}
M01_Captive03_A01 = {Prosimy, nie rb nam krzywdy.}
M01_Captive03_A02 = {Nie rb nam krzywdy.}
M01_Captive04_A00 = {Chce mi si je.}
M01_Captive04_A01 = {Chce mi si pi.}
M01_Captive04_A02 = {Boj si.}
M01_Captive05_A00 = {Cii! Usysz nas.}
M01_Captive05_A01 = {Stranicy wracaj.}
M01_Captive05_A02 = {Cii! Bd cicho.}
M01_Captive06_A00 = {Nic nie mw.}
M01_Captive06_A01 = {Nigdy nie rozmawiamy o witym Braminie.}
M01_Captive06_A02 = {My nic nie wiemy.}
M01_Captive07_A00 = {Nie moesz nas tu zostawi.}
M01_Captive07_A01 = {Umrzemy tu bez jedzenia i wody.}
M01_Captive07_A02 = {Bagam, wypu nas.}
//==============================================================================


//==============================================================================
// Situation B for captive villagers: The following lines are spoken by the
// captured villagers if the player tries to talk to them before they are
// rescued. All of the lines are floating text, and they cycle from 00 to 01 to
// 02 and back to 00 again.
//------------------------------------------------------------------------------
M01_Captive01_B00 = {Uratuj nas.}
M01_Captive01_B01 = {Przyszlicie, eby nas uratowa?}
M01_Captive01_B02 = {Uratuj nas, prosz.}
M01_Captive02_B00 = {Zabij stranikw.}
M01_Captive02_B01 = {Prosz, to jedyny sposb.}
M01_Captive02_B02 = {Zabij wszystkich stranikw.}
M01_Captive03_B00 = {Wypu nas!}
M01_Captive03_B01 = {Prosz, nie rbcie nam krzywdy.}
M01_Captive03_B02 = {Nie rbcie nam krzywdy.}
M01_Captive04_B00 = {Masz moe troch misa bramina?}
M01_Captive04_B01 = {Masz moe troch mleka bramina?}
M01_Captive04_B02 = {Ty te zrobisz nam krzywd?}
M01_Captive05_B00 = {Zabij stranikw... szybko.}
M01_Captive05_B01 = {Moe by wicej stranikw.}
M01_Captive05_B02 = {Uwaaj.}
M01_Captive06_B00 = {Uwolnij nas.}
M01_Captive06_B01 = {Wypucie nas.}
M01_Captive06_B02 = {Jestemy niewinni. wity Bramin to wie.}
M01_Captive07_B00 = {Nie zostawiaj nas.}
M01_Captive07_B01 = {Umrzemy bez twojej pomocy.}
M01_Captive07_B02 = {Nie chc by niewolnikiem.}
//==============================================================================


//==============================================================================
// Situation C for captive villagers: The following lines are randomly spoken
// by the captured villagers after they are rescued (both floating and if clicked on). To rescue them, the
// player simply has to kill off the guards. All of the lines are floating
// text.
//------------------------------------------------------------------------------
M01_Captive01_C00 = {Dziki niech bd Braminowi.}
M01_Captive01_C01 = {Chwaa Bractwu!}
M01_Captive01_C02 = {Dzikuj ci.}
M01_Captive02_C00 = {Bardzo ci dzikuj.}
M01_Captive02_C01 = {W kocu.}
M01_Captive02_C02 = {Nareszcie.}
M01_Captive03_C00 = {Niewiele brakowao.}
M01_Captive03_C01 = {Naprawd si balimy.}
M01_Captive03_C02 = {Dziki niech bd Bractwu!}
M01_Captive04_C00 = {Chce mi si je.}
M01_Captive04_C01 = {Chce mi si pi.}
M01_Captive04_C02 = {Ju si nie boj.}
M01_Captive05_C00 = {Pniej moemy porozmawia.}
M01_Captive05_C01 = {Czy bandyci wrc?}
M01_Captive05_C02 = {Co bdzie, jeli bandyci wrc?}
M01_Captive06_C00 = {Walczysz, jak byk.}
M01_Captive06_C01 = {Nie baem si.}
M01_Captive06_C02 = {Hej, masz adn buk.}
M01_Captive07_C00 = {Dzikuj, przyjaciele.}
M01_Captive07_C01 = {Moje plemi i rodzina winne s ci podzikowania.}
M01_Captive07_C02 = {Dziki Braminowi, jestemy bezpieczni.}
//==============================================================================
//==============================================================================
// The Not Captured Villagers:
// These fellows have some lines to indicate their mood and their thoughts.
// They have one-liners if the player tries to talk to them. All of their
// lines are in floating text.
//==============================================================================

//==============================================================================
// Situation A for not-captured villagers: Before player kills bandits in town. The following lines are //randomly spoken.

//------------------------------------------------------------------------------
M01_Tribal_A00 = {My nie lubi bandytw. Oni ze ludzie.}
M01_Tribal_A01 = {puny cuchn gorzej, ni chory bramin.}
M01_Tribal_A02 = {Oni zabili ca moj rodzin.}
M01_Tribal_A03 = {Nasze plemi pragnie pokoju.}
//==============================================================================

//==============================================================================
// Situation B for not-captured villagers: After player kills raiders in the town without villager fatalities. //The following lines are randomly spoken.

//------------------------------------------------------------------------------
M01_Tribal_B00 = {Chc, aby moje dzieci nauczyy si walczy tak jak ty.}
M01_Tribal_B01 = {Rozcign ich martwe skry na moim namiocie.}
M01_Tribal_B02 = {Wy potni wojownicy.}
M01_Tribal_B03 = {Wiele potrafisz.}
//==============================================================================

//==============================================================================
// Situation C for not-captured villagers: After player kills raiders in the town with villager fatalities. The //following lines are randomly spoken.

//------------------------------------------------------------------------------
M01_Tribal_C00 = {Boski Bramin mierci jest w pobliu.}
M01_Tribal_C01 = {Przeklci bandyci!}
M01_Tribal_C02 = {Czemu mamy im oddawa nasze dzieci?}
M01_Tribal_C03 = {Kiepsko walczysz. Naprawd kiepsko.}
//==============================================================================

//==============================================================================
// Situation D for not-captured villagers: After elder is kidnapped. The following lines are randomly spoken. Note: This will also be used for captured tribals characters since they are now free.

//------------------------------------------------------------------------------
M01_Tribal_D00 = {Bez naszego Starszego bdziemy zgubieni.}
M01_Tribal_D01 = {Gdzie byo Bractwo?}
M01_Tribal_D02 = {Nic ich nie powstrzyma.}
M01_Tribal_D03 = {Czuj rogi Boskiego Bramina Rozpaczy.}
//==============================================================================

//==============================================================================
// Situation E for not-captured villagers: After elder is rescued from being kidnapped. The following lines //are randomly spoken. Note: This will also be used for captured tribals characters since they are now //free.

//------------------------------------------------------------------------------
M01_Tribal_E00 = {Ty by przyjaciel Bramin Wood.}
M01_Tribal_E01 = {wietnie wygldacie.}
M01_Tribal_E02 = {Starszy jest ojcem wikszoci naszych dzieci.}
M01_Tribal_E03 = {Mj syn zostanie rekrutem.}
//==============================================================================

//==============================================================================
// Tribal Junkies:
// These are youths who hang around the shaman hoping to a chance to use his
// drugs.
//==============================================================================

//==============================================================================
// Situation A for the Junkies: Before the player kills raiders in town.
//------------------------------------------------------------------------------
M01_Junkie_A00 = {Jak mi dasz troch materiau, to wypoleruj twj oszczep. Co ty na to?}
M01_Junkie_A01 = {Nie jadem od czasu jak wziem pierwsz dziak.}
M01_Junkie_A02 = {Masz troch drobnych?}
M01_Junkie_A03 = {Hej, jestem punem, a nie bandyt.}
M01_Junkie_A04 = {Uwaaj! Zaraz si porzygam!}
M01_Junkie_A05 = {Zrobi wszystko, eby dosta troch prochw... wszystko.}
//==============================================================================

//==============================================================================
// Situation B for the Junkies: If player saves village with no villager fatalities
//------------------------------------------------------------------------------
M01_Junkie_B00 = {Suchaj, mnie obchodzi tylko odlot.}
M01_Junkie_B01 = {Tu bya jaka walka, czy mam omamy?}
M01_Junkie_B02 = {Jak dacie mi troch narkotykw pomog wam walczy.}
M01_Junkie_B03 = {Nie patrz na mnie. To nie mj problem.}
M01_Junkie_B04 = {Widzielicie, czy kto robi sobie ze mnie jaja?}
M01_Junkie_B05 = {Widz martwych ludzi.}

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

//==============================================================================
// Situation C for the Junkies: If player saves village but with villager fatalities.
//------------------------------------------------------------------------------
M01_Junkie_C00 = {Ha! Na pewno nic nie palie?.}
M01_Junkie_C01 = {Jestem na haju, ale lepiej bym sobie poradzi ni ty.}
M01_Junkie_C02 = {Zamierzam capn rzeczy zabitych.}
M01_Junkie_C03 = {To byo podniecajce! Ograbilicie ju ciaa?}
M01_Junkie_C04 = {Czuj zabitych!}

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

//==============================================================================
// Situation D for the Junkies: When Elder is kidnapped.
//------------------------------------------------------------------------------
M01_Junkie_D00 = {Czy Starszy zrobi co dla mnie?}
M01_Junkie_D01 = {Nie ma Starszego? A jest kto w jego namiocie?}
M01_Junkie_D02 = {wity Braminie! To takie pikne.}
M01_Junkie_D03 = {Cholera. Starszy by dla mnie miy.}
M01_Junkie_D04 = {Ale zimno.}

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

//==============================================================================
// Situation E for the Junkies: When Elder is rescued from being kidnapped.
//------------------------------------------------------------------------------
M01_Junkie_E00 = {Co Starszy zrobi dla mnie?}
M01_Junkie_E01 = {Moesz to uczci poprzez okazanie hojnoci.}
M01_Junkie_E02 = {Dobra robota. Moesz powtrzy, kogo uratowalicie?}
M01_Junkie_E03 = {Wypalam si.}
M01_Junkie_E04 = {Zajebicie tu gorco.}

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

//==============================================================================
// Raiders:
// The Raiders are divided into their main roles in the mission. These are
// the various situations that the raiders may be encountered in. Typically
// they have one state: Before seeing the player. After seeing the player, the
// combat AI takes over and combat taunts are used.
//
// All raider lines are floating text.
//==============================================================================


//==============================================================================
// Raider Situation A: These raiders are on patrol with their dogs. All their
// lines are floating text.
//------------------------------------------------------------------------------
M01_Raider_A00 = {Mj pies jest chyba gejem.}
M01_Raider_A01 = {Te dzikusy to banda ajz.}
M01_Raider_A02 = {Syszae co?}
M01_Raider_A03 = {Ciiii! Syszelicie?}
M01_Raider_A04 = {*Ziewa*}
M01_Raider_A05 = {...uwierz mi. Te dzikusy nie wrc.}
//==============================================================================


//==============================================================================
// Raider Situation B: These raiders are on guard duty. That is, they guard
// the prisoners.
//------------------------------------------------------------------------------
M01_Raider_B00 = {Podoba mi si ta dzikuska w kcie.}
M01_Raider_B01 = {Nie cierpi sta na warcie.}
M01_Raider_B02 = {Lepiej dla winiw, eby byli cicho!}
M01_Raider_B03 = {Cholerni winiowie.}
M01_Raider_B04 = {...to lepsze ni praca na roli.}
M01_Raider_B05 = {Dlaczego to zawsze spada na mnie?}
//==============================================================================


//==============================================================================
// Raider Situation C: These raiders are on sentry duty. That is, they stand
// about looking for trouble.
//------------------------------------------------------------------------------
M01_Raider_C00 = {*Ziewa*}
M01_Raider_C01 = {Oczy mi si zamykaj.}
M01_Raider_C02 = {Ale tu cicho.}
M01_Raider_C03 = {Jeszcze tylko kilka godzin.}
M01_Raider_C04 = {...czuj si, jakbym sta na warcie ca wieczno.}
M01_Raider_C05 = {Wojna, wojna si nie zmienia...}
//==============================================================================

//==============================================================================
// Brotherhood Sentries:
// After the mission is completed and revisted, there will be Brotherhood
// soldiers acting at protectors of the village. They will not have much to
// to say.
//==============================================================================


//==============================================================================
// Situation A: If player returns to village (after raiders are killed) and after elder is kidnapped/before //rescue. (These aren't sentry specific. They can be random.)
//------------------------------------------------------------------------------
M01_Sentry01_A00 = {Wracaj do domu, kadecie. Sprbujemy posprzta baagan, ktrego narobilicie.}
M01_Sentry01_A01 = {My bdziemy pilnowa wioski.}
M01_Sentry01_A02 = {Nie martw si o nas... kadecie.}
M01_Sentry02_A00 = {Nie powinnicie si czym zaj?}
M01_Sentry02_A01 = {Ci bandyci naprawd zaczynaj mnie mczy.}
M01_Sentry02_A02 = {Ani troch nie podoba mi si stanie na warcie.}
M01_Sentry03_A00 = {Spocznij, my pilnujemy wioski.}
M01_Sentry03_A01 = {Taaa. Co za pech, e Charona porwano zanim tu trafilimy.}
M01_Sentry03_A02 = {Wracaj do domu, kadecie. Sprbujemy posprzta baagan, ktrego narobilicie.}
//==============================================================================

//==============================================================================
// Situation B: These are random lines spoken by the Brotherhood sentries when Elder Charon is returned //from being kidnapped. (These aren't sentry specific. They can be random.)
//------------------------------------------------------------------------------
M01_Sentry01_B00 = {Powstrzymalicie bandytw i uratowalicie Starszego? Dobra robota!}
M01_Sentry01_B01 = {Przypominacie mi druyn Sztylet.}
M01_Sentry01_B02 = {Niele, kadecie, cakiem niele.}
M01_Sentry02_B00 = {Taa, uratowalicie go, ale nie musicie si tak puszy.}
M01_Sentry02_B01 = {To byo chyba ciekawsze, ni stanie na warcie.}
M01_Sentry02_B02 = {Trzymaj si.}

//==============================================================================//==============================================================================
// Mission Specific Tags
//==============================================================================

name_M01_guardsKey = {Gwny klucz}
desc_M01_guardsKey = {Klucz do wielu zamkw w obozie.}

