MIS 02 Speech.txt

//============================================================================== // Speech File for Mission 02 - Freeport. //Version 1.5 // 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_BRIEF = { At ease, warrior.\n\n We have underestimated the tenacity of these Raiders. Shortly after your victory, the bandits managed to kidnap the Village Elder. This is, no doubt, an attempt to break the spirit of Brahmin Wood while they're still suffering from their recent losses.\n\n Fortunately, one of our informants within the raider camp has located the Village Elder. It appears that the Raiders are holding him on the outskirts of the broken town of Freeport, in a medium sized encampment.\n\n Your mission is to journey to Freeport, rescue the elder and get out. Our informant should still be in the area and he can be identified by the red armor he wears, so you should be able to distinguish him from the other Raiders. But remember, while the informant is paid handsomely for his services he is NOT a Brother of Steel and will NOT stand by your side if matters get complicated.\n\n Gather your squad. You are to depart as soon as possible.\n\n Dismissed. } // AVOID TIME-RELATED IMPERATIVES, SINCE IT DOESN'T AMTTER WHETHER THE PLAYER ACTUALLY LEAVES WITHIN AN HOUR OR WITHIN A DAY. //============================================================================== // Mission Debriefing //============================================================================== //============================================================================== // Situation A: Basic debrief that will be first and always present on successful //completion of the mission //. //-- MISSION_02_DEBRIEF_A01 = { Well done, warrior.\n\n On his safe return, Brahmin Wood's Elder, informed our Inquisitors, that he had been moved from camp to camp, presumably to keep his location a secret. Unfortunately, he was forced to wear a hood to prevent him from mapping his route and the location of the bandits camps.\n\n One bit of information was learned. It seems some bandit groups are meeting some kind of opposition in the West. We didn't get any details, but the raiders have never won a conflict with this new presence. This could be just fearful mutterings of superstitious raiders, but it would give reason to their heightened activities in this region. The Brotherhood must investigate this new possible threat. } //============================================================================== //============================================================================== // Situation B01: Tribal Father is rescued. Informant is dead. //-- MISSION_02_DEBRIEF_B01 = { By your own report, our informant is dead. That is unfortunate. With increasing raider activity in the area, his reconnaissance would have been useful. In the future... be more careful. } //============================================================================== //============================================================================== // Situation B02: Tribal Father is rescued. Informant is alive //-- MISSION_02_DEBRIEF_B02 = { The informant has been paid and is on his way to retrieve information on the new menace. You did well keeping him alive during your mission and your attention to detail will bring you into high favor within the Brotherhood. } //============================================================================== //============================================================================== // Situation C01: Player set female prisoner free. This closes the debrief. //-- MISSION_02_DEBRIEF_C01 = { Intelligence reports that the woman you freed is not from the surrounding villages. That is not unusual since the raiders' slave network is vast. While you might have saved an innocent from the horrors of captivity, you should have brought her back for interrogation. Do not let sympathy overcome your duty.\n\n } //============================================================================== //============================================================================== // Situation C02: Female prisoner is killed or left in cell. This closes the debrief. //-- MISSION_02_DEBRIEF_C02 = { Dismissed. } //============================================================================== // Mini-map Information //============================================================================== M02_MiniMap_01 = { This is the agreed meeting point. Establish contact with our informant without alerting the guards on duty. He cannot be seen talking to you. } M02_MiniMap_02 = { This ladder is the first of three ways into the base perimeter. } M02_MiniMap_03 = { The stairs here are the second of three ways into the base perimeter. } M02_MiniMap_04 = { The bridge is the most obvious entry into the base perimeter. It is likely to be heavily guarded. } M02_MiniMap_05 = { Our agent reports that this side of the river is lightly patrolled. } M02_MiniMap_06 = { Evade the bridge guards or kill them silently and quickly. } M02_MiniMap_07 = { Your primary objective is to rescue the Village Elder. Consider this to be a stealth mission. If the alarm is sounded, expect to be outnumbered. } M02_MiniMap_08 = { This is the evacuation site. Rendezvous here once your objectives have been achieved. } M02_MiniMap_09 = { There is a large still located here. Should you destroy it, it could prove to be a good diversion, but it would alert the camp to intruders. } M02_MiniMap_10 = { Your squad will start here, on the opposite side of the river. } M02_MiniMap_11 = { Raider siren. If it sounds, expect trouble. } M02_MiniMap_12 = { Raider siren. If it sounds, expect trouble. } //============================================================================== // Objective Breakdowns: //-- M02_OBJ_01 = { Contact the Informant. } M02_OBJ_02 = { Escort the Village Elder to safety. } M02_OBJ_03 = { Destroy the still to cause a distraction. }//Should not be an objective. It is an option. M02_OBJ_04 = { Search the Raider's tents for loot. }// Should not be an objective. It is an option. // WE'LL DISPLAY THOSE LAST TWO AS SUB OBJECTIVES, NOT MAIN OBJECTIVES. //============================================================================== //============================================================================== // FAILURE NOTICES //-- M02_FAILUREA = {You have perished. Your bones will rattle inside your armor as the insects search for carrion. The Brotherhood must prevail without you.} // ONCE AGAIN, YOU'LL HAVE TO PICK FAILURE THAT YOU LIKE M02_FAILUREB = {You have allowed the Village Elder to perish. Failure is unacceptable in the Brotherhood of Steel. Try again, warrior.} M02_SUCCESSA = {The Elder has made his escape, primary objective complete. Head to the extraction point to end the mission.} //============================================================================== // 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 = { Shhhh! Not while they can see us. } M02_Cypher_A01 = { Hssst! Not now. Go away. } M02_Cypher_A02 = { Shhhh! The guards can see us. } M02_Cypher_A03 = { Hssst! Wait until the guards leave. } //============================================================================== //============================================================================== // 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 = { Fuck! They see us. Well, I'm not going to die for this. } //============================================================================== //============================================================================== // 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 = { Where the fuck did you come from? ALARM! ALARM! Intruders! } //============================================================================== //============================================================================== // Situation Z: These are Cyphers combat taunts. //-- M02_Cypher_Z00 = { Sorry asswipe, but it was either you or me.} M02_Cypher_Z01 = { I can't believe they sent someone so stupid!} M02_Cypher_Z02 = { What? Did you think I would die with you?} M02_Cypher_Z03 = { I'm not paid enough to take on this whole base!} //============================================================================== //============================================================================== // 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 = { (Looks both ways) Keep it quiet and I'll tell you what I know.\n\n They've got this tribal Father stashed away in one of the tents. I can't be sure which one exactly, but he's definitely here.\n\n I suggest you do this while everyone's still plastered. We just came back from a successful raid and everyone's been either drinking or helping themselves to the prisoners.\n\n That's all I have for you. I'm not going to deliver him to you for what you're paying me. Oh and by the way, we never met, so don't try to talk to me again. I can get killed for helping you... or worse. } //============================================================================== //============================================================================== // 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 = { Right, I'm off for a drink to er ... steady my nerves. } //============================================================================== //============================================================================== // 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 = { I told you not to talk to me! } M02_Cypher_C03 = { What the fuck is wrong with you?!? } M02_Cypher_C04 = { Go away you fool! } //============================================================================== //============================================================================== // Situation C05: This is what Cypher yells if the player keeps trying to talk to him. //-- M02_Cypher_C05 = { That's it...ALARM! ALARM! Intruder in the base! } //============================================================================== //============================================================================== // Situation X00: Floating text before the player talks to him the first time. //-- M02_Cypher_X00 = { Damn it! He's fucking late. } M02_Cypher_X01 = { Man, I need some afterburner... } M02_Cypher_X02 = { Where is he? } //============================================================================== //============================================================================== // Name: Charon. // Role: Tribal Father, Elder of Brahmin 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 = { Thank the Brahmin God of Rescue you're here. The scoundrels clubbed me from behind while I was making water in the woods, then put me in a sack. A sack! Me! It is obvious that these cretins were never taught to respect Elders. \n\n I can tell you little more, but I know that braggart of a raider leader hides his ill gotten treasures in his tent. Perhaps it might be worth your while to pay him a visit.\n\n I am ready to leave. Talk to me again when it is safe for me to dash to safety.\n\n } //============================================================================== //============================================================================== // 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 = { The way is cleared? I'm going to make a dash for safety now... } //============================================================================== //============================================================================== // Situation B: Elder floating text before the player speaks to him. //-- M02_Charon_B00 = { My village needs me. } M02_Charon_B01 = { There is truly no honor among thieves. } M02_Charon_B02 = { Bah, filthy raider scum! } M02_Charon_B03 = { They better not put their hands on me again! } //============================================================================== //============================================================================== // 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 = { Pssst, remember to talk to me to give the signal. } M02_Charon_C01 = { Let me know when the coast is clear. } M02_Charon_C02 = { Give me the signal and I'll run like the Brahmin God of Wind. } //============================================================================== //============================================================================== // 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 = { Treachery! I was led into an ambush! } M02_Charon_D01 = { Help! Where are my saviors now? } //============================================================================== //============================================================================== // Situation E: Charon changes his random lines once the great escape is on // the way. //-- M02_Charon_E00 = { I'm getting to old for this! } M02_Charon_E01 = { Body weak. Will strong. } //============================================================================== //============================================================================== // 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 = { Hey! You're not a raider! Get me out of here! } M02_Ripley_A01 = { I don't belong here. Help me. } M02_Ripley_A02 = { I don't suppose you can open this?} //============================================================================== //============================================================================== // 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 = { Help! Anyone there? } M02_Ripley_B01 = { Can you help me? } M02_Ripley_B02 = { Please help! } //============================================================================== //============================================================================== // 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 = { (whispering) Hey! Please get me out of here. Please! Get me out of here and I'll pay you back someday. I don't have anything to give you now, but if you ever visit my town Great Bend, just ask for Ripley and I swear I'll make it up to you. Please... please don't let them touch me again!\n\n } //============================================================================== //============================================================================== // Situation Z00: Ripley will say this if the player lets her out. She will dash to safety. //-- M02_Ripley_Z00 = { Thank God. Goodbye stranger and don't forget to look me up. } //============================================================================== //============================================================================== // 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! Intruders in the camp! Wake up you piss-ant sons of bitches!\n\n I swear I'll cut the balls off anyone I don't see fighting! Get up you curs! If they escape, God help me, I'll burn the mother-fucking still to the ground! \n\n } //============================================================================== // Situation Z00: After alarm has gone off. //-- M02_Reilly_Z00 = { Alarm! Intruders in the camp! Wake the fuck up! } M02_Reilly_Z01 = { Move it you worthless bunch of drunks. I want them fucking dead! } M02_Reilly_Z02 = { Alarm! It's the fucking Brotherhood! Get up you curs! } //============================================================================== //============================================================================== // 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 = { That one little blonde prisoner gives quite a ride.} M02_Raider_A01 = { Shh!...Nevermind, it must have been a rat. } M02_Raider_A02 = { Hsssst! Did you hear that? } M02_Raider_A03 = { How come I always have to take a crap when I'm on watch? } M02_Raider_A04 = { *Yawn* } M02_Raider_A05 = { Hah! That Elder can sure take a beating.} //============================================================================== //============================================================================== // Raider Situation B: These Raiders are on guard duty. That is, they guard // the prisoners. //-- M02_Raider_B00 = { *Snicker* Let's piss in the prisoner's drinking water again! } M02_Raider_B01 = { Damn, I just wish they'd shut up. } M02_Raider_B02 = { Why did I have to pull baby-sitting duty? } M02_Raider_B03 = { Shh! Hear that? The still's calling me! Hah hah. } M02_Raider_B04 = { These tribals make the best slaves. } M02_Raider_B05 = { I'm bored. You wanna go play "Kick the Tribal"? } //============================================================================== //============================================================================== // Raider Situation C: These Raiders are on sentry duty. That is, they stand // about looking for trouble. //-- M02_Raider_C00 = { Where's my relief? } M02_Raider_C01 = { I don't think this could be any more boring!} M02_Raider_C02 = { So far, so quiet. } M02_Raider_C03 = { Stupid sentry duty ... } M02_Raider_C04 = { What was that sound? } M02_Raider_C05 = { Halt! Who goes there? } //============================================================================== //============================================================================== // Raider Situation D: These Raiders are sleeping. These are the quiet ones. //-- M02_Raider_D00 = { Zzzzz ... } M02_Raider_D01 = { Zzzzz ... *snork* } M02_Raider_D02 = { *Mumble* *mumble* } M02_Raider_D03 = { Zzzzz ... zz ... } M02_Raider_D04 = { Mmmph ... Zzzzz ... } M02_Raider_D05 = { Zzzzz ... mmmph ... } //============================================================================== //============================================================================== // Raider Situation E and F: These raiders are sleeping. These are the drunk // ones. //-- M02_Raider_E00 = { Need to capture more *BURP* bitches. } M02_Raider_E01 = { *Snork* Zzzz ... } M02_Raider_E02 = { *Fart* } M02_Raider_E03 = { Burp. Zzzz ... } M02_Raider_E04 = { Touch me again and you die. Mmph. } M02_Raider_E05 = { Who's the asshole who made that stench? } M02_Raider_F00 = { *Gurgle* } M02_Raider_F01 = { Bloody 'ell, stop your fuckin' snoring!. } M02_Raider_F02 = { Snore one more time, and I gut you. } M02_Raider_F03 = { Grab my butt again and you'll be sorry. } M02_Raider_F04 = { Get your hands off my fucking balls! } M02_Raider_F05 = { Urp. Hic. } //============================================================================== //============================================================================== // 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 = { What the hell is going on over there? } M02_Raider_G01 = { Do I know you? } M02_Raider_G02 = { You there! Halt! } //============================================================================== //============================================================================== // Raider Situation H: Raiders see the players in the compound. They'll shout out the alarm. //-- M02_Raider_H00 = { Alarm! Alarm! Intruders! } M02_Raider_H01 = { Raise the alarm! Intruders! } M02_Raider_H02 = { Wake up! Raise the alarm! } M02_Raider_H03 = { Alarm! We've got company! } //============================================================================= //============================================================================== // Raider Situation Z: Raiders see the // still being blown up. They'll shout out the alarm. //-- M02_Raider_Z00 = { Was that the still? Oh God! Noooooo! } M02_Raider_Z01 = { Not the still! *sob* Not the still! } M02_Raider_Z02 = { Wake up! Raise the alarm! } M02_Raider_Z03 = { Alarm! We've got company! } //============================================================================= //============================================================================== // 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 = { Gawd, O'Reilly's gonna be real pissed. } M02_Raider_I01 = { Not the still! Why the still? } M02_Raider_I02 = { I'm gonna miss the still. } M02_Raider_I03 = { Damn, the still's gone. Now we're gonna be punished. } M02_Raider_I04 = { The boss is gonna be shouting. } M02_Raider_I05 = { Still's gone. Boss gonna be chewing us for breakfast. } //============================================================================== //============================================================================== // Raider Situation J: The main alarm has been raised, and they have been // ordered to search for the intruders. //-- M02_Raider_J00 = { Find them. Kill them! } M02_Raider_J01 = { Get them! } M02_Raider_J02 = { Shhhh ... you hear that?} M02_Raider_J03 = { Intruders!} M02_Raider_J04 = { If they live... O'Reilly gonna kill us all.} M02_Raider_J05 = { Where are they? Find them!} // ADDED 29.12.00 by Ed //============================================================================== // Mission Specific Tags //============================================================================== name_M02_still = { Alcohol Still }