Bunker 02.txt

//============================================================================== // Mini-map Information //============================================================================== B02_MiniMap_01 = { Briefing Room - Speak to the General to receive your mission briefings. } B02_MiniMap_02 = { Equipment Store - Talk to the Quartermaster to trade for equipment and supplies. } B02_MiniMap_03 = { Recruits Pool - Speak to the Recruits Master to add or remove members from your squad. } B02_MiniMap_04 = { Infirmary - You can trade with the Medical Officer for healing items. } B02_MiniMap_05 = { Vehicle Depot - Visit the depot to access vehicles that you have salvaged from the wastes. } B02_MiniMap_06 = { Exit - Move your entire squad here to exit the bunker and continue your campaign. } //============================================================================== //============================================================================== // Speech File for Bunker 02 //Version 1.4 // The format for the speech file is explained in the README.txt file in the // speech file directory. // //============================================================================== //****************************************************************************** //****************************************************************************** // FIXTURES OF THE BUNKER //****************************************************************************** //****************************************************************************** //============================================================================== // Name: Scribe Caligari // Role: Quarter-Master of the Second Initiates. // Background: Caligari is a thin, wiry man in his late thirties. He has dark // hair, and shifty eyes. He dresses in the traditional robes of the scribes. // He doles out equipment that the player might need or want. // // Location: Equipment Room // Appears: End 03 // Removed: N/A //============================================================================== //============================================================================== // Situation A00: Caligari will introduce himself when he speaks with the // player for the first time. Speaking to him will initiate the equipment // screen for the Quarter-Master. //-- B02_Caligari_A00_W = { At ease, warrior.\n\n My name is Caligari. I am the Quartermaster for this region. You may be at ease whenever talking to me, since rank is not an issue in my store. However, regulations do apply and you will go through the standard procedures when checking out any of MY equipment.\n\n } //============================================================================== //============================================================================== // Situation A01: If the player has already met Octavius, (Why does it make a //difference? It's a different person. DL) he will use a // very short line to initiate the Quarter-Master equipment selection screen. //-- B02_Caligari_A01 = { Shall we get down to business? } //============================================================================== //============================================================================== // Situation B: Caligari has some random lines of his own. //-- B02_Caligari_B00 = { Why does this helmet smell so bad? } B02_Caligari_B01 = { ...better order some more armor piercing. } B02_Caligari_B02 = { Where are my rippers? } B02_Caligari_B03 = { Better check that count again. } B02_Caligari_B04 = { That doesn't add up. } B02_Caligari_B05 = { Hmm. } //============================================================================== //****************************************************************************** //****************************************************************************** //============================================================================== // Name: Peck. // Role: Mechanic. // Background: Peck is one of the five mechanics working in the bunkers. Peck // is a dark-haired man who has a face that can charm the ladies. // // Location: Vehicle Depot // Appears: End 03 // Removed: N/A //============================================================================== //============================================================================== // Situation A00: Peck has his initial greeting. After this, he will // switch to one of the random lines in Situation B. //-- B02_Peck_A00 = { Peck, the mechanic, at your service. How can I help you, warrior? } //============================================================================== //============================================================================== // Situation B: Peck's random greetings after the initial greeting. These // lines are selected at random everytime the player needs to talk to the // mechanic. //-- B02_Peck_B00 = { It's my job to support you warriors. } B02_Peck_B01 = { What can I do to make your life easier? } B02_Peck_B02 = { This job brings out the best in me. } B02_Peck_B03 = { Ready to help with a smile. } B02_Peck_B04 = { What can I do for you? } B02_Peck_B05 = { Looking for some help? } //============================================================================== //============================================================================== // Situation C: Peck's random lines. He is mostly concerned with his work. //-- B02_Peck_C00 = { This transmission is toast. } B02_Peck_C01 = { I told them to wash the blood off, damn it! } B02_Peck_C02 = { Wear and tear is the problem here. } B02_Peck_C03 = { Who the hell drove this last? } B02_Peck_C04 = { This is going to be expensive. } B02_Peck_C05 = { Tsk. Tsk. Tsk. } //============================================================================== //****************************************************************************** //****************************************************************************** //============================================================================== // Name: Scribe Celsius // Role: Medical Officer in the Brotherhood. // Background: Celsius is simply the medic inside the bunker. The player can // visit him whenever healing is needed. He will be busy tending to the wounds // of the injured soldiers. // // Celsius is dressed in robes, he is considered one of the Elders. He is a // master surgeon and a scholar. Celsius has a deep voice and a confident air // about him. He never betrays any hint that he is uncertain of his skills. // // I would picture him as having white, graying hair. He might even look a // little like the Diablo II Necromancer. // // Celsius will follow the player from bunker to bunker until Bunker 03. // Once the player has moved to Bunker 03, the other replacement medic, // Jeffrey, takes over. // // Location: Infirmary // Appears: End 03 // Removed: End 07 //============================================================================== //============================================================================== // Situation A00: Celsius' introduction. Celsius will introduce himself the // first time the player talks to him. He will explain that they can return // anytime for healing. After talking, the player has a chance to either // barter for medicine, or exit the conversation. Either way may allow Celsius // to heal the player's party completely. // // This is used only if Celsius has not previously spoken to the player. //-- B02_Celsius_A00_W = { Greetings, warrior. I am Celsius, Healer and Scribe.\n\n You may return to the bunker for healing anytime you wish. I will heal you as long as I have the resources to do so. From time to time, I may also have field kits available that your squad medics may use. } //============================================================================== //============================================================================== // Situation A01: Celsius' second introduction. Celsius will explain that // he has been assigned as the doctor. After talking, the player has // a chance to either barter for medicine, or exit the conversation. Either // way may allow Celsius to heal the player's party completely. //-- B02_Celsius_A01_W = { We meet again, warrior.\n\n General Barnaky has assigned me to provide aid to the front lines. I'll be moving ahead as you do. My assistant, Timothy, can handle things back at the old bunker... I hope. } //============================================================================== //============================================================================== // Situation A02: Celsius' repeats. On subsequenty revisits, Celsius will // come straight to the point. //-- B02_Celsius_A02 = { Let me examine your wounds. } //============================================================================== //============================================================================== // Situation B: Celsius' random lines. These assume he has one or two patients // in the infirmary. //-- B02_Celsius_B00 = { Hmm. Your wound smells rancid. } B02_Celsius_B01 = { This is going to hurt. Hold on to something. } B02_Celsius_B02 = { I gave your gall bladder 50cc of morphine. } B02_Celsius_B03 = { No, you don't have a hernia. No. } B02_Celsius_B04 = { Code Blue!! Code Blue!! } B02_Celsius_B05 = { I hope you like Nuka-Jelloe. } //============================================================================== //****************************************************************************** //****************************************************************************** //============================================================================== // Name: Scribe Jeffrey // Role: Replacement Healer. // Background: Jeffrey is Celsius' student. He will take over from Celsius // once Celsius has moved on. Jeffrey isn't quite as skilled as Celsius which // is incentive for the player to stick to the current stage. // // Location: Infirmary // Appears: End 07 // Removed: N/A //============================================================================== //============================================================================== // Situation A00: Jeffrey has no text. He quietly tends to the character's // wounds. Jeffrey isn't as experienced as Celsius and he shouldn't sell any // medical supplies. He might not be able to heal to maximum health or he // might not be able to help remove radiation contamination. //-- B02_Jeffrey_A00 = { Let me have a look at you. } //============================================================================== //============================================================================== // Situation B: Jeffrey's random text. //-- B02_Jeffrey_B00 = { Hmm. I'm not sure about this. } B02_Jeffrey_B01 = { I've never seen this before. } B02_Jeffrey_B02 = { Does it hurt when I jab my finger in it? } B02_Jeffrey_B03 = { Oh man! Yuck! That's sick. I'm gonna puke. } B02_Jeffrey_B04 = { I'm a farmer not a doctor, damn it! } B02_Jeffrey_B05 = { Sorry. It's hard to stitch with that other guy's guts all over my hands. } //============================================================================== //****************************************************************************** //****************************************************************************** // ENVIRONMENTAL CHARACTERS //****************************************************************************** //****************************************************************************** //============================================================================== // Name: Nicholas Kerr. // Role: Merchant. // Background: Nicholas Kerr is a thin, rugged, man in his thirties. Time // spent in the wastelands has aged him to look ten years older. He wears // loose fitting bandages as part of his attire, giving him the appearance of // a leper. Kerr often travels between the Brotherhood bunkers in various // regions of the wasteland. He is trusted by the Brotherhood and he hold some // allegiance to them. He has a knack for acquiring difficult to obtain items. // // Kerr will no longer be in the bunker once the player has moved on to // Bunker 03. // // Location: Equipment Room // Appears: End 03 // Removed: End 09 //============================================================================== //============================================================================== // Situation A00: Nicholas Kerr will introduce himself if the players speak // with him to the first time. Speaking with him will initiate the barter // screen after the dialogue. //-- B02_Kerr_A00_W = { Hello my child. I am Kerr, a humble merchant who travels the wastelands in search of objects and oddities that the Brotherhood could use.\n\n Come and have a look at my wares. Who knows? Maybe I'll have something you might find useful. } //============================================================================== //============================================================================== // Situation A01: If the player has already met Kerr, he will use a // very short line to initiate barter screen. //-- B02_Kerr_A01 = { My child, would you like to purchase one of my wonderful objects? } //============================================================================== //============================================================================== // Situation B: Kerr has some random lines of his own. //-- B02_Kerr_B00 = { I've been trading for forty years. } B02_Kerr_B01 = { No, I don't accept credit. } B02_Kerr_B02 = { I have just the thing you want. } B02_Kerr_B03 = { I wonder where I got that from ... } B02_Kerr_B04 = { Have you ever seen one of these? } B02_Kerr_B05 = { Trade is slow right now. } //============================================================================== //****************************************************************************** //****************************************************************************** //============================================================================== // Name: Bradley. // Role: Ghoul from Quincy who wants to join the Brotherhood. // Background: Bradley is one of the ghouls who watched the player's squad in // action in Quincy. As such, he and his friend, Patches, want to enlist in // the Brotherhood. // // As with the tribal hopefuls, Bradley only turns up after mission 06 is // completed. Once the encounter is done, he will not turn up in subsequent // revisits as they will have moved on. // // Location: Main Corridor // Appears: End 06 // Removed: N/A //============================================================================== //============================================================================== // Situation A00: Bradley stands around, patiently waiting. //-- B02_Bradley_A00_W = { Hey soldier! You're the one's who saved Quincy from those Beastlords. It's a pleasure to make your acquaintance.\n\n The name's Bradley. It ain't often that a pure blood will risk their necks to save some ghouls.\n\n Once I saw you in action, I knew, I would have to apply to the Brotherhood. I hope we fight side by side one day. } //============================================================================== //============================================================================== // Situation A02: If the player continues to talk to Bradley, he will excuse // himself with his good-bye line. //-- B02_Bradley_A02 = { Until we fight side by side... } //============================================================================== //============================================================================== // Situation B: As Bradley stands around, he has several random remarks. //-- B02_Bradley_B00 = { I will show them what ghouls can do. } B02_Bradley_B01 = { Us ghouls have to take the first step. } B02_Bradley_B02 = { Pure bloods ain't all bad... not at all. } B02_Bradley_B03 = { Much better than the shanty town. } B02_Bradley_B04 = { I would call this place 'home'. } B02_Bradley_B05 = { I hope they accept us. } //============================================================================== //****************************************************************************** //****************************************************************************** //============================================================================== // Name: Patches // Role: Bradley's friend. // Background: Patches is a real crusty ghoul. He is constantly dropping bits // of his appendages. // // As with the tribal hopefuls, Patches only turns up after mission 06 is // completed. Once the encounter is done, he will not turn up in subsequent // revisits as they will have moved on. // // Location: Main Corridor // Appears: End 06 // Removed: N/A //============================================================================== //============================================================================== // Situation A00: Patches will talk to the player if addressed. //-- B02_Patches_A00_W = { Who are you? Oh. Hello.\n\n They call me Patches. Don't rightly know why. Oops, hey, that's mine. Don't step on it. Whoops, there goes my nose again. *hacking cough* Gets that way, in this weather.\n\n Give me a sec here. *hack* I just gotta adjust my appendages, know what I mean? } //============================================================================== //============================================================================== // Situation A01: If the player talks to him again, he will talk a little more. //-- B02_Patches_A01_W = { Oh man, there it goes again. Heh heh. Just don't tell me to keep an eye out for something. Hahaha. *cough* *HACK* I um ... might take it literally. Hahaha\n\n Get it? Haha? Get it? Yeah, well, everyone's a critic. Guess' I'll see you later. I gotta pull myself together. } //============================================================================== //============================================================================== // Situation A02: If the player talks to him again, he will excuse himself // with his good-bye line. //-- B02_Patches_A02 = { Can I give you a hand? Hehe. *cough* *cough* } //============================================================================== //============================================================================== // Situation B: As Patches stands around, he will have some random remarks. //-- B02_Patches_B00 = { Hey, where did my big toe go? } B02_Patches_B01 = { Anyone seen my nipple? } B02_Patches_B02 = { Oops. Dropped my finger. } B02_Patches_B03 = { Damn. That's gonna hurt. } B02_Patches_B04 = { Hair grows back fast, yep. } B02_Patches_B05 = { Oops. } //============================================================================== //****************************************************************************** //****************************************************************************** //============================================================================== // Brotherhood Guards: // There are two of them standing outside the bunker. // // Location: Bunker Entrance // Appears: End 03 // Removed: N/A //============================================================================== //============================================================================== // Situation A: This is what the guards may say if addressed by the player. //-- B02_Guard01_A00 = { Things are rather quiet here. } B02_Guard01_A01 = { We've been hearing about refugees from the west. } B02_Guard01_A02 = { Raider activity has dropped off recently. } B02_Guard01_A03 = { You ever wonder what's going on far away?} B02_Guard01_A04 = { We see one or two caravans a month now. } B02_Guard01_A05 = { Blasted a Deathclaw last week...a real buck!} B02_Guard02_A00 = { We've been getting talk about Deathclaws in the area. } B02_Guard02_A01 = { I bought a tape player from Kerr once. Now I need some tapes.} B02_Guard02_A02 = { Kerr's been around longer than most Paladins.} B02_Guard02_A03 = { Kerr is one of those old school merchants. } B02_Guard02_A04 = { Good luck on your next mission. } B02_Guard02_A05 = { ...know where to get some afterburn...Shh!...Hi, Brother!} //============================================================================== //============================================================================== // Situation B: This is what the guards may say on their own before the ghouls // arrive. //-- B02_Guard01_B00 = { *sigh* } B02_Guard01_B01 = { *scratch* } B02_Guard01_B02 = { Hey, pull my finger. } B02_Guard01_B03 = { The SMG is a much better weapon than the hunting rifle. } B02_Guard01_B04 = { I thought I heard something. } B02_Guard01_B05 = { Bet you some ammo that Paladin Klotz... } B02_Guard02_B00 = { I wonder how the old Brotherhood is doing. } B02_Guard02_B01 = { You ever kiss a ghoul? } B02_Guard02_B02 = { Rather quiet. } B02_Guard02_B03 = { *yawn* } B02_Guard02_B04 = { *sniff* } B02_Guard02_B05 = { Guard duty is the worst! } //============================================================================== //============================================================================== // Situation C: This is what the guards may say on their own after the ghouls // arrive. //-- B02_Guard01_C00 = { What -IS- that smell? } B02_Guard01_C01 = { Eh, ghouls ain't so bad. } B02_Guard01_C02 = { *gag* } B02_Guard01_C03 = { Ghouls? What's next Super-Mutants? } B02_Guard01_C04 = { Whoa. Something smells bad. } B02_Guard01_C05 = { Did somebody fart? } B02_Guard02_C00 = { Phew. Damn ghouls. } B02_Guard02_C01 = { I hope I don't get stationed with no ghoul. } B02_Guard02_C02 = { Why can't we -NOT- allow ghouls? } B02_Guard02_C03 = { I'll bet they can't even hold a gun properly. } B02_Guard02_C04 = { Oh my god... who dropped a limb? } B02_Guard02_C05 = { I hope that's not a big toe on the floor. } //============================================================================== //============================================================================== // Situation D: This is what the guards may say if addressed by the player // after the player has gone to Bunker 03. //-- B02_Guard01_D00 = { Super-Mutants have been seen recently. } B02_Guard01_D01 = { We're still getting refugees from the west. } B02_Guard01_D02 = { Raider activities are almost down to nothing. } B02_Guard01_D03 = { I think I need a bigger gun. } B02_Guard01_D04 = { We're seeing almost no caravans here nowadays. } B02_Guard01_D05 = { You think a tough Paladin can take on a Super-Mutant? } B02_Guard02_D00 = { I miss Celsius as our medic. } B02_Guard02_D01 = { I hope things get better soon. } B02_Guard02_D02 = { I hear those Super-Mutants are tough. } B02_Guard02_D03 = { Any news from the front? } B02_Guard02_D04 = { Good luck on your next mission. } B02_Guard02_D05 = { You see merchant Kerr? } //============================================================================== //============================================================================== // Situation E: This is what the guards may say on their own after the player // has been to Bunker 03. //-- B02_Guard01_E00 = { Welcome back, warrior. } B02_Guard01_E01 = { *yawn* } B02_Guard01_E02 = { Paladin Martinez is really sadistic. } B02_Guard01_E03 = { Good to see you're alive and well, warrior. } B02_Guard01_E04 = { Things are quiet for now. } B02_Guard01_E05 = { Glad I'm not at the front. } B02_Guard02_E00 = { *sigh* } B02_Guard02_E01 = { I have training after watch. } B02_Guard02_E02 = { I'm missing some ammo lately. } B02_Guard02_E03 = { Ever meet Dagger Squad? } B02_Guard02_E04 = { Here we are again, stuck guarding the bunker. } B02_Guard02_E05 = { *cough* } //============================================================================== //****************************************************************************** //****************************************************************************** //============================================================================== // Brotherhood Soldiers: // These soldiers are the guys that wander around the base, sleeping and // eating. // They are mostly asleep because if they're in base, they're not on duty. We // have six varieties of Brothers, some male, some female. The text is not // gender specific. // // Location: Barracks and Other // Appears: End 03 // Removed: N/A //============================================================================== //============================================================================== // Situation A: These are the sounds made by the warriors when they are asleep. //-- B02_Brother01_A00 = { Zzzz.. } B02_Brother01_A01 = { Zzzt.. *snork* } B02_Brother01_A02 = { Zz.. zzz... } B02_Brother02_A00 = { *Burp* } B02_Brother02_A01 = { Zz... No Mr. Super Mutant...no...zzz... } B02_Brother02_A02 = { Zzzz. } B02_Brother03_A00 = { Brother... keep your hands to yourself. } B02_Brother03_A01 = { *Fart* } B02_Brother03_A02 = { Zzz.. *sniff* Zzz.. } B02_Brother04_A00 = { *sniff* } B02_Brother04_A01 = { Zzzt.. *belch* } B02_Brother04_A02 = { Zzz.. } B02_Brother05_A00 = { Zz...Damn...I have to go to the bathroom...zZZ. } B02_Brother05_A01 = { *scratch* } B02_Brother05_A02 = { Zzz.. zzt.. } B02_Brother06_A00 = { Who got my lotion? } B02_Brother06_A01 = { *mumble* } B02_Brother06_A02 = { Zz.. zzz... } //============================================================================== //============================================================================== // Situation B: These are what the injured warriors will say while they're in // the infirmary. //-- B02_Brother01_B00 = { This really fucken hurts! Doc!!!} B02_Brother01_B01 = { *gasp* } B02_Brother01_B02 = { The pain. } B02_Brother02_B00 = { Ooh. } B02_Brother02_B01 = { Aargh. } B02_Brother02_B02 = { Is the bite...infected? } B02_Brother03_B00 = { I feel like crap. } B02_Brother03_B01 = { The Beastlords bite gave me a sickness. } B02_Brother03_B02 = { Just stitch it up for crying out loud. } B02_Brother04_B00 = { It's so dark. } B02_Brother04_B01 = { Why can't I see? } B02_Brother04_B02 = { Doc?...Doc? } B02_Brother05_B00 = { Nurse, I need new bed-sheets again. } B02_Brother05_B01 = { Urgh. } B02_Brother05_B02 = { My leg... } B02_Brother06_B00 = { Doc, can you wash that thermometer first? } B02_Brother06_B01 = { Damn, that thermometer's cold! } B02_Brother06_B02 = { I fell on my keys... } //============================================================================== //============================================================================== // Situation C: These are the random lines spoken by the warriors when they // are awake. If the player tries to talk to them, they'll say the same things. //-- B02_Brother01_C00 = { Where's my inspection belt buckle? } B02_Brother01_C01 = { Is there any hot water left? } B02_Brother01_C02 = { Damn, I'm so late.} B02_Brother02_C00 = { I got some A.P. ammo for the Deathclaws. } B02_Brother02_C01 = { When's my next patrol? } B02_Brother02_C02 = { Better check that with the sarge. } B02_Brother03_C00 = { I sure showed those raiders. } B02_Brother03_C01 = { That last one was a good fight. } B02_Brother03_C02 = { How's it going? } B02_Brother04_C00 = { Hey, remember how we dealt with those raiders? } B02_Brother04_C01 = { Those scum are sorry they messed with us now. } B02_Brother04_C02 = { Who keeps stealing my lotion?} B02_Brother05_C00 = { I'm beat. } B02_Brother05_C01 = { Shit! I got watch in five minutes! } B02_Brother05_C02 = { Anyone want a sandwich? } B02_Brother06_C00 = { I kept a bandit ear for good luck. } B02_Brother06_C01 = { It's a good day to kill some muties! } B02_Brother06_C02 = { I'm feeling really lucky. } //============================================================================== //============================================================================== // Situation D: These are the random lines spoken by the warriors when they // after the player has gone to Bunker 03. If the player tries to talk to // them, they'll say the same things. //-- B02_Brother01_D00 = { Good to see you, Brother. } B02_Brother01_D01 = { Guess what? I'm up for a promotion. } B02_Brother01_D02 = { Ten kills in the last two months. } B02_Brother02_D00 = { We're getting disturbing rumors from the front. } B02_Brother02_D01 = { Looks like the war has truly begun. } B02_Brother02_D02 = { I wanna see some action, damn it. } B02_Brother03_D00 = { I want to get going. } B02_Brother03_D01 = { Damn! There goes another boot lace! } B02_Brother03_D02 = { Man, you see all the action! } B02_Brother04_D00 = { Let's crack some skulls, boys! } B02_Brother04_D01 = { Save something for us to kill, hotshot. } B02_Brother04_D02 = { Let's see your battle scars. } B02_Brother05_D00 = { I could do with some shut-eye. } B02_Brother05_D01 = { Hey, you guys are back. } B02_Brother05_D02 = { What news from the front? } B02_Brother06_D00 = { I've finally bagged my first mutant. } B02_Brother06_D01 = { *mumble* } B02_Brother06_D02 = { Excuse me, but I have to drain the gecko. } //============================================================================== //****************************************************************************** //****************************************************************************** //============================================================================== // Name: Cypher. // From: Mission 02 // Role: Informant for the Brotherhood. // Background: Cypher is a greasy, shifty-eye looking character who fits in // well in any bandit or Raider camp. He has a knack for blending into the // crowd as long as they are bloodthirsty marauders. Taking the average // wastelander into account, Cypher is practically invisible. // // Location: Main Corridor // Appears: End 03 // Removed: End 05 //============================================================================== name_CORE_cypher = { Cypher } //============================================================================== // Situation A00: //-- M02_Cypher_A00_W = { That was too close. I thought I was going to have to cap your ass, since you almost blew my cover.\n\n Well, anyway, as long as I get paid, I can party with full afterburners on...you know what I mean? } //============================================================================== //============================================================================== // Situation A00: //-- M02_Cypher_A01 = { Damn, the shakes are starting. } M02_Cypher_A02 = { I know a dealer in Quincy. } M02_Cypher_A03 = { Afterburner... there is no substitute. } M02_Cypher_A04 = { I wish they'd pay me already. I'm jonesing!" } //============================================================================== //****************************************************************************** //****************************************************************************** //============================================================================== // Name: Dyson Miles. // From: Mission 03 // Role: Prisoner. // Background: Dyson is a scientist who was captured by the Raiders. They // planned to use him to study the robot device. // // Location: Recruits // Appears: End 04 // Removed: End 07 //============================================================================== //============================================================================== // Situation A00:  //-- M03_Dyson_A00_W = {  Oh! It's you! Thank you again for saving me from those raiders.\n\n Your Brotherhood has been wonderful to me... after I finished with your Inquisitors.\n\n I've been working with your scribes and elders trying to unlock this prosthetic arm's secrets. It's still early, but we all agree that the technology is far more advanced than anything we've encountered. But time and perseverance will be needed to solve this mystery.\n\n Hey, I'm even going through basic training now! How exciting! } //============================================================================== //============================================================================== // Situation A00: //-- M03_Dyson_A01 = { Did you know that you get complete medical here? } M03_Dyson_A02 = { I'm going to like it here. } M03_Dyson_A03 = { I must get back to work. } M03_Dyson_A04 = { It's good to see you again! } //============================================================================== //****************************************************************************** //****************************************************************************** //============================================================================== // Name: Paladin Solo. // From: Mission 09 // Role: Commander of Talon Squad. // Background: Paladin Emerald Solo is an experienced commander of Talon Squad. // It was her quick thinking that managed to keep her squad alive long enough // for the player to get to them. She doesn't play a greater role in this // particular mission - she is there to be rescued. // // Location: Barracks // Appears: End 05 // Removed: End 07 //============================================================================== //============================================================================== // Situation A00: //-- M09_Solo_A00_W = { Name's Solo. I'm in charge of Talon Squad, which is used for quick armed response. It's easy duty until you're called into action then... it's time to rock! Tell me Brother, what's better than this? } //============================================================================== //============================================================================== // Situation A00: //-- M09_Solo_A01 = { Kill 'em all and let the Elders sort 'em out! } M09_Solo_A02 = { I'm so glad to be a part of the Brotherhood! } M09_Solo_A03 = { One day...humanity will prosper... because I did my part. } M09_Solo_A04 = { I almost took a scribe position, but there's no action in it. } M09_Solo_A05 = { Nothing turns me on more than Bloody Mess! } //============================================================================== //============================================================================== // Situation B00: After player rescues paladin Solo's squad in mission 09. DL //-- M09_Solo_B00_W = { I owe you Brother. My squad would have been annihilated if you didn't haul our asses into that APC. I'm glad the General holds your squad in such high regard, cause in my book, you guys top Dagger Squad. } //============================================================================== //============================================================================== // Situation C00: After player rescues paladin Solo's squad in mission 09. DL //-- M09_Solo_C00 = { It's an honor to serve with you. } M09_Solo_C01 = { Most of my squad pulled through. } M09_Solo_C02 = { I bet they have you lined up for some tough missions. } M09_Solo_C03 = { I'll try to be as strong as you, Brother. } //============================================================================== //****************************************************************************** // Name: General Barnaky. // Role: General of the Brotherhood, Commander to the player. // Background: General Barnaky is the solid presence that has guided the player // through his/her earlier missions. He is an experienced warrior and a shrewd // strategist. He has a knack for spotting talent among the raw recruits, and // the ability to nurture them into proud warriors. // // Location: Briefing Room // Appears: 01 // Removed: End 09 //============================================================================== name_CORE_Barnaky = { General Barnaky } //============================================================================== // Situation A00: Floating text //-- B01_Barnaky_A00 = { Remember, what separates us from them is discipline and knowledge. } B01_Barnaky_A01 = { Mutations are not fit to serve in the Brotherhood. } B01_Barnaky_A02 = { That armor could use a little polish. } B01_Barnaky_A03 = { Be careful when dealing with mutations. } B01_Barnaky_A04 = { Remind me to introduce you to my wife, Maria. } B01_Barnaky_A05 = { The Brotherhood is a mountain of stability in this sea of chaos.} //============================================================================== //============================================================================== // Situation Z00: Time to Move to the Next Bunker //-- B02_Barnaky_Z00_W = { Again we are victorious, but we cannot rest on our laurels.\n\n The time has come again to shift our operations to the new bunker. Take your squad and rendezvous with us there. } //============================================================================== //============================================================================== // Name: Recruits Master // Role: Recruits Master of the Initiates. //============================================================================== //============================================================================== // Situation A00: Recruits Master will speak, then open the Recruits window. //-- B02_Recruits_A00_W = { Welcome, warrior. I am the Personnel Yeoman for the Brotherhood. If you want to put together a squad, you talk to me. So, what can I do for you? } //============================================================================== //============================================================================== // Situation B00: Recruits Master will speak, then open the Recruits window. //-- B02_Recruits_B00_W = { Just remember, this ain't no escort service. } //==============================================================================