//==============================================================================
// Speech File for Mission 02 - Freeport.
//Version 1.4
// 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_02_BRIEF = {Spocznij, onierzu.\n\n

Nie docenilimy uporu tych bandytw. Krtko po twoim zwycistwie udao im si pojma Starszego wioski. To bez wtpienia prba zamania ducha mieszkacw Bramin Wood, ktrzy wci jeszcze cierpi z powodu ostatnich strat.\n\n

Na szczcie jeden z naszych informatorw okreli, gdzie znajduje si Ojciec plemienia. Wyglda na to, e bandyci przetrzymuj go w obozie na przedmieciach zrujnowanego Freeport.\n\n

Masz si tam uda, uratowa Starszego wioski i wrci. Nasz informator powinien wci tam by. Ma czerwony pancerz, wic powiniene go odrni od bandytw. Pamitaj jednak, e chocia jest sowicie opacany przez Bractwo, to jednak nie stanie po twojej stronie, gdy sprawy si skomplikuj.\n\n

Zbierz oddzia. Macie wyruszy tak szybko jak to moliwe.\n\n

Odmaszerowa.}

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


//==============================================================================
// Situation A: Basic debrief that will be first and always present on successful //completion of the mission
//.
//------------------------------------------------------------------------------

MISSION_02_DEBRIEF_A01 = {Dobra robota, onierzu.\n\n

Starszy Bramin Wood powiedzia nam, e by przenoszony z obozu do obozu. Zapewne po to, bymy nie odkryli, gdzie jest przetrzymywany. Niestety, podczas podry zakadano mu kaptur, wic nie zna ich pooenia. Czego si jednak dowiedzielimy. Wyglda na to, e niektre grupy bandytw na zachodzie maj jakiego przeciwnika. Nie wiemy, kto to, bo nie zwyciylimy adnego starcia z nimi. Moe ich przeceniamy, ale mog by bardzo niebezpieczni. Bractwo musi zbada to nowe zagroenie.}
//==============================================================================


//==============================================================================
// Situation B01: Tribal Father is rescued. Informant is dead.
//------------------------------------------------------------------------------

MISSION_02_DEBRIEF_B01 = {Wedug twojego raportu nasz informator nie yje. To niedobrze. Zwaywszy na wzrost aktywnoci bandytw w tym rejonie, mgby okaza si przydatny. W przyszoci musisz bardziej uwaa.}
//==============================================================================

//==============================================================================
// Situation B02: Tribal Father is rescued. Informant is alive
//------------------------------------------------------------------------------

MISSION_02_DEBRIEF_B02 = {Informator zosta opacony i ma zdoby informacje na temat nowego zagroenia. Utrzymanie go przy yciu byo dobr decyzj. Dziki dobrym decyzjom zdobdziesz wysok pozycj w Bractwie.}
//==============================================================================

//==============================================================================
// Situation C01: Player set female prisoner free. This closes the debrief.
//------------------------------------------------------------------------------

MISSION_02_DEBRIEF_C01 = {Wywiad donosi, e uwolniona przez ciebie kobieta nie pochodzi z adnej okolicznych wiosek. To nic dziwnego, bo niewolnicza sie bandytw ma duy zasig. Moliwe, e osoba ta bya niewinna, ale naleao przyprowadzi j na przesuchanie. Nie pozwl, by wspczucie przeszkadzao ci w subie.\n\n

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

//==============================================================================
// Situation C02: Female prisoner is killed or left in cell. This closes the debrief.
//------------------------------------------------------------------------------

MISSION_02_DEBRIEF_C02 = {Odmaszerowa.}

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

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

M02_MiniMap_01 = {Tu jest ustalone miejsce spotkania. Nawi kontakt z naszym informatorem, ale nie zaalarmuj wartownikw. Nie mog widzie, jak rozmawiasz z naszym informatorem.}
M02_MiniMap_02 = {Ta drabina to pierwsza z trzech drg do obozu.}
M02_MiniMap_03 = {Te schody to druga moliwa droga do obozu.}
M02_MiniMap_04 = {Ten most to najbardziej oczywiste wejcie do obozu. Zapewne jest silnie strzeony.}
M02_MiniMap_05 = {Nasi agenci meldowali, e ta strona rzeki jest sabo patrolowana.}
M02_MiniMap_06 = {Omi stranikw przy mocie, albo zabij ich szybko i po cichu.}
M02_MiniMap_07 = {Twoim gwnym zadaniem jest uratowanie Ojca plemienia. Musisz dziaa po cichu. Jeli zostanie wczony alarm, musisz si liczy z przewag liczebn wroga.}
M02_MiniMap_08 = {To miejsce ewakuacji. Przejd tu po wykonaniu zada.}
M02_MiniMap_09 = {Tutaj znajduje si gorzelnia. Zniszczenie jej moe odwrci uwag bandytw, ale te zaalarmuje cay obz.}
M02_MiniMap_10 = {Twoja druyna zaczyna w tym miejscu, po drugiej stronie rzeki.}
M02_MiniMap_11 = {Syrena bandytw. Moesz spodziewa si kopotw, jeli zostanie wczona.}
M02_MiniMap_12 = {Syrena bandytw. Moesz spodziewa si kopotw, jeli zostanie wczona.}

//==============================================================================
// Objective Breakdowns:
//------------------------------------------------------------------------------
M02_OBJ_01 = {Skontaktuj si z informatorem.}
M02_OBJ_02 = {Odprowad Ojca plemienia do punktu ewakuacyjnego.}
M02_OBJ_03 = {Zniszcz gorzelni, eby odwrci uwag.}
M02_OBJ_04 = {Przeszukaj namioty bandytw.}

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

//==============================================================================
// FAILURE NOTICES
//------------------------------------------------------------------------------
M02_FAILUREA = {Nadesza mier. Koci zagrzechocz w twym pancerzu, gdy robaki bd szuka padliny. Bractwo musi zwyciy bez ciebie.}
M02_FAILUREB = {Przez ciebie zgin Ojciec Miasta. W Bractwie Stali poraka jest niedopuszczalna. Sprbuj jeszcze raz, onierzu.}
M02_SUCCESSA = {Starszemu wioski udao si uciec. Gwne zadanie wykonane. By zakoczy misj wrcie na pozycje wyjciowe.}


//==============================================================================
// Name: Cypher.
// 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.
//==============================================================================


//==============================================================================
// Situation A: If Cypher can see a guard and he is within a given distance
// the player, he will warn the player against speaking to him. These lines are
// all floating text.
//------------------------------------------------------------------------------
M02_Cypher_A00 = {Ciii! Nie teraz, mog nas zobaczy.}
M02_Cypher_A01 = {Ciii! Nie teraz. Odejd.}
M02_Cypher_A02 = {Ciii! Wartownicy mog nas zauway.}
M02_Cypher_A03 = {Ciii! Poczekaj, a wartownicy odejd.}
//==============================================================================


//==============================================================================
// Situation B00: If Cypher is spotted talking to the player. The guards will
// become hostile and attack. He will then curse the player's
// carelessness.
//------------------------------------------------------------------------------
M02_Cypher_B00_W = {Kurwa! Zauwayli nas. Nie zamierzam za to gin.}

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

//==============================================================================
// Situation B01: This will immediately follow the above line. Cypher will look out for himself and attack the player with the guards. He is distancing himself from being involved with the Brotherhood to save his seedy skin. Cypher will then attack the player.
//------------------------------------------------------------------------------
M02_Cypher_B01_W = {Skd wy, kurwa, przyszlicie!? ALARM! ALARM! Intruzi!}

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

//==============================================================================
// Situation Z: These are Cyphers combat taunts.
//------------------------------------------------------------------------------
M02_Cypher_Z00 = {Przykro mi, dupku, ale albo ty, albo ja.}
M02_Cypher_Z01 = {Nie mog uwierzy, e przysali takiego gupka!}
M02_Cypher_Z02 = {Co? Mylelicie, e umr razem z wami?}
M02_Cypher_Z03 = {Nie pac mi tyle, ebym mia si bi z caym obozem!}

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


//==============================================================================
// Situation C00: If the player speaks with Cypher, Cypher will tell them what
// he knows and will then start walking away. He will ignore any further
// attempts at conversation.
//
// Note: Cypher speaks with in a conspiratorial whisper. This is somewhat
// hamming his role as spy, but seedy characters abound in this camp. I like
// to think of his voice as belonging to Jim Carrey's 'Hank' character in the
// movie, 'Me, Myself and Irene.'
//------------------------------------------------------------------------------
M02_Cypher_C00_W = {(rozglda si) Bdcie cicho, to powiem wam co wiem.\n\n

W jednym z namiotw trzymaj przywdc plemienia. Nie jestem pewien w ktrym dokadnie, ale na pewno tu jest.\n\n

Powinnicie to zrobi, pki wszyscy s jeszcze zalani. Wrcilimy z udanego wypadu i wszyscy albo chlej, albo zabawiaj si z winiami.\n\n

To wszystko, co mam dla was. Za to, co mi pacicie nie wydam go w wasze rce. A, przy okazji, nigdy si nie spotkalimy, wic nie prbujcie ze mn wicej rozmawia. Mog mnie za to zabi... albo zrobi co jeszcze gorszego.}
//==============================================================================


//==============================================================================
// Situation C01: This is Cypher's parting remark after speaking to the player.
// After this, he will not say anything more to the player.
//------------------------------------------------------------------------------
M02_Cypher_C01 = {Dobra, id si czego napi eby, eee, uspokoi nerwy.}
//==============================================================================


//==============================================================================
// Situation C02: This is what Cypher will say if the player attempts to
// speak with him after the initial contact. He will refuse to talk three times before nerves make him sound the alarm and attack the player. If the player presses the issue there should be a consequence.
// Note to scripter: Each one of the following is a separate node. On the activation of the final node, turn Cypher hostile to the player and force-speech C05
//------------------------------------------------------------------------------
M02_Cypher_C02 = {Mwiem, ebycie ze mn nie rozmawiali!}
M02_Cypher_C03 = {Odbio ci?}
M02_Cypher_C04 = {Odejd, gupcze!}
//==============================================================================

//==============================================================================
// Situation C05: This is what Cypher yells if the player keeps trying to talk to him.
//------------------------------------------------------------------------------
M02_Cypher_C05 = {Do tego... ALARM! ALARM! Intruz w obozie!}

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

//==============================================================================
// Situation X00: Floating text before the player talks to him the first time.
//------------------------------------------------------------------------------
M02_Cypher_X00 = {Cholera! Spnia si.}
M02_Cypher_X01 = {Stary, musz wzi troch dopalacza...}
M02_Cypher_X02 = {Gdzie on jest?}

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



//==============================================================================
// 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.
//
// At present he respects the player, the one who has saved the village. He
// is haggard as he has been treated none too kindly by his captors.
//==============================================================================


//==============================================================================
// Situation A00: If spoken to, Charon will let the player know his relief
// upon being found. He will let the player know that the next time the player
// tries to talk to him, he will start running for freedom.
//
// He is ashamed of the fact that he was ambushed and he speaks of it with
// a certain amount of embarrassment.
//------------------------------------------------------------------------------
M02_Charon_A00_W = {Dziki niech bd Bramiskiemu Bogu Ratunku. ajdaki, zaskoczyli mnie w lesie, zdzielili mnie po gowie i wsadzili do worka. Do worka! Mnie! Najwyraniej tych kretynw nikt nie nauczy szacunku dla starszyzny.\n\n

Mog ci jeszcze powiedzie, e przywdca bandytw trzyma zagrabione skarby w namiocie. Moe warto zoy mu wizyt.\n\n

Jestem gotowy do drogi. Powiedz mi kiedy bd mg si bezpiecznie oddali.}
//==============================================================================


//==============================================================================
// Situation A01: If the player speaks to Charon once more, it signifies that
// the coast is clear and it is safe for Charon to run away.
//------------------------------------------------------------------------------
M02_Charon_A01 = {Droga bezpieczna? No to lec...}
//==============================================================================


//==============================================================================
// Situation B: Elder floating text before the player speaks to him.
//------------------------------------------------------------------------------
M02_Charon_B00 = {Wioska mnie potrzebuje.}
M02_Charon_B01 = {Zodzieje naprawd nie maj honoru.}
M02_Charon_B02 = {Ech, brudne bandziory!}
M02_Charon_B03 = {Lepiej bdzie dla nich, eby mnie nie ruszali!}
//==============================================================================


//==============================================================================
// Situation C: After speaking with the player, Charon will be more or less
// quiet. He'll whisper a few words to remind the player to signal him.
//------------------------------------------------------------------------------
M02_Charon_C00 = {Cii. Pamitaj, porozmawiaj ze mn, eby da sygna.}
M02_Charon_C01 = {Daj mi zna, kiedy droga bdzie bezpieczna.}
M02_Charon_C02 = {Daj mi znak, a ja pobiegn jak Boski Bramin Wiatru.}
//==============================================================================


//==============================================================================
// Situation D: If Charon is hurt or under attack. He will call out for help
// to let the player know he is in trouble. That way they can hopefully heal
// him or provide some cover for him.
//------------------------------------------------------------------------------
M02_Charon_D00 = {Zdrada! Wprowadzono mnie w zasadzk!}
M02_Charon_D01 = {Pomocy! Gdzie s teraz moi zbawcy?}
//==============================================================================


//==============================================================================
// Situation E: Charon changes his random lines once the great escape is on
// the way.
//------------------------------------------------------------------------------
M02_Charon_E00 = {Robi si na to za stary!}
M02_Charon_E01 = {Sabe ciao. Silna wolna.}
//==============================================================================


//==============================================================================
// Name: Ripley
// Role: Prisoner.
// Background: Ripley is a woman taken captive from the town of Irvine. She is
// a survivor.
//==============================================================================


//==============================================================================
// Situation A: These are the random lines of text Ripley says before the
// player speaks with her.
//------------------------------------------------------------------------------
M02_Ripley_A00 = {Hej! Ty nie jeste bandyt! Wycignij mnie std!}
M02_Ripley_A01 = {Nie jestem std. Pom mi.}
M02_Ripley_A02 = {Pewnie nie dasz rady tego otworzy?}
//==============================================================================


//==============================================================================
// Situation B: This are the lines Ripley will call out to the player if any
// of the squad move within a certain distance of her.
//------------------------------------------------------------------------------
M02_Ripley_B00 = {Pomocy! Jest tam kto?}
M02_Ripley_B01 = {Moecie mi pomc?}
M02_Ripley_B02 = {Prosz, pomcie mi!}
//==============================================================================


//==============================================================================
// Situation C00: If the player speaks to Ripley, they will have killed her
// guards and freed her from her cell. Ripley thanks them and explains that
// she is from a town called Irvine. She will make her escape after talking
// to the player - that is, she will not stop to speak with them again.
//
// Note: If we could only borrow Sigourney Weaver for this voice-over, she can
// write in Ripley's own lines with some inside joke of her own.
//------------------------------------------------------------------------------
M02_Ripley_C00_W = {(szepcze) Hej! Wycignijcie mnie std, prosz! Nie mam nic cennego, ale jeli kiedy odwiedzicie Great Bend, to zapytajcie o Ripley. Przysigam, e si wam odwdzicz.\n\n

Prosz... bagam, nie pozwlcie, eby znowu mnie dotykali!}
//==============================================================================

//==============================================================================
// Situation Z00: Ripley will say this if the player lets her out. She will dash to safety.
//------------------------------------------------------------------------------
M02_Ripley_Z00 = {Dziki Bogu. Do widzenia, nieznajomi. Nie zapomnijcie mnie odwiedzi.}

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

//==============================================================================
// Name: O'Reilly.
// Role: Captain of the Raider Camp.
// Background: O'Reilly is your typical raider captain. He is adept in the fine
// arts of torture, tactics, strategy, wenching and guzzling beer. He doesn't
// have much to play in the story except for a few choice one-liners. He does
// get to shout them out very loudly, if that's any consolation to him.
//==============================================================================


//==============================================================================
// Situation A00: If O'Reilly sees the players, he will call out the alarm
// with this favorite line of his.
//
// Note: O'Reilly is slightly drunk so his speech may be slurred.
// Option: O'Reilly's lines are broken into sentences that may be broken down
// into floating text if desired. These can be identified via A01 to A03 and
// may be used one after the other in a series of triggers.
//------------------------------------------------------------------------------
M02_Reilly_A00_W = {Alarm! Intruzi w obozie! Wstawa, aosne sukinsyny!\n\n

Obetn jajca kademu, kto nie bdzie walczy! Wstawa, kundle! Jeli uciekn, to przysigam na Boga, e rozwal t pierdolon gorzelni!}

//==============================================================================
// Situation Z00: After alarm has gone off.
//------------------------------------------------------------------------------
M02_Reilly_Z00 = {Alarm! Intruzi w obozie! Wstawa, do cholery!}
M02_Reilly_Z01 = {Rusza si, bando ndznych pijakw. Macie ich zaatwi!}
M02_Reilly_Z02 = {Alarm! To cholerne Bractwo! Wstawa, kundle!}
//==============================================================================

//==============================================================================
// 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.
//------------------------------------------------------------------------------
M02_Raider_A00 = {Ta zamknita blondyneczka jest naprawd nieza.}
M02_Raider_A01 = {Cii... Niewane, to pewnie szczur.}
M02_Raider_A02 = {Cii! Syszae?}
M02_Raider_A03 = {Dlaczego zawsze na warcie chce mi si sra?}
M02_Raider_A04 = {*ziewa*}
M02_Raider_A05 = {Ha! Ten Starszy porzdnie oberwa.}
//==============================================================================


//==============================================================================
// Raider Situation B: These Raiders are on guard duty. That is, they guard
// the prisoners.
//------------------------------------------------------------------------------
M02_Raider_B00 = {*mieje si* Poczekaj, znowu nasikam winiom do wody pitnej!}
M02_Raider_B01 = {Cholera, mogliby si zamkn.}
M02_Raider_B02 = {Czemu musz cigle sta na warcie?}
M02_Raider_B03 = {Cicho! Syszae? Gorzelnia mnie wzywa! Cha, cha.}
M02_Raider_B04 = {Dzikusy to najlepsi niewolnicy.}
M02_Raider_B05 = {Nudzi mi si. Zagramy w "Kopnij dzikusa"?}
//==============================================================================


//==============================================================================
// Raider Situation C: These Raiders are on sentry duty. That is, they stand
// about looking for trouble.
//------------------------------------------------------------------------------
M02_Raider_C00 = {Gdzie mj zmiennik?}
M02_Raider_C01 = {Mylaem, ze nie mona si bardziej nudzi!}
M02_Raider_C02 = {Jak na razie spokj.}
M02_Raider_C03 = {Gupia warta...}
M02_Raider_C04 = {Co to za haas?}
M02_Raider_C05 = {Stj! Kto idzie?}
//==============================================================================


//==============================================================================
// Raider Situation D: These Raiders are sleeping. These are the quiet ones.
//------------------------------------------------------------------------------
M02_Raider_D00 = {Chrrr...}
M02_Raider_D01 = {Chrrr... *chrapanie*}
M02_Raider_D02 = {*mamrotanie*}
M02_Raider_D03 = {Chrrr... rrr...}
M02_Raider_D04 = {Mmm... chrrr...}
M02_Raider_D05 = {Chrrr... mmm...}
//==============================================================================


//==============================================================================
// Raider Situation E and F: These raiders are sleeping. These are the drunk
// ones.
//------------------------------------------------------------------------------
M02_Raider_E00 = {Musimy zapa wicej *hik* dziwek.}
M02_Raider_E01 = {*chrapanie* Chrrr...}
M02_Raider_E02 = {*Pierdnicie*}
M02_Raider_E03 = {Pfff. Chrrr...}
M02_Raider_E04 = {Dotknij mnie, to umrzesz. Mmmm...}
M02_Raider_E05 = {Ktry dupek puci bka?}

M02_Raider_F00 = {*Ghrrr*}
M02_Raider_F01 = {Do diaba, przesta chrapa!}
M02_Raider_F02 = {Jeszcze raz chrapniesz, to podern ci gardo.}
M02_Raider_F03 = {Jak jeszcze raz zapiesz mnie za tyek, to poaujesz.}
M02_Raider_F04 = {Zabierz rk z moich jaj, do cholery!}
M02_Raider_F05 = {Urp. Hik.}
//==============================================================================


//==============================================================================
// Raider Situation G: Raider see the informant talking to the player. These
// are random lines that the raiders may say if that happens. Only one of these lines will be used (randomly)
//------------------------------------------------------------------------------
M02_Raider_G00 = {Co tu si dzieje, do cholery?}
M02_Raider_G01 = {Czy ja ci znam?}
M02_Raider_G02 = {Hej, ty! Stj!}
//==============================================================================


//==============================================================================
// Raider Situation H: Raiders see the players in the compound. They'll shout out the alarm.
//------------------------------------------------------------------------------
M02_Raider_H00 = {Alarm! Alarm! Intruzi!}
M02_Raider_H01 = {Podniecie alarm! Intruzi!}
M02_Raider_H02 = {Wstawa! Wczy alarm!}
M02_Raider_H03 = {Alarm! Mamy towarzystwo!}
//=============================================================================

//==============================================================================
// Raider Situation Z: Raiders see the
// still being blown up. They'll shout out the alarm.
//------------------------------------------------------------------------------
M02_Raider_Z00 = {Czy to gorzelnia? O Boe! Nieeeeee!}
M02_Raider_Z01 = {Tylko nie gorzelnia! *szloch* Tylko nie gorzelnia!}
M02_Raider_Z02 = {Wstawa! Ogocie alarm!}
M02_Raider_Z03 = {Alarm! Mamy towarzystwo!}
//=============================================================================


//==============================================================================
// Raider Situation I: Raiders who feel bad after the still has been blown up.
// These can be assigned to various raiders. Not all will feel bad or guilty
// about it.
//------------------------------------------------------------------------------
M02_Raider_I00 = {Rany, O'Reilly naprawd si wkurzy.}
M02_Raider_I01 = {Tylko nie gorzelnia! Dlaczego wanie gorzelnia?}
M02_Raider_I02 = {Bdzie mi brakowa gorzelni.}
M02_Raider_I03 = {Cholera, nie ma gorzelni. Ale nam si oberwie.}
M02_Raider_I04 = {Szef bdzie wrzeszcza.}
M02_Raider_I05 = {Nie ma gorzelni. Szef zje nas na niadanie.}
//==============================================================================

//==============================================================================
// Raider Situation J: The main alarm has been raised, and they have been
// ordered to search for the intruders.
//------------------------------------------------------------------------------
M02_Raider_J00 = {Znale ich. I pozabija!}
M02_Raider_J01 = {Bra ich!}
M02_Raider_J02 = {Cii... syszae to?}
M02_Raider_J03 = {Intruzi!}
M02_Raider_J04 = {Jeli przeyj, to O'Reilly nas wszystkich pozabija.}
M02_Raider_J05 = {Gdzie oni s? Znale ich!}

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

name_M02_still = {Gorzelnia}


