MIS 10 Speech.txt

//============================================================================== // Speech File for Mission 10 - Jefferson City. //Version 1.3 // The format for the speech file is explained in the README.txt file in the // speech file directory. // //============================================================================== //============================================================================== // Mission Briefing // Note: General Dekker's voice does the briefing and debriefing. //============================================================================== MISSION_10_BRIEF = { We have suffered another setback, Brother. Most of our Intelligence Operatives were killed in the surprise ambush last night. I can scarcely believe it myself, but we now have to accept the possibility that the Super Mutants are familiar with our covert methods.\n\n What is left of our intelligence ops, has discovered the location of one of the Super Mutant's staging areas. The mutants have a, semi-permanent military base in the rubble-strewn city of Jefferson. Additional reports describe multiple generators are supplying power directly to one large structure. Our scribes believe that this structure is a weapons manufacturing plant.\n\n You have two objectives to complete here, warrior. The first is to render all of these power generators permanently inoperative. Without power, their factory is useless. Your second objective is to force the mutants into a rout. If we can get them running, they'll lead us to either their main base or to General Barnaky.\n\n Gather your squad and leave immediately.\n\n Dismissed! } //============================================================================== // Mission Debriefing //============================================================================== //============================================================================== // Situation A01: Power Generator's destroyed. This is the first part of the brief and will be //present in every scenario. // Tone/Mood: Impressed, relieved. //-- MISSION_10_DEBRIEF_A01 = { Good work Brother.\n\n It seems the scribes were mistaken. The mutants were conducting research on irradiated DNA and not manufacturing weapons at this location. But, you did the right thing by completing your objectives and destroying their power generators. There is an old Brotherhood saying, "Better to err on the side of caution". This is war, and they are the enemy.\n\n Further reports indicate that our maneuver was successful. The mutants are pulling out of the area in droves with the main force divided into four separate groups, each heading in a different direction.\n\n Two of the smaller groups seem to have an erratic course, quite possibly a decoy tactic. Of the remaining large groups, one is traveling deep into the wasteland, while the other seems to be heading towards a small town.\n\n We will have to investigate both.\n\n } //============================================================================== //============================================================================== // Situation B01: Mission was accomplished successfully. Lab equip destroyed // Tone/Mood: Slightly upset, //-- MISSION_10_DEBRIEF_B01 = { What I do not understand is why you chose to destroy the mutants' laboratory equipment. The research towards the problem of mutant sterility could have proven to be a strong bargaining chip in our dealings with the mutant army. Repo Squad has been analyzing what is left of the wreckage, but preliminary reports have so far been worthless. In the future, you might consider putting the Brotherhood's needs ahead of your destructive impulses.n\n Dismissed! } //============================================================================== //============================================================================== // Situation B02: Mission accomplished successfully. Lab equip NOT destroyed // Tone/Mood: Impressed. //-- MISSION_10_DEBRIEF_B02 = { I also want to inform you that Repo Squad has recovered the mutant's scientific equipment back to our base where research will be allowed to continue on mutant sterility. If we can find the cure it may prove to be quite the bargaining chip.\n\n Well done, Warrior. Well done.\n\n Dismissed. } //============================================================================== // Mini-map Information //============================================================================== M10_MiniMap_01 = { This is your insertion point. Find cover as soon as possible. } M10_MiniMap_02 = { The building here is well defended with mines. We have reason to suspect that most of its entrances have been trapped as well. } M10_MiniMap_03 = { There is a factory here that the mutants have converted into a base of operations. } M10_MiniMap_04 = { Echo Boy surveillance indicates several scattered metal objects in this area. Caution is advised. } M10_MiniMap_05 = { Scouts report this area to be a storage facility for the factory. Expect it to be well defended. } M10_MiniMap_06 = { There is an entrance to a subterranean passage here. This is the only known method of entering the factory. } M10_MiniMap_07 = { The first power generator is located here. Disabling this generator will cut off power to the streetlights in this area. } M10_MiniMap_08 = { The second power generator is located here. The exact destination of the power supplied by this one is unknown. } M10_MiniMap_09 = { The third power generator is located here, inside the factory fence line. This one appears to power the security systems for the factory. } M10_MiniMap_10 = { The fourth power generator is located inside the factory. We believe it powers the machinery within. } M10_MiniMap_11 = { Proceed to the extraction point here, to end the mission. } //============================================================================== // Objective Breakdowns: //-- M10_OBJ_01 = { Destroy Power Generator One. } M10_OBJ_02 = { Destroy Power Generator Two. } M10_OBJ_03 = { Destroy Power Generator Three. } M10_OBJ_04 = { Destroy Power Generator Four. } //============================================================================== //============================================================================== // NOTICES //-- M10_FAILUREA = { As your soul leaves its mortal shell, you realize that crapping one's pants upon death is not a tribal urban legend.} M10_SUCCESSA = {Power Generator One destroyed.} M10_SUCCESSB = {Power Generator Two destroyed.} M10_SUCCESSC = {Power Generator Three destroyed.} M10_SUCCESSD = {Power Generator Four destroyed.} M10_SUCCESSE = {All Power Generators have been destroyed. Mission objectives complete.\n\nProceed to the exit grid to leave this mission.} //============================================================================== // Name: Thelma. // Role: Super Mutant Commander for Jefferson City. // Background: Thelma is large, smelly, and extremely hairy. She is quite a // good-looking mutant by their standards. She is extremely loyal to Gammorin // and has dedicated her life to providing stable platform for research into // mutant sterility. // // Thelma's motivation is to have children. Anyone attempting to stop that will // be dealt with harshly and packaged into separate tiny boxes. //============================================================================== name_CORE_m10_Thelma = { Commander } //============================================================================== // Situation A00: Thelma will say the following line the instant she sights // any of the player's squad members. She lets them understand what they are // attempting to destroy. After she says this, she will attack them. //-- M10_Thelma_A00_W = { You are such a fool! You think you're doing the wasteland a favor by fighting us? We are the wasteland's last chance. The menace from the west doesn't know pity, or remorse, or fear and it will not stop until everything is dead.\n\n Only Super-Mutants can stop this threat and we need this lab to solve our sterility problem to build up our numbers. You fight on the side of ignorance. I fight for salvation.\n\n } //============================================================================== //============================================================================== // Situation A01: As Thelma dies, she chokes out the following lines. After // she says this, she dies. //-- //The initatial VO will be enough. Besides, if she gets bloody mess. A pile of goo will be talking. //============================================================================== //============================================================================== // Situation B: Thelma has random speech that she says before she sees the // the player's squad. By the time the squad is close enough to hear her // comments, she should be well aware of the breaches in their own security. //-- M10_Thelma_B00 = { Move that squad down there now. } M10_Thelma_B01 = { Move the backup squad into position. } M10_Thelma_B02 = { I want those posts reinforced. } M10_Thelma_B03 = { Stay alert! } M10_Thelma_B04 = { Double the security. } M10_Thelma_B05 = { You see something, radio for help. } //============================================================================== //============================================================================== // Situation C: Thelma's combat taunts. If she could let out one of these with every attack it would transfer the story// info nicely. DL //-- M10_Thelma_C00 = { You are fighting on the wrong side!} M10_Thelma_C01 = { You threaten our only hope to have children!} M10_Thelma_C02 = { I must kill you. You give me no choice!} M10_Thelma_C03 = { I will gladly sacrifice my life to stop the menace.} M10_Thelma_C04 = { You don't know about the menace do you?} M10_Thelma_C05 = { The Brotherhood is blind!} //============================================================================== //============================================================================== // Name: Erkal. // Role: Super Mutant Scientist. // Background: Erkal is the mutant scientist researching a way to solve the // sterility of the Super Mutants. He wears a white tent canvas, crudely cut to // resemble a lab coat. He is armed with a scalpel. He wears glasses although // the Master has long established that Super Mutants do not need to wear // glasses - their vision is quite good. // // Erkal only wants to finish his research. He feels that he is very close to // finding the solution. //============================================================================== name_CORE_m10_Erkal = { Scientist } //============================================================================== // Situation A00: If Erkal is approached before the lab equipment is destroyed // he will speak with the player. He proudly explains his research and tells // the player not to bother him. //-- M10_Erkal_A00_W = { Um. Who are you and why are you here?\n\n Oh dear! You're Brotherhood! Please don't destroy my research! Do you realize what kind of resources and luck it took to make a functioning lab like this? We are so close to a cure, so close. What would the Brotherhood gain by destroying this research? Please, just leave me and my equipment alone. We can't stop now. Do you understand? This is my people's last chance! } //============================================================================== //============================================================================== // Situation A01: If Erkal is spoken to again. He'll talk a little more and // return to his work. //-- //The first time the player speaks to him is enough. DL // //============================================================================== //============================================================================== // Situation A02: If Erkal is spoken to once more, he'll say his good-bye line // thereafter. //-- //Go right to situation B //============================================================================== //============================================================================== // Situation B: Erkal has random lines before the lab equipment is broken. He // mutters to himself about his calculations and other ideas. //-- M10_Erkal_B00 = { Please, just leave me alone.} M10_Erkal_B01 = { I must get back to my research.} M10_Erkal_B02 = { I want to be a father. } M10_Erkal_B03 = { Don't touch the equipment please!} M10_Erkal_B04 = { Now I know why Gammorin works with us. } M10_Erkal_B05 = { Our only hope is here!} //============================================================================== //============================================================================== // Situation C00: If Erkal is around when his equipment is being destroyed, he // will fly into a rage and attack the player. This is what he says to let the // player know that he is angry. //-- M10_Erkal_C00_W = { Damn you for an ignorant fool! All those years wasted because a few idiots wanted to see something go "Boom!" Very well, if I don't have a future, then I'll make sure you don't either! } //============================================================================== //============================================================================== // Situation D: Erkal's taunts //-- M10_Erkal_D00 = { Die barbarian! } M10_Erkal_D01 = { You bastard! Do you know what you've done? } M10_Erkal_D02 = { You ruined my life's work! } M10_Erkal_D03 = { ...our only hope...} M10_Erkal_D04 = { DIE! } //============================================================================== //============================================================================== // Feral Super Mutants: // These fellows are the subjects of experiments. Any bad Super Mutant is sent // to the operating table as punishment. They are quite mad with pain. Nothing // can be done about them. Perhaps killing them is the only merciful deed // left. //============================================================================== name_CORE_m10_Feral = { Mutant Freak } //============================================================================== // Situation A: The feral ones constantly moan and groan. They mutter fragments // of speech, almost completely wild. These comments are spoken regardless of // their combat state. //-- M10_FeralMutant01_A00 = { PAIN!!! PAIN!!! } M10_FeralMutant01_A01 = { HEAD...PAIN!!! } M10_FeralMutant01_A02 = { Arrgghhh! } M10_FeralMutant02_A00 = { Ooooh! } M10_FeralMutant02_A01 = { Arrgggghh! Please kill me! Raaaar! } M10_FeralMutant02_A02 = { Rrrraaarrrhh! } M10_FeralMutant03_A00 = { Aaargghh! } M10_FeralMutant03_A01 = { Kill *gasp* me. } M10_FeralMutant03_A02 = { Kill me now. } M10_FeralMutant04_A00 = { The pain ... } M10_FeralMutant04_A01 = { No more ... } M10_FeralMutant04_A02 = { Please ... no more ... } M10_FeralMutant05_A00 = { Hraaaaaaargh! } M10_FeralMutant05_A01 = { No ... please no ... } M10_FeralMutant05_A02 = { Graaaaaaar! } M10_FeralMutant06_A00 = { Kill ... me ... } M10_FeralMutant06_A01 = { Mutant-Hulk Smash! } M10_FeralMutant06_A02 = { It hurts ... } //============================================================================== //============================================================================== // Super Mutants: // These are divided into various situations in which the Super Mutants may be // encountered. All of these are floating-text only. //============================================================================== //============================================================================== // Situation A: Super Mutants in general. These are the random lines before // they see the player. Present morale level: Good. //-- M10_SuperMutant_A00 = { Hur hur. } M10_SuperMutant_A01 = { Wat you sniffin'? } M10_SuperMutant_A02 = { Me itchy. } M10_SuperMutant_A03 = { Me miss Master *sniff*. } M10_SuperMutant_A04 = { Me bash humies good. } M10_SuperMutant_A05 = { Me bored. } M10_SuperMutant_A06 = { Dis boring. } M10_SuperMutant_A07 = { Wat you up to? } M10_SuperMutant_A08 = { Sssh! Me heard sumthin'. } M10_SuperMutant_A09 = { Wat wuz dat sound? } M10_SuperMutant_A10 = { Me heard sumthing. } M10_SuperMutant_A11 = { Sumthin' smells bad. } M10_SuperMutant_A12 = { Wat dat smell? } // Smarter Super Mutants: M10_SuperMutant_A13 = { Don't forget your orders. } M10_SuperMutant_A14 = { Check with Thelma on that. } M10_SuperMutant_A15 = { I feel like I'm being watched. } //============================================================================== //============================================================================== // Situation B: Super Mutants in general. These are the random lines before // they see the player. Present morale level: Medium. One or two generators // have been destroyed. //-- M10_SuperMutant_B00 = { Hmm ... } M10_SuperMutant_B01 = { Hur hur. } M10_SuperMutant_B02 = { Hur. } M10_SuperMutant_B03 = { Humies near. } M10_SuperMutant_B04 = { Me smell humies. } M10_SuperMutant_B05 = { Be ready. Humies near. } M10_SuperMutant_B06 = { Wat dat noise? } M10_SuperMutant_B07 = { Me hear sumthin'. } M10_SuperMutant_B08 = { Wat dis here? } M10_SuperMutant_B09 = { Me bored. } M10_SuperMutant_B10 = { Nuthin' to do. } M10_SuperMutant_B11 = { Sumthin' wrong wit genrator. } M10_SuperMutant_B12 = { Genrator down. } // Smarter Super Mutants: M10_SuperMutant_B13 = { Right. Better keep your eyes open. } M10_SuperMutant_B14 = { Thelma said to check those corners. } M10_SuperMutant_B15 = { We have an intruder around here somewhere. } //============================================================================== //============================================================================== // Situation C: Super Mutants in general. These are the random lines before // they see the player. Present morale level: Panic. Three or more generators // have been destroyed. //-- M10_SuperMutant_C00 = { Uh-oh. } M10_SuperMutant_C01 = { Boss, she gonna be mad. } M10_SuperMutant_C02 = { Me do sumthing wrong? } M10_SuperMutant_C03 = { Me scared. } M10_SuperMutant_C04 = { Humies near here. } M10_SuperMutant_C05 = { We gonna die? } M10_SuperMutant_C06 = { Me no want to die. } M10_SuperMutant_C07 = { Find humies who did this. } M10_SuperMutant_C08 = { Many genrators down. } M10_SuperMutant_C09 = { Boss gonna be mad. } M10_SuperMutant_C10 = { We in big trouble. } M10_SuperMutant_C11 = { Boss gonna bash us gud. } M10_SuperMutant_C12 = { We better bash humies good now. } // Smarter Super Mutants: M10_SuperMutant_C13 = { We've failed, Thelma. } M10_SuperMutant_C14 = { Where are those damned intruders? } M10_SuperMutant_C15 = { Check with me if you see anything. } //============================================================================== //============================================================================== // Super Mutants guarding the Generators: // These have three levels of morale and one special situation upon seeing // the player's squad. There are eight varieties of generator guards available // from which to choose. The last two are smarter versions of the guards. //============================================================================== //============================================================================== // Situation A: They haven't seen the player and their morale is good. None of // the generators are down. //-- M10_Guard01_A00 = { Me want tell joke. } M10_Guard01_A01 = { Okay, let's see ... } M10_Guard01_A02 = { Oh no! Forgot punch ... line. } M10_Guard01_A03 = { Me know how to punch. } M10_Guard02_A00 = { Me bored. } M10_Guard02_A01 = { Me soo bored. } M10_Guard02_A02 = { Dis boring. } M10_Guard02_A03 = { No fair. } M10_Guard03_A00 = { Wat dat noise? } M10_Guard03_A01 = { I heard sumthin'. } M10_Guard03_A02 = { Sssh! Noise... } M10_Guard03_A03 = { Me follow noise. } M10_Guard04_A00 = { Me like bash humies. } M10_Guard04_A01 = { Me bash gud. } M10_Guard04_A02 = { Humies? Where are you? } M10_Guard04_A03 = { Me look for humies. } M10_Guard05_A00 = { Me like Boss. } M10_Guard05_A01 = { Boss be purty. } M10_Guard05_A02 = { She so sweet. } M10_Guard05_A03 = { Me find flowers. } M10_Guard06_A00 = { Me tink too hard. } M10_Guard06_A01 = { Wat is dis? } M10_Guard06_A02 = { Me heard sumthin'. } M10_Guard06_A03 = { Wat dat smell? } // Smarter Guards: M10_Guard07_A00 = { I feel as if I'm being watched. } M10_Guard07_A01 = { Reporting in. Nothing sighted so far. Over. } M10_Guard07_A02 = { Everything seems clear. Over. } M10_Guard07_A03 = { What was that? } M10_Guard08_A00 = { Who goes there? } M10_Guard08_A01 = { Reporting in. All's quiet. } M10_Guard08_A02 = { I'm almost done. Over. } M10_Guard08_A03 = { Everything looks to be fine. Over. } //============================================================================== //============================================================================== // Situation B: They haven't seen the player and their morale is average. One // or two of the generators are down. //-- M10_Guard01_B00 = { Me better shut up. } M10_Guard01_B01 = { Me quiet now. } M10_Guard01_B02 = { Me no want trouble. } M10_Guard01_B03 = { Wat that sound? } M10_Guard02_B00 = { Things more inresting now. } M10_Guard02_B01 = { Where are dey? } M10_Guard02_B02 = { Humies near by. } M10_Guard02_B03 = { Me smell humies. } M10_Guard03_B00 = { Me definitely heard sumthin'. } M10_Guard03_B01 = { Wat wuz dat? } M10_Guard03_B02 = { Me thought me heard sumthin'. } M10_Guard03_B03 = { Me look hard for humies. } M10_Guard04_B00 = { Me find humies. Me bash dem gud. } M10_Guard04_B01 = { Me look for humies now. } M10_Guard04_B02 = { Me find. Me bash. } M10_Guard04_B03 = { Dey humies near. } M10_Guard05_B00 = { Boss gonna be mad. } M10_Guard05_B01 = { Maybe me not like Boss so much. } M10_Guard05_B02 = { Me hope Boss still like me. } M10_Guard05_B03 = { Me kill humies for Boss. } M10_Guard06_B00 = { Trouble. Humies near. } M10_Guard06_B01 = { *sniff-sniff* } M10_Guard06_B02 = { Me know you out there! } M10_Guard06_B03 = { Come out, humies. } // Smarter Guards: M10_Guard07_B00 = { Roger that. Over. } M10_Guard07_B01 = { I'll keep looking for them. Over. } M10_Guard07_B02 = { Roger that. I'll keep an eye out for them. Over. } M10_Guard07_B03 = { I may have a visual on the intruders. Over. } M10_Guard08_B00 = { Roger that. I'm widening the search. Over. } M10_Guard08_B01 = { No sign of them here. Over. } M10_Guard08_B02 = { Keep an eye out for the intruders. } M10_Guard08_B03 = { Hmm... } //============================================================================== //============================================================================== // Situation C: They haven't seen the player and their morale is poor. Three // or more of the generators are down. //-- M10_Guard01_C00 = { Dis like bad joke. } M10_Guard01_C01 = { Genrators down. Like bad joke. } M10_Guard01_C02 = { Me find bad humies. } M10_Guard01_C03 = { Dem no like bad jokes. } M10_Guard02_C00 = { Me hoping tings be boring again. } M10_Guard02_C01 = { Me want tings be quiet again. } M10_Guard02_C02 = { Me no want any more fun. } M10_Guard02_C03 = { Dis no fun. } M10_Guard03_C00 = { Where humies hiding? } M10_Guard03_C01 = { These humies gud. } M10_Guard03_C02 = { Tough humies. Me in trouble. } M10_Guard03_C03 = { Me little bit scared. } M10_Guard04_C00 = { Me need find humies fast. } M10_Guard04_C01 = { We in trouble. } M10_Guard04_C02 = { Boss gonna be real mad. } M10_Guard04_C03 = { Where those humies? } M10_Guard05_C00 = { Boss gonna kill me now. } M10_Guard05_C01 = { No. Me hide from Boss. } M10_Guard05_C02 = { Boss so purty when she mad. } M10_Guard05_C03 = { Boss not happy now. } M10_Guard06_C00 = { Me know you out there, humie. } M10_Guard06_C01 = { Me find you. Me kill you. } M10_Guard06_C02 = { Come to me, humies. } M10_Guard06_C03 = { Me want to find humies. } // Smarter Guards: M10_Guard07_C00 = { Damn, we lost another one? } M10_Guard07_C01 = { All units, report in! } M10_Guard07_C02 = { We have company. } M10_Guard07_C03 = { Keep your eyes open for the sabateurs. } M10_Guard08_C00 = { Rodger that. } M10_Guard08_C01 = { All units, report if you see anything. } M10_Guard08_C02 = { Make sure you check your six. } M10_Guard08_C03 = { Damn, I can't believe they've infiltrated us. } //============================================================================== //============================================================================== // Situation D: They spot the player after at least one generator is down. //-- M10_Guard01_D00 = { You come here! } M10_Guard01_D01 = { Breaking genrator not funny! You die now! } M10_Guard02_D00 = { Dere dey are! Sabaters! } M10_Guard02_D01 = { Humies die now! } M10_Guard03_D00 = { Stop! Sabaters! } M10_Guard03_D01 = { Me got you bad humies now! } M10_Guard04_D00 = { Hur hur! Me found dem now. } M10_Guard04_D01 = { Humies break genrator! Dat bad. You die. } M10_Guard05_D00 = { Sabaters! Me kill for Boss! } M10_Guard05_D01 = { You bad humies - break genrator! } M10_Guard06_D00 = { Me kill bad humies. } M10_Guard06_D01 = { You break genrator. Me bash you gud! } // Smarter Guards: M10_Guard07_D00 = { All units, I have sighted one. Repeat! I have sighted one! } M10_Guard07_D01 = { There's one! All units, come to my signal. } M10_Guard07_D02 = { We have visual confirmation of intruders. } M10_Guard07_D03 = { Enemy in sight! } M10_Guard08_D00 = { Sighted an unfriendly. } M10_Guard08_D01 = { Unfriendlies! } M10_Guard08_D02 = { Established contact with the enemy. } M10_Guard08_D03 = { Command, we have a confirmed enemy presence. } //==============================================================================