MIS 06 Speech.txt

{{Dialoguefilebox|text= //============================================================================== // Speech File for Mission 06 - Quincy. //Version 1.9 // The format for the speech file is explained in the README.txt file in the // speech file directory. //Note: this file needed word pad to open so check the font please. DL //==============================================================================

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

MISSION_06_BRIEF = { At ease, warrior.\n\n

Recently, the township of Quincy has petitioned the Brotherhood for protection from a large group of savages called Beastlords. This threat is unique, because their raiding parties include various monsters from the Wasteland; most notably, the deadly Deathclaw.\n\n

The mayor's assistant, Arlene Turling, warned us that these Beastlords have taken over certain parts of Quincy and are using hostages to ensure they have control over the rest of the town. We believe that Mayor Hillary Eastwood is among those captured.\n\n

Your mission is to rescue the mayor and assist in dealing with the Beastlords. Saving the mayor is your first priority. After that, you may decide on how best to neutralize the Beastlord hold on the town. Remember, we want Quincy to be an ally to the Brotherhood, so keeping the town as unscathed as possible is of high priority.\n\n

One more thing. Quincy is home to both humans and ghouls. While most of our Elders believe ghouls are almost our equals, I do not agree. Either way, experience has taught me that racial tensions will be present in the town. Ensure that your squad remains focused in the face of such distractions.\n\n

Dismissed. }

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

//============================================================================== // Situation A: All hostages rescued. // Tone/Mood: Proud and impressed. //-- MISSION_06_DEBRIEF_A01 = { Well done, warrior.\n\n

You have done extremely well given the circumstances. Your tactical cunning, combined with your ability to assess the situation, has saved the lives of all the hostages. The Brotherhood now all but owns the township of Quincy.\n\n

} //==============================================================================

//============================================================================== // Situation A02: Most of the hostages rescued. // Tone/Mood: Proud. //-- MISSION_06_DEBRIEF_A02 = { Well done, warrior.\n\n

You have done very well given the circumstances. Your tactical cunning, combined with your ability to assess the situation, has prevented the deaths of most of the hostages. After Quincy has time to recover, they will be a huge resource for the Brotherhood.\n\n

} //==============================================================================

//============================================================================== // Situation A03: Most of the hostages killed. The mayor and her daughter were // rescued. // Tone/Mood: Somewhat disappointed. //-- MISSION_06_DEBRIEF_A03 = { At ease, warrior.\n\n

I had thought that you might be well suited to this sort of tactical situation. Obviously, I was wrong. Do not feel ashamed; not everyone can be expected to be adept in a hostage crisis. At least you managed to seal the alliance...although reluctantly.\n\n

} //==============================================================================

//============================================================================== // Situation A04: This is the bulk of the debrief that will follow the //first part (the one that reflects the hostage body count). This will //be followed by the part about the ghouls (if applicable) or the last part. // Tone/Mood: First part is stern. Second part is normal. //-- MISSION_06_DEBRIEF_A04 = { //Dan - I think this line is already given in the previous part of the debrief Well done warrior.\n\n

All new information reports that the Beastlords join their monster associates in the consumption of human flesh. This abomination will not be tolerated anywhere within the reach of Brotherhood forces and will be dealt with permanently, soon enough.\n\n

Our Scribes are very curious about this apparent symbiotic relationship between man and monster. In the future, we must retrieve more information before the Scribes can be expected to produce an accurate explanation.\n\n

} //==============================================================================

//============================================================================== // Situation B01: The player saved the ghouls and the ghouls are //applying for Brotherhood positions. This will be last (aside from the //"Dismissed" ending. // Tone/Mood: Somewhat disappointed. //--

MISSION_06_DEBRIEF_B01 = {

The Ghouls of Quincy are overjoyed by your dedication to protect them along with their human counterparts. As a result, there are now ghouls applying for membership into the Brotherhood. The Elders believe that their inherent resistance to certain toxins makes up for their sub-human frailties.\n\n

I pray the Brotherhood can remain pure at heart with this foul taint.\n\n\

Dismissed.

} //==============================================================================

//============================================================================== // Situation B02: If ghouls did not join the Brotherhood. // Tone/Mood: Normal //-- MISSION_06_DEBRIEF_B02 = {

You are dismissed.

} //==============================================================================

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

M06_MiniMap_01 = { The Town Hall is located here. }

M06_MiniMap_02 = { An old church lies here at the northeast edge of Quincy. }

M06_MiniMap_03 = { The local brothel and neighboring saloon can be found here. }

M06_MiniMap_04 = { The detention center is located here. It was used initially as a barracks for the local militia and a prison for criminals. }

M06_MiniMap_05 = { Quincy has a number of satellite farms supporting the community. The nearest of the surrounding farms is found here on the northwest edge of the town. }

M06_MiniMap_06 = { The Shanty Town lies on the western side of the tracks that run the length of Quincy. The ghoul population of Quincy has made the abandoned rail facilities their home. }

M06_MiniMap_07 = { The insertion point for your mission is here. }

M06_MiniMap_08 = { Establish contact with the mayor and keep her alive. Work with the local authorities to regain control of the town. }

M06_MiniMap_09 = {The generator building.}

//============================================================================== // Objective Breakdowns: //-- M06_OBJ_01 = { Rescue the mayor. } M06_OBJ_02 = { Rescue the mayor's daughter. } M06_OBJ_03 = { Neutralize the threat over the power generator. } M06_OBJ_04 = { Rescue the town's war hero. } //==============================================================================

//============================================================================== // FAILURE NOTICES //-- M06_FAILUREA = {You have perished. Your bones will rattle inside your armor as the insects search for carrion. The Brotherhood must prevail without you.} M06_FAILUREB = {You have allowed the Mayor of Quincy to perish. Failure is unacceptable in the Brotherhood of Steel. Try again, warrior.} M06_FAILUREC = {You have allowed the Power Generators to be destroyed. Failure is unacceptable in the Brotherhood of Steel. Try again, warrior.}//Note: I thought the mission is still completable with this? M06_FAILURED = {You have allowed the Mayor's daughter to perish. Failure is unacceptable in the Brotherhood of Steel. Try again, warrior.} M06_FAILUREE = {You have allowed Felix the war hero to perish. Failure is unacceptable in the Brotherhood of Steel. Try again, warrior.}

//============================================================================== // Name: Arlene Turling. // Role: Secretary to the mayor. // Background: Arlene Turling is a young woman in her early twenties. She is // mayor Eastwood's secretary and assistant. She is brave and loyal to Hillary. // Arlene was tutored by Hillary and shares similar speaking traits. Both have // good English and speak clearly. // // Arlene will greet the player soon after the squad arrives on the scene. She // is their first contact and she will explain the situation to the player. //==============================================================================

//============================================================================== // Situation A00: Arlene will initiate this conversation as soon as she sees // the player. Arlene will explain the situation to the player. //-- M06_Arlene_A00_W = { Thank goodness, you're finally here! Those dreadful savages have captured the mayor. She's being held in the large house in front of us. That building contains the warning siren for the town. If that siren sounds, the Beastlords have threatened to kill all of their hostages!\n\n

Understand that you must free Hillary first. As mayor, she's the only one with a key to disable the siren. But be careful, there are at least two savages in the same room with her. } //==============================================================================

//============================================================================== // Situation A01: If the player speaks with Arlene, she will provide more // clues. //-- M06_Arlene_A01_W = { The siren is on the roof of the building, but only Hillary has the means to turn it off. I had the key to the door where they're holding her, but their leader of the guards took it from me and I'm sure he would have locked the door. Whatever you're going to do, you'll have to do it quickly and quietly.\n\n

Good luck. } //==============================================================================

//============================================================================== // Situation A02: If the player speaks with Arlene again, she'll shift into // her good-bye line. //-- M06_Arlene_A02 = { Good luck and be careful. } //==============================================================================

//============================================================================== // Situation B: Before the mayor is rescued, Arlene may give the player some // moral support through her random lines. //-- M06_Arlene_B00 = { She's more than just a mayor to me. } M06_Arlene_B01 = { Be careful. } M06_Arlene_B02 = { I know you'll help us. } M06_Arlene_B03 = { I knew you'd come. } M06_Arlene_B04 = { Watch out for those Deathclaws. } M06_Arlene_B05 = { Take care. } //==============================================================================

//============================================================================== // Situation C00: After the mayor is rescued, Arlene will express her thanks // if the player speaks with her again. //-- M06_Arlene_C00_W = { Thank you for saving Hillary's life. She is a great mentor, and the strongest leader this town has ever had. She was my teacher when I was a child. When she took me in after my parents died, she became, like a mother to me.\n\n

The whole town owes you its gratitude for saving her. } //==============================================================================

//============================================================================== // Situation C01: Arlene's good-bye line after the mayor is rescued. //-- M06_Arlene_C01 = { Once again, thank you. } //==============================================================================

//============================================================================== // Situation D: After the mayor is rescued, Arlene continues to give the // player moral support through her random lines. //-- M06_Arlene_D00 = { Good luck! } M06_Arlene_D01 = { Be careful. } M06_Arlene_D02 = { I knew you'd help us. } M06_Arlene_D03 = { Thank you. } M06_Arlene_D04 = { Watch out for those Deathclaws. } M06_Arlene_D05 = { Take care. } //==============================================================================

//============================================================================== // Situation E00: If the player fails or gets too many hostages killed, Arlene // will be barely able to hide her disappointment. //-- M06_Arlene_E00_W = { I know you did your best, but couldn't the Brotherhood have sent anybody better?.\n\n

The whole town is sorry. I had such high hopes for you. } //==============================================================================

//============================================================================== // Situation F: After the player stuffs up, Arlene will start voicing her // disappointment. //-- M06_Arlene_F00 = { Oh no. } M06_Arlene_F01 = { You failed. } M06_Arlene_F02 = { I didn't think you'd fail. } M06_Arlene_F03 = { Oh dear. } M06_Arlene_F04 = { I'm so sorry. } M06_Arlene_F05 = { This is terrible. } //==============================================================================

//============================================================================== // Name: Hillary Eastwood. // Role: mayor of Quincy. // Background: Hillary Eastwood is an old woman in her sixties. She has // a strong personality and is quite cultured. She knows how to behave in high // society and is generally accustomed to giving orders. //==============================================================================

//============================================================================== // Situation A00: When the players first get to speak with her, it is after // they have neutralized the her guards. Hillary will not speak until her // guards are dead. She will then initiate the dialogue. // // Hillary explains the situation in town and tells the player what needs to // be done in order for her to consider becoming an ally to the Brotherhood. //-- M06_Hillary_A00_W = { Thank you for the rescue. I understand that the Brotherhood is interested in forming an alliance with the people of Quincy. There are three more hostage situations so let's make a deal ...\n\n

My daughter is being held in the Town Hall and being guarded by Deathclaws. You must find a way to rescue her. If she dies, you might as well go back home.\n\n

We have a number of townsfolk being kept in the room housing the power generator for Quincy. We need these people freed without destroying the machinery.\n\n

Finally, Quincy's most experienced war hero, Felix Stiles, is being held inside the barracks. Rescuing him means a lot to me and the people of Quincy.\n\n

Take this key to disable the siren. You have to do that first or this town is finished. I know this is asking a lot, but there aren't any other options. You'd best get started. } //==============================================================================

//============================================================================== // Situation A01: If the player speaks to Hillary, she'll explain a little // more about what needs to be done about the first hostage situation. // After this she will move to the next situation and so on. //-- M06_Hillary_A01_W = { The power generator room has been rigged with explosives. The Beastlords have threatened to detonate the explosives, destroying both the generator and our townsfolk if they suspect trouble. If they do this... I'll be out of office and the Brotherhood can look elsewhere for an alliance.\n\n } //==============================================================================

//============================================================================== // Situation A02: Hillary's hints for the next hostage situation. //-- M06_Hillary_A02_W = { My daughter, Evita, is being held in the Town Hall. There are Deathclaws surrounding her, ready to tear her to shreds as soon as a Beastlord gives the word. If you can find some way to distract the Deathclaws or prevent the signal from being given, you should be able to save her. I was in labor for four days with her so you'll understand how much she means to me.\n\n } //==============================================================================

//============================================================================== // Situation A03: Hillary's hints for the final hostage situation. //-- M06_Hillary_A03_W = { Old Felix Stiles is being held inside the barracks. The Beastlord commander is there, along with his bodyguards. You can expect a big fight.\n\n

But, there is another way into the compound: An escape tunnel lies between the Town Hall and the Barracks. The entrance is in the back room of the Town Hall and it leads into the inner building of the barracks, past the courtyard.\n\n } //==============================================================================

//============================================================================== // Situation A04: Hillary's good-bye line before all three remaining hostage // situations are neutralized. //-- M06_Hillary_A04 = { (Looks both ways) You're not going to find the hostages in here, warrior. } //==============================================================================

//============================================================================== // Situation B: Hillary's random text before being rescued. //-- M06_Hillary_B00 = { Get out of my town! } M06_Hillary_B01 = { Help me! } M06_Hillary_B02 = { Someone help me! } M06_Hillary_B03 = { Bring me my daughter you monsters! } M06_Hillary_B04 = { Evita! Where is my baby? } M06_Hillary_B05 = { This won't help my re-election. } //==============================================================================

//============================================================================== // Situation C: Hillary's random text after being rescued but before the // players have either stuffed up or saved the hostages.This is floating text that she will float from time to time. Please do not confuse this with A04 (which comes up when the player talks to her). //-- M06_Hillary_C00 = { Cannibals...as if the wasteland wasn't bad enough. } M06_Hillary_C01 = { I know this sounds wrong, but I want the Beastlords to suffer! } M06_Hillary_C02 = { I hope you can handle Deathclaws. } M06_Hillary_C03 = { The Beastlord Commander's name is Duff. } M06_Hillary_C04 = { Remember what I've told you. } M06_Hillary_C05 = { Don't show those bastards any mercy! } //==============================================================================

//============================================================================== // Situation D00: These are all special situations in which Hillary will thank // the player for completing each stage of the mission. // // The following speech is for the player speaking to her after they have // freed the townsfolk at the power generator. //-- M06_Hillary_D00_W = { You saved the generator? Thank god! There's no way we could find another one...and all those people of course.\n\n

I'm starting to believe an alliance with the Brotherhood is feasible.\n\n } //==============================================================================

//============================================================================== // Situation D01: These are all special situations in which Hillary will thank // the player for completing each stage of the mission. // // The following speech is for the player speaking to her after they have // freed her daughter. Saving her daughter as well as Hillary ensures that // the mission is successful. //-- M06_Hillary_D01_W = { Oh my goodness, this is the happiest day of my life. My daughter is safe and sound? Thank you, outlanders. I assure you that your actions have guaranteed an alliance between Quincy and the Brotherhood.\n\n } //==============================================================================

//============================================================================== // Situation D03: These are all special situations in which Hillary will thank // the player for completing each stage of the mission. // // The following speech is for the player speaking to her after they have // freed Felix. //-- M06_Hillary_D03_W = { Thank you so much for freeing old Felix. The townsfolk will be very pleased to know that he is alive and well and, since he shares my bed, I'm in your debt.\n\n } //==============================================================================

//============================================================================== // Situation D04: These are all special situations in which Hillary will thank // the player for completing each stage of the mission. // // The following speech is Hillary's good-bye line after she has said one of // the above situation D lines. //-- M06_Hillary_D04 = { Thank you for what you've done so far. } //==============================================================================

//============================================================================== // Situation E00: These are all special situations in which Hillary will // express her disappointment in the player for failing a stage of the mission. // // The following speech is for the player speaking to her after they have // botched the rescue of the townsfolk at the generator. //-- M06_Hillary_E00_W = { What was that awful noise? The generator...all those people ... dead? This is terrible!\n\n

I thought you said you could handle it. Maybe I should have made a deal with the raiders? } //==============================================================================

//============================================================================== // Situation E01: These are all special situations in which Hillary will // express her disappointment in the player for failing a stage of the mission. // // The following speech is for the player speaking to her after they have // botched the rescue of her daughter. Failing this mission will mean the // entire mission is failed. // // Hillary will be in tears when she says the following lines. //-- M06_Hillary_E01_W = { No, not my baby. (Yells) Evita! Why? Why did this happen? Oh, my poor child. I'm so sorry.\n\n

You! Go back to your "Order." Your work here is done. There shall be no alliance between Quincy and the Brotherhood. Get out of my town! } //==============================================================================

//============================================================================== // Situation E02: These are all special situations in which Hillary will // express her disappointment in the player for failing a stage of the mission. // // The following speech is for the player speaking to her after they have // botched the rescue of Felix. //-- M06_Hillary_E02_W = { No, not my Felix! You said you could handle it. How could you let him die? Maybe I made a mistake in trusting you. Felix is more than an old hero to me, you bastard. We were to be married. *sob* } //==============================================================================

//============================================================================== // Situation E03: These are all special situations in which Hillary will // express her disappointment in the player for failing a stage of the mission. // // The following speech is Hillary's good-bye line after she has said one of // the above situation E lines. //-- M06_Hillary_E03 = { Please, *sniff* I need to be alone. } //==============================================================================

//============================================================================== // Situation F: Hillary's random text after the players have been successful // in saving one or more of the hostage situations. These will not occur until // Hillary has spoken one of the lines in Situation D. //-- M06_Hillary_F00 = { Thank god, but we're not done yet! } M06_Hillary_F01 = { Keep trying. } M06_Hillary_F02 = { If you want our resources, you better finish the job! } M06_Hillary_F03 = { There's hope...but not much. } M06_Hillary_F04 = { Save us. No one else will. }

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

//============================================================================== // Situation G: Hillary's random text after the players have botched one or // more of the hostage situations. These will not occur until Hillary has // spoken one of the lines in Situation E. // // Up until then, she will remain blissfully unaware. //-- M06_Hillary_G00 = { What have I done? } M06_Hillary_G01 = { Why did we put our trust in you? } M06_Hillary_G02 = { I feel numb! } M06_Hillary_G03 = { This is terrible. } M06_Hillary_G04 = { I can't handle this anymore! }

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

//============================================================================== // Situation H00: Hillary will initiate this dialogue as soon as she can see // the player after the player has completed all rescues successfully. //-- M06_Hillary_H00_W = {

I don't know what to say! I don't know how we can repay you.\n\n

Tell your commanders that the town of Quincy is "honoured" to join the Brotherhood and whatever resources we have, are at its disposal.\n\n

All these years... I never thought people such as you existed. You have done more than just rescue a town, warrior. You have returned something to me that I lost when I was just a girl. Something that I didn't even know was missing.\n\n

You have given me back my spirit.\n\n

May you find the happiness one day that I now feel.\n\n

Farewell, my hero. } //==============================================================================

//============================================================================== // Situation H01: Hillary will initiate this dialogue as soon as she can see // the player after the player has completed the rescues, some may have failed // but her daughter was successfully rescued. //-- M06_Hillary_H01_W = { Well, you have managed to save my daughter and you have done well in spite of the horrific odds. I thank you, strangers, for coming to the aid of my town.\n\n

For that, you shall have your alliance. Let the Brotherhood and the Town of Quincy be strangers no longer.\n\n

I will inform your commanders that you have performed well enough to secure the alliance.\n\n

Farewell, warrior. } //==============================================================================

//============================================================================== // Situation H02: Hillary's good-bye line after the mission is successfully // completed. //-- M06_Hillary_H02 = { We are in your debt. } //==============================================================================

//============================================================================== // Situation I: Hillary's random lines after the mission is successfully // completed. //-- M06_Hillary_I00 = { Hurray! } M06_Hillary_I01 = { All hail the Brotherhood. } M06_Hillary_I02 = { Oh, *sniff* my Evita is alive. } M06_Hillary_I03 = { Thank you for your help. } M06_Hillary_I04 = { Well done, strangers. } M06_Hillary_I05 = { Once again, thank you. } //==============================================================================

//============================================================================== // Name: Evita Eastwood. // Role: Daughter of Hillary Eastwood. // Background: Evita is a girl of around twenty years of age. She looks like // her mother, except the clothes that she is wearing are torn and dirty. She // is Arlene's best friend, having grown up together after Arlene's parents // died. //==============================================================================

//============================================================================== // Situation A00: After the player rescues Evita, she will initiate her thank- // you dialogue. She will be sobbing with gratitude. //-- M06_Evita_A00_W = { Oh, thank you so much. I was so afraid. Those horrible savages put me in here with all those. . . creatures. I thought they were going to eat me.\n\n

Well, I'm going to rest and then find my mom and Arlene. They're probably worried that some Deathclaw is eating me right now. Bye. } //==============================================================================

//============================================================================== // Situation A01: After the player rescues Evita, she can chat a little if the // player wishes to talk to her. //-- M06_Evita_A01_W = { Huh? Well, Arlene and I grew up together in this little town. We used to play with the ghouls when we were little girls. We never thought the ghouls were bad, in fact they were very gentle with us. But mother found out and she forbade us to play there ever again. I hope the ghouls are alright, too. They have it bad enough with all the regular humans harassing them. } //==============================================================================

//============================================================================== // Situation A02: After the player rescues Evita, this will be her good-bye // line if the player keeps trying to talk to her. //-- M06_Evita_A02 = { Please make sure the ghouls are alright. } //==============================================================================

//============================================================================== // Situation B: Evita's cries for help before she is rescued. //-- M06_Evita_B00 = { *sob* } M06_Evita_B01 = { Nice Deathclaw ... } M06_Evita_B02 = { You look like you want to eat me. } M06_Evita_B03 = { Please don't hurt me, Mister Deathclaw ... } M06_Evita_B04 = { Can anyone hear me? } M06_Evita_B05 = { *sniff* } //==============================================================================

//============================================================================== // Situation C: Evita's random lines after she is rescued. //-- M06_Evita_C00 = { Phew. } M06_Evita_C01 = { I'm telling you, he was going to eat me! } M06_Evita_C02 = { I think the female Deathclaw wanted to eat me too. } M06_Evita_C03 = { Gotta change my panties after that. } M06_Evita_C04 = { *shudder* } M06_Evita_C05 = { I'll just wait here. } //============================================================================== M06_Evita_D00 = {Shhh... not until they are all dead.}

//============================================================================== // Name: Felix Stiles. // Role: Warden, Military Advisor. // Background: Felix is an old veteran of the early years of Quincy. Originally // a wanderer of the wastes, Felix has earned his reputation as an experienced // warrior. His age as well as his failing health, prevent him from active duty // to the town. Semi-retired, Felix spends his days teaching the youngsters how // to defend the town. //==============================================================================

//============================================================================== // Situation A00: After the player rescues Felix, he will initiate the // following bit of dialogue to express his thanks. //-- M06_Felix_A00_W = { You are a warrior's warrior, my friend. My name is Felix Stiles and I am in your debt. If you don't mind, I'd like to rest here until I work the life back into my old legs and ankles. Those ropes don't allow much room for circulation.\n\n } //==============================================================================

//============================================================================== // Situation A01: Felix will chat a little if the player wishes to talk to him. We don't need this and this mission is already huge //-- } //==============================================================================

//============================================================================== // Situation A02: Felix's good-bye line if the player persists in talking to // him. //-- M06_Felix_A02 = { You kind of remind me of myself, from about forty years ago. } //==============================================================================

//============================================================================== // Situation B: Felix's random lines before he is rescued. //-- M06_Felix_B00 = { Some hero I turned out to be. } M06_Felix_B01 = { I would have killed all of you twenty years ago! } M06_Felix_B02 = { Ya know, I'm too freaking old for this shit! } M06_Felix_B03 = { Somebody let me out. } M06_Felix_B04 = { Can anybody hear me? } M06_Felix_B05 = { Damn you, Beastlords. } //==============================================================================

//============================================================================== // Situation C: Felix's random lines after he is rescued. //-- M06_Felix_C00 = { Oooh. My wrists are still sore. } M06_Felix_C01 = { Ah, you kids aren't bad at all. } M06_Felix_C02 = { You remind me of myself when I was younger. } M06_Felix_C03 = { Serves those Beastlords right. } M06_Felix_C04 = { Good thing you came along. } M06_Felix_C05 = { Excuse me, but I have to rest now. } //==============================================================================

//============================================================================== // Name: Elliot Nesting. // Role: Leader of the Ghouls. // Background: Elliot Nesting is the self-appointed leader of the ghouls. He is // a soft-spoken, wise, ghoul whose guidance has allowed the ghouls to exist in // relative peace in Quincy. Elliot is a pacifist, but he knows enough about // politics to know when words will fail and that it is time to let their guns // do the talking. // // When the player's squad get close enough to the ghoul shanty town, they // will begin to hear sounds of battle as the ghouls defend their home from a // group of Beastlords. The first wave is easy to defeat, but there is a // second wave which consists of Deathclaws. //==============================================================================

//============================================================================== // Situation A00: The initial encounter is before or after the initial Beast // Lords' attack on the ghoul quarter. Elliot will plead with them to help // them as the Deathclaw reinforcements are soon to attack. (Actually the // Deathclaws will attack soon after this particular piece of conversation.) //-- M06_Elliot_A00_W = { I am Elliot. The ghouls here call me their leader, but that's just cuz noone else wanted the job. \n\n

Please, outlanders. You hafta help us too. I know we're just a bunch of ghouls but we get scared and bleed just like pure blood humans. We might not be able to offer the same amount of resources as the Quincy pure bloods but we gots something to offer too.\n\n

We'll fight, but we don't stand a chance against those Deathclaws. What do you say? It would be a shame for me to die a day before I turn a hundred fifty next week.\n\n } //==============================================================================

//============================================================================== // Situation Z00: If the player talks to Elliot again before the Deathclaws // have been dealt with, he will urge them to slay the Deathclaws. This will // suffice as his good-bye lines until the Deathclaws are defeated. //-- M06_Elliot_Z00 = { Help us, and you'll gain the gratitude of the ghouls. } M06_Elliot_Z01 = { Ghouls are people to. We're just different.} M06_Elliot_Z02 = { I hope you're more open minded than most humans. } M06_Elliot_Z03 = { Help us and the ghouls will make it up to you.} M06_Elliot_Z04 = { Harold, where are you?} //==============================================================================

//============================================================================== // Situation B: The following speech nodes represent any possible random lines // that can be spoken by Elliot before the Deathclaws are slain. //Use the lines from situation A for this also. DL //--

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

//============================================================================== // Situation C00: If the Deathclaws are slain, Elliot will thank them and ask // that they rescue his friend, Gorgi (pronounced Ghor-ghee,) if they haven't // already done so. //-- M06_Elliot_C00_W = { I can't believe the firepower you guys are packing! I gotta thank you for your help, but, maybe you can help us even more? The damn cannibals abducted my brother Gorgi and took him to the northern part of the Ghoul Quarter.

Considering how fast you just creamed those bastards, this should be no problem.} //==============================================================================

//============================================================================== // Situation C01: Elliot will repeat his request as a good-bye line. //-- M06_Elliot_C01 = { Please, save my brother. He looks like me, but not as melted in the face. } //==============================================================================

//============================================================================== // Situation D: The following speech nodes represent any possible random lines // that can be spoken by Elliot after the Deathclaws are slain, but before // Gorgi has been rescued. //-- M06_Elliot_D00 = { Gorgi...hang on brother. Just hang on. } M06_Elliot_D01 = { I wish all the Deathclaws would drop dead! } M06_Elliot_D02 = { Did anyone drop a finger? } M06_Elliot_D03 = { Everyone alright? } M06_Elliot_D04 = { Everyone, make sure you haven't dropped a finger. } M06_Elliot_D05 = { I wish I could join the Brotherhood. } //==============================================================================

//============================================================================== // Situation E00: If the Deathclaws are slain and Gorgi was rescued without // Elliot asking the player to do so, Elliot will thank them and let them know // that he is aware of Gorgi's release. //-- M06_Elliot_E00_W = { I don't know how to thank you. I just heard that you got Gorgi's sloppy ass out of trouble.\n\n

Strangers, I am forever, in your debt. If you accept ghouls in your ranks, we'd be honoured to sign up for your "Brotherhood." } //==============================================================================

//============================================================================== // Situation E01: If the Deathclaws are slain and Gorgi has been subsequently // released at Elliot's behest, he will thank them for it with a different // line. //-- M06_Elliot_E01_W = { Hey, you're back already. Strangers, I'm forever in your debt. If you accept ghouls in your ranks, we'd be honoured to sign up for your "Brotherhood."} //==============================================================================

//============================================================================== // Situation E02: Either happy ending with both Deathclaws slain and Gorgi // freed will result in this line being the repeated good-bye line. //-- M06_Elliot_E02 = { You are a true friend of the ghouls. We will not forget. } //==============================================================================

//============================================================================== // Situation F: The following speech nodes represent any possible random lines // that can be spoken by Elliot after the Deathclaws are slain and after Gorgi // has been rescued. //-- M06_Elliot_F00 = { Praised be the Brotherhood! } M06_Elliot_F01 = { I can hook you up with my sister if you want some "Sloppy Ghoul Action." *Wink wink* } M06_Elliot_F02 = { Anyone seen my finger? } M06_Elliot_F03 = { You truly care about us ghouls. } M06_Elliot_F04 = { Alliance with the Brotherhood! } M06_Elliot_F05 = { Thank you, my friends. } //==============================================================================

//============================================================================== // Situation G00: If the Deathclaws are slain, and Gorgi has been killed // without Elliot asking the player to save him, Elliot will say the following // mournful line. //-- M06_Elliot_G00_W = { Thanks for your help. Ain't many pure bloods around here who would lift a finger to help a ghoul. Still, I wish Gorgi was here to see it.\n\n

Stranger, if you'd accept ghouls in your ranks, some of us here would like to join you in your "Brotherhood." If more of us ghouls knew how to fight, perhaps Gorgi's death might have been averted. } //==============================================================================

//============================================================================== // Situation G01: If the Deathclaws are slain, but Gorgi was subsequently // killed after Elliot has asked the player to save him, Elliot will say an // alternate line. //-- M06_Elliot_G01_W = { Gorgi is dead? My poor brother, why did this happen?\n\n

You did your best, I know. All I can do in return is offer some ghouls to go in for Brotherhood training. If more of us knew how to fight, perhaps Gorgi's death might have been averted. } //==============================================================================

//============================================================================== // Situation G02: Either sad ending with both Deathclaws slain and Gorgi // killed will result in this line being the repeated good-bye line. //-- M06_Elliot_G02 = { I wish to be left alone now...Oh Gorgi! *sob* } //==============================================================================

//============================================================================== // Situation H: The following speech nodes represent any possible random lines // that can be spoken by Elliot after the Deathclaws are slain and after Gorgi // has been killed. //-- M06_Elliot_H00 = { Oh dear, oh dear. } M06_Elliot_H01 = { My poor brother ... } M06_Elliot_H02 = { You said you can save him! } M06_Elliot_H03 = { We grieve, but we are grateful. } M06_Elliot_H04 = { My brother is dead. } M06_Elliot_H05 = { Maybe the Brotherhood isn't so powerful. } //==============================================================================

//============================================================================== // Name: Gorgi (pronounced, Ghor-Ghee.) // Role: Ghoul hostage. // Background: Gorgi is the close friend of Elliot Nesting, leader of the // Ghouls. He will run to safety once the guards holding him are killed. Once // he reaches the safety zone, he will disappear and he will be considered // freed. //==============================================================================

//============================================================================== // Situation A00: Talking to Gorgi will set him off on his mad dash to freedom. //-- M06_Gorgi_A00 = { Thanks for saving me! I have to see if my brother Elliot is alright. } //==============================================================================

//============================================================================== // Situation B: The following speech nodes represent any possible random lines // that can be spoken by Gorgi before he begins his mad dash. //-- M06_Gorgi_B00 = { I hope my brother Elliot is alright. } M06_Gorgi_B01 = { I told you I know nothing. } M06_Gorgi_B02 = { You just knocked my ear off you asshole! } M06_Gorgi_B03 = { You're the freak! At least I don't sleep with Deathclaws. } M06_Gorgi_B04 = { Fuck you animal boy! I ain't telling you shit! } M06_Gorgi_B05 = { I bet you would treat me better if I was human! } //==============================================================================

//============================================================================== // Situation C: The following speech nodes represent any possible random lines // that can be spoken by Gorgi during his mad dash. //-- M06_Gorgi_C00 = { Thank you, friends. } M06_Gorgi_C01 = { Freedom!! } M06_Gorgi_C02 = { I'll run till me feet fall off! } M06_Gorgi_C03 = { Get out of the way! }

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

//============================================================================== // Name: Duff // Role: Beastlord Commander. // Background: Duff is a large, well-muscled man. He wears the mask signifying // him as a Beastlord. He is a direct relative to Dar, the Master of the // Beastlords, and he has inherited some of Dar's personality. In other words, // Duff is a raving madman. //==============================================================================

//============================================================================== // Situation A00: Duff doesn't say much. When he sees the player, he will // initiate his opening taunt. //-- M06_Duff_A00_W = { You want to fight, humansss? Then fight me! I will ssstrip the flesssh frrrom yourrr bonesss! Thisss town isss now mine!} //==============================================================================

//============================================================================== // Situation A01: When he is about to die, Duff will cry out to his mommy. //-- M06_Duff_A01 = { Noo! It'sss not posssible! } //==============================================================================

//============================================================================== // Situation B: Duff will rave and foam in the mouth while waiting for the // player to show up. These are his random lines. //-- M06_Duff_B00 = { Thisss town isss sssecured! } M06_Duff_B01 = { I love the sssmell of human flesssh in the morning! } M06_Duff_B02 = { The ghoulssss are a bunch of sssisssiesss } M06_Duff_B03 = { One day, I will be leader inssstead of Dar!} M06_Duff_B04 = { I ssskined my sssupper! } M06_Duff_B05 = { Rrrraaahh! } //==============================================================================

//============================================================================== // The Beastlords: // The speech for the Beastlords is divided into situations, with each one // allowing for up to four variations. The first three are subordinates, the // last one is a commander or leader of the group. //==============================================================================

//============================================================================== // Situation A: These are the mayor's guards. This is what they say before // they see the player or become hostile towards the player. //-- M06_Beastlord01_A00 = { The Matriarrch tried to free herrssself. } M06_Beastlord01_A01 = { Wherrre isss the key? } M06_Beastlord01_A02 = { I'm getting hungrrry. }

M06_Beastlord02_A00 = { She mussst have more Deathclaw pupssss. } M06_Beastlord02_A01 = { Thisss isss borrring. } M06_Beastlord02_A02 = { Hsss. }

M06_Beastlord03_A00 = { We mussst sssearrch forr morrre Deathclawss to control! } M06_Beastlord03_A01 = { I sssmell humansss nearby. } M06_Beastlord03_A02 = { I senssse sssomeone watching usss. }

M06_Beastlord04_A00 = { Check on the mayorrr. } M06_Beastlord04_A01 = { The humansss dissslike the ghoulssss. } M06_Beastlord04_A02 = { Sssomething's not right. } //==============================================================================

//============================================================================== // Situation B: These are the mayor's guards. This is what they say once the // condition is met for them to kill her. //-- M06_Beastlord01_B00 = { Kill the mayor! } M06_Beastlord01_B01 = { I'll kill her now. } M06_Beastlord01_B02 = { Hsst! The mayor isss asss good asss dead. }

M06_Beastlord02_B00 = { Ssss! The mayor ssshall pay for thisss. } M06_Beastlord02_B01 = { Kill her! Kill her now! } M06_Beastlord02_B02 = { Kill the hossstage. }

M06_Beastlord03_B00 = { I will ssstrip the ssskin frrrom herr body! } M06_Beastlord03_B01 = { Kill her! } M06_Beastlord03_B02 = { Kill the hossstage now! }

M06_Beastlord04_B00 = { Kill the mayor! } M06_Beastlord04_B01 = { Alarm! Kill the hossstage! } M06_Beastlord04_B02 = { Finisssh her now! } //==============================================================================

//============================================================================== // Situation C: These are the generator's guards. This is what they say before // they see the player or become hostile towards the player. //-- M06_Beastlord01_C00 = { Thought I heard sssomething. } M06_Beastlord01_C01 = { Thossse prisonersss look tasssty. } M06_Beastlord01_C02 = { Ssss. }

M06_Beastlord02_C00 = { I don't trussst explosivesss. } M06_Beastlord02_C01 = { I hate explosivesss. } M06_Beastlord02_C02 = { Hsss. }

M06_Beastlord03_C00 = { When isss meal time? } M06_Beastlord03_C01 = { Eating that ghoul makess me feel sssick! } M06_Beastlord03_C02 = { Sssilence, prisonersss! }

M06_Beastlord04_C00 = { Check the explosivesss. } M06_Beastlord04_C01 = { The ghoulsss fear the humansss! } M06_Beastlord04_C02 = { No sssleeping on duty! } //==============================================================================

//============================================================================== // Situation D: These are the generator's guards. This is what they say once // the condition is met for them to kill the hostages. //-- M06_Beastlord01_D00 = { Pull the ssswitch! } M06_Beastlord01_D01 = { Kill the prisonersss! } M06_Beastlord01_D02 = { Kill them now! }

M06_Beastlord02_D00 = { Sssayonara sssuckerss! } M06_Beastlord02_D01 = { Hit the ssswitch now! } M06_Beastlord02_D02 = { I'll kill them now. }

M06_Beastlord03_D00 = { I'm going to pull the ssswitch. } M06_Beastlord03_D01 = { Kill the prisonersss! } M06_Beastlord03_D02 = { Ssset off the bomb! }

M06_Beastlord04_D00 = { Ssset off the explosivesss! } M06_Beastlord04_D01 = { Take them out now! } M06_Beastlord04_D02 = { Hsst. Kill the hossstagesss! } //==============================================================================

//============================================================================== // Situation E: These are the mayor's daughter's guards. This is what they say // before they see the player or become hostile towards the player. //-- M06_Beastlord01_E00 = { Hsss. } M06_Beastlord01_E01 = { That woman looksss tasssty. } M06_Beastlord01_E02 = { Patience, my preciousss. }

M06_Beastlord02_E00 = { I'm ssso sssleepy. } M06_Beastlord02_E01 = { Thisss isss ssso boring. } M06_Beastlord02_E02 = { *yawn* }

M06_Beastlord03_E00 = { Ssss. } M06_Beastlord03_E01 = { Ssstay sssharp! I sssmell sssomething. } M06_Beastlord03_E02 = { I sssmell sssomething. }

M06_Beastlord04_E00 = { Prisssoner, sssit on my lap! } M06_Beastlord04_E01 = { Make sssure the Deathclawsss don't eat her. } M06_Beastlord04_E02 = { Sssomething'sss watching me. } //==============================================================================

//============================================================================== // Situation F: These are the mayor's daughter's guards. This is what they say // once the condition is met for them to kill her. //-- M06_Beastlord01_F00 = { Feassst, my prettiesss! } M06_Beastlord01_F01 = { Sssssupper time! } M06_Beastlord01_F02 = { Time to feassst on the girrrl! }

M06_Beastlord02_F00 = { Yourr too late! Ssshe's asss good asss dead. } M06_Beastlord02_F01 = { Ssshe's dead now! } M06_Beastlord02_F02 = { Kill her, my petsss! }

M06_Beastlord03_F00 = { Dessstroy the girl, my petsss! } M06_Beastlord03_F01 = { Feassst upon her, my babiesss. } M06_Beastlord03_F02 = { Kill girlsss, kill! }

M06_Beastlord04_F00 = { Kill the girl! } M06_Beastlord04_F01 = { Kill her now! } M06_Beastlord04_F02 = { For your insssolence, ssshe ssshall sssuffer! } //==============================================================================

//============================================================================== // Situation G: These are Felix's guards. This is what they say before they // see the player or become hostile towards the player. //-- M06_Beastlord01_G00 = { Hsss. } M06_Beastlord01_G01 = { What kind of name is "Felixssss"? } M06_Beastlord01_G02 = { C'mon! I have a funny joke to tell. }

M06_Beastlord02_G00 = { Humansss tassste great! } M06_Beastlord02_G01 = { Hsst! } M06_Beastlord02_G02 = { I kicked Felixsss in the sssack! }

M06_Beastlord03_G00 = { Ghoulsss are lesss filling! } M06_Beastlord03_G01 = { I like to make them sssuffer! } M06_Beastlord03_G02 = { Ssss. }

M06_Beastlord04_G00 = { Ssstop the chatter! } M06_Beastlord04_G01 = { Quit the jokesss! } M06_Beastlord04_G02 = { Hsss. } //==============================================================================

//============================================================================== // Situation H: These are Felix's guards. This is what they say once the // condition is met for them to kill him. //-- M06_Beastlord01_H00 = { Kill the fool. } M06_Beastlord01_H01 = { I'll feassst on hisss flesssh! } M06_Beastlord01_H02 = { Kill the prisssoner now! }

M06_Beastlord02_H00 = { For your insssolence, the prisssoner diesss! } M06_Beastlord02_H01 = { You have jussst killed your prisoner! } M06_Beastlord02_H02 = { I'll kill the prisssoner! }

M06_Beastlord03_H00 = { You kill thessse foolsss. I'll kill the prisssoner. } M06_Beastlord03_H01 = { Grrr. Hsst! The prisssoner diesss. } M06_Beastlord03_H02 = { The prisssoner isss asss good asss dead. }

M06_Beastlord04_H00 = { Ssstop intruder! } M06_Beastlord04_H01 = { Ssstupid humanssss! } M06_Beastlord04_H02 = { For your actionsss, the hossstage diesss now! } //==============================================================================

//============================================================================== // Situation I: These are Gorgi's guards. This is what they say before they // see the player or become hostile towards the player. //-- M06_Beastlord01_I00 = { I sssselll ssssea shellsss at the ssssea shore... Ssssee? Now you ssssay it. } M06_Beastlord01_I01 = { Sssomething ssstinksss. } M06_Beastlord01_I02 = { That ghoul sssmellsss. }

M06_Beastlord02_I00 = { Doesss sssomeone have gasss? } M06_Beastlord02_I01 = { Ssstupid sssmelly ghoul! } M06_Beastlord02_I02 = { Thisss ghoul ssstinksss. } //==============================================================================

//============================================================================== // Situation J: These are Gorgi's guards. This is what they say once the // condition is met for them to kill him. //-- M06_Beastlord01_J00 = { Kill the ghoul! } M06_Beastlord01_J01 = { Harm me and the ghoul getsss it. } M06_Beastlord01_J02 = { Let'sss ssseee what color you bleed, ghoul. }

M06_Beastlord02_J00 = { Time to kill the ghoul! } M06_Beastlord02_J01 = { For that, the ghoul diesss now. } M06_Beastlord02_J02 = { That wasss a misstake. Now the ghoul diesss! } //==============================================================================

//============================================================================== // Situation K: These are what the Beastlords may say if they need to set off // the siren. //-- M06_Beastlord01_K00 = { Sssound the alarm! } M06_Beastlord01_K01 = { Sssound the sssiren! }

M06_Beastlord02_K00 = { Ssset off the alarm! } M06_Beastlord02_K01 = { Ssset off the sssiren! }

M06_Beastlord03_K00 = { The sssiren! The sssiren! } M06_Beastlord03_K01 = { The alarm! The alarm! }

M06_Beastlord04_K00 = { Ssset the sssiren off NOW! } M06_Beastlord04_K01 = { Alert all the othersss! Sssound the sssiren! } //==============================================================================

//============================================================================== // Hostages: // These are the hostages held in the generator. There are five varieties of // hostages. //==============================================================================

//============================================================================== // Situation A00: The following lines can be spoken randomly by the hostages // before they are freed. //-- M06_Hostage01_A00 = { This really sucks! } M06_Hostage01_A01 = { God! I hate Deathclaws more than those hideous ghouls! } M06_Hostage01_A02 = { Help us! }

M06_Hostage02_A00 = { Somebody help us! } M06_Hostage02_A01 = { Fucking deatchclaws. This is bullshit! } M06_Hostage02_A02 = { I'm going to faint. }

M06_Hostage03_A00 = { Where's the mayor now? She's probably safe in her huge house! } M06_Hostage03_A01 = { Help! } M06_Hostage03_A02 = { Look how big the balls are on that Deathclaw! }

M06_Hostage04_A00 = { Look, we're all trapped here right? So calm down and shut your trap for the love of Jesus!} M06_Hostage04_A01 = { At least I haven't seen a rat yet. } M06_Hostage04_A02 = { What will become of us? }

M06_Hostage05_A00 = { I'm so scared. } M06_Hostage05_A01 = { Someone help us. } M06_Hostage05_A02 = { I know it was you who farted, so stop pointing at the Deathclaw. } //==============================================================================

//============================================================================== // Situation B + C: Random lines spoken by the hostages if the player speaks to // them once they are freed. //-- M06_Hostage01_B00 = { Hurray! } M06_Hostage01_B01 = { Thank fucking god! } M06_Hostage01_B02 = { That's not piss on my pants...I just spilled some water. }

M06_Hostage02_B00 = { My heroes! } M06_Hostage02_B01 = { Thanks...uh...you stepped in Deathclaw shit. } M06_Hostage02_B02 = { I think the Brotherhood is nothing more than a gang...but...thank you. }

M06_Hostage03_B00 = { About fucking time! } M06_Hostage03_B01 = { Thank you so much. } M06_Hostage03_B02 = { I owe my life to you. }

M06_Hostage04_B00 = { You guys pack some mean weapons! } M06_Hostage04_B01 = { Thank god! That Deathclaw wanted to hump my leg! } M06_Hostage04_B02 = { I hope those Beastlords rot in hell. }

M06_Hostage05_B00 = { I wasn't scared. } M06_Hostage05_B01 = { Um ... I was about to kill them, myself. } M06_Hostage05_B02 = { That's it! I'm moving to California. I bet this shit doesn't happen over there! } //==============================================================================

//============================================================================== // Citizens of Quincy: // These are the people standing around watching. There are six variations of // spectators outside, gaping and pointing. //==============================================================================

//============================================================================== // Situation A: These are the lines spoken by the citizens before the situation // that they are watching has been acted upon. They do not speak with the // player I think that they would float this stuff without asking since they are a crowd and they are watching some heavy shit. Also, these are a lot of lines so let's use them., although if the player speaks with them, they will say one of their // random lines. // I think these ARE random floating lines - Ed //-- M06_Citizen01_A00 = { I hope those guns are loaded!} M06_Citizen01_A01 = { I'll bet you that the Deathclaws win. } M06_Citizen01_A02 = { What can you guys do? } M06_Citizen01_A03 = { Who the hell are these guys? } M06_Citizen01_A04 = { How come the Brotherhood hasn't taken care of this? } M06_Citizen01_A05 = { How will we get through this? }

M06_Citizen02_A00 = { I'd save them, but I might get hurt. } M06_Citizen02_A01 = { Me? I'm not going in there! } M06_Citizen02_A02 = { I'm a farmer... not a fighter. } M06_Citizen02_A03 = { Why me? Fighting is their job! } M06_Citizen02_A04 = { Do you think they're scared? } M06_Citizen02_A05 = { I could do a better job. }

M06_Citizen03_A00 = { Well, at least there are some empty houses to move into. } M06_Citizen03_A01 = { Aaah. } M06_Citizen03_A02 = { I'd rather be at the brothel. } M06_Citizen03_A03 = { Ah. } M06_Citizen03_A04 = { The only thing I hate more than Deathclaws are ghouls! } M06_Citizen03_A05 = { Ahhh. }

M06_Citizen04_A00 = { This should be interesting. } M06_Citizen04_A01 = { I wanna watch. } M06_Citizen04_A02 = { I hope they eat all the ghouls first! } M06_Citizen04_A03 = { THIS, I gotta see. } M06_Citizen04_A04 = { Whoa. Brotherhood guys. } M06_Citizen04_A05 = { This should be good. }

M06_Citizen05_A00 = { What's going on? } M06_Citizen05_A01 = { I wanna see. } M06_Citizen05_A02 = { I can't see anything. } M06_Citizen05_A03 = { Anyone know if the brothel is open?} M06_Citizen05_A04 = { I don't care if we're going to die! Stop touching me! } M06_Citizen05_A05 = { Who's got whom? }

M06_Citizen06_A00 = { I bet the ghouls are involved! } M06_Citizen06_A01 = { What shall we do? } M06_Citizen06_A02 = { ...never knew those poor bastards... } M06_Citizen06_A03 = { I'm telling you! The ghouls are behind this! } M06_Citizen06_A04 = { Somebody stop those Beastlords. } M06_Citizen06_A05 = { Oh dear. } //==============================================================================

//============================================================================== // Situation B: These are the lines spoken by the citizens when the situation // that they are watching has been rescued. They do not speak with the // player, I think that they would float this stuff without asking since they are a crowd and they are watching some heavy shit. Also, these are a lot of lines so let's use them., although if the player speaks with them, they will say one of their // random lines. //-- M06_Citizen01_B00 = { Wow. You guys did it! } M06_Citizen01_B01 = { You beat the life out of those monsters! } M06_Citizen01_B02 = { Hurray! } M06_Citizen01_B03 = { You're a bunch of friggen superheroes or something! } M06_Citizen01_B04 = { That was awesome! } M06_Citizen01_B05 = { Didn't know you had it in you! }

M06_Citizen02_B00 = { Alright! You guys did great! } M06_Citizen02_B01 = { Wow, I wouldn't want to piss you off. } M06_Citizen02_B02 = { Did you get hurt? } M06_Citizen02_B03 = { Those guys are BAD-ASS! } M06_Citizen02_B04 = { Any of you guys want to meet my daughter? } M06_Citizen02_B05 = { After seeing that, I want to be all that I can be! }

M06_Citizen03_B00 = { Were you scared at all? } M06_Citizen03_B01 = { Wow! } M06_Citizen03_B02 = { Yeah! } M06_Citizen03_B03 = { Maybe there is hope! } M06_Citizen03_B04 = { That's an awful amount of blood on you! } M06_Citizen03_B05 = { YES! Now kill all the sub-human ghouls! }

M06_Citizen04_B00 = { That was great. } M06_Citizen04_B01 = { Wow. What a show! } M06_Citizen04_B02 = { I vote for an alliance with the Brotherhood! } M06_Citizen04_B03 = { Well done. } M06_Citizen04_B04 = { Who just grabbed my ass? } M06_Citizen04_B05 = { That was smooth, real smooth. }

M06_Citizen05_B00 = { That was great! Let's get drunk! } M06_Citizen05_B01 = { Wish I could've seen it. } M06_Citizen05_B02 = { You guys must have been great. } M06_Citizen05_B03 = { All that excitement makes me nauseous! } M06_Citizen05_B04 = { You guys are awesome. } M06_Citizen05_B05 = { I wanna join the Brotherhood now. }

M06_Citizen06_B00 = { Thank you. } M06_Citizen06_B01 = { You're heroes. } M06_Citizen06_B02 = { That was a very brave thing to do. } M06_Citizen06_B03 = { God bless you! } M06_Citizen06_B04 = { Thank you so much. } M06_Citizen06_B05 = { Do you Brotherhood guys get laid a lot? } //==============================================================================

//============================================================================== // Situation C: These are the lines spoken by the citizens when the situation // that they are watching has been botched. They do not speak with the // player, I think that they would float this stuff without asking since they are a crowd and they are watching some heavy shit. Also, these are a lot of lines so let's use them., although if the player speaks with them, they will say one of their // random lines. //-- M06_Citizen01_C00 = { I still believe in you! } M06_Citizen01_C01 = { That was really pathetic! } M06_Citizen01_C02 = { Go back to your bunker you bunch of pussies! } M06_Citizen01_C03 = { How horrible. } M06_Citizen01_C04 = { Maybe we should of made an alliance with the Marks Brothers. } M06_Citizen01_C05 = { What the hell do you call that? }

M06_Citizen02_C00 = { Boo! } M06_Citizen02_C01 = { I thought the Brotherhood was tough. } M06_Citizen02_C02 = { That sucked man. } M06_Citizen02_C03 = { My momma hits harder than those wannabe soldiers!} M06_Citizen02_C04 = { That was pathetic. } M06_Citizen02_C05 = { Have you done this before? }

M06_Citizen03_C00 = { Didn't I say the Brotherhood couldn't get the job done? } M06_Citizen03_C01 = { Try shooting the Deathclaws, you bunch of assholes!} M06_Citizen03_C02 = { Congratulations... Murderer! } M06_Citizen03_C03 = { This is a freaking nightmare! } M06_Citizen03_C04 = { Ewww ... } M06_Citizen03_C05 = { That's it...we're all dead. }

M06_Citizen04_C00 = { Since we're all going to die... anyone want to take a roll in the hay? } M06_Citizen04_C01 = { That was crap. } M06_Citizen04_C02 = { What was that? } M06_Citizen04_C03 = { What did you call that? } M06_Citizen04_C04 = { I told you the Brotherhood is bullshit, didn't I? } M06_Citizen04_C05 = { They fucked up on purpose! Let's get 'em! }

M06_Citizen05_C00 = { That sux. } M06_Citizen05_C01 = { Uh ... so what happened? } M06_Citizen05_C02 = { You guys fuck up? } M06_Citizen05_C03 = { I thought you guys were good. } M06_Citizen05_C04 = { Thanks for nothing! } M06_Citizen05_C05 = { Man, I think I'm gonna puke!}

M06_Citizen06_C00 = { Oh no. } M06_Citizen06_C01 = { You guys were our only hope. } M06_Citizen06_C02 = { That's it! I'm leaving! } M06_Citizen06_C03 = { Stop pushing me buddy! } M06_Citizen06_C04 = { Maybe the Brotherhood sold out to the Beastlords. } M06_Citizen06_C05 = { Oh dear. } //==============================================================================

//============================================================================== // Ghouls of Quincy: // These are the ghouls standing around watching. //==============================================================================

//============================================================================== // Situation A: Ghouls not saved nor destroyed yet // //--

//HAD TO BREAK THESE DOWN INTO SMALLER CHUNK TO BE ASSIGNED TO DIFFERENT GHOULS.

M06_Ghoul01_A00 = { You have to save the working girls! } M06_Ghoul01_A01 = { These attacks are hurting business. } M06_Ghoul01_A02 = { I bet you're only here to save the pure-bloods! } M06_Ghoul01_A03 = { Ghouls are people too, ya know. }

M06_Ghoul02_A00 = { Damn pure-bloods didn't even try to save us! } M06_Ghoul02_A01 = { You Brotherhood guys aren't racist, are you? } M06_Ghoul02_A02 = { I'm so scared! } M06_Ghoul02_A03 = { If you save us, I'll take you to the Brothel for some "Sloppy Ghoul Action." }

M06_Ghoul03_A00 = { Please! You must help us! } M06_Ghoul03_A01 = { Why can't people treat ghouls with respect? } M06_Ghoul03_A02 = { I wish I could join the Brotherhood! }

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

//============================================================================== // Situation B: Ghouls saved //--

M06_Ghoul01_B00 = { You saved us! I don't believe it! } M06_Ghoul01_B01 = { No one ever cared about us ghouls before. } M06_Ghoul01_B02 = { How can we ever repay you? } M06_Ghoul01_B03 = { You want a ghoul hooker? It's my treat! }

M06_Ghoul02_B00 = { You get any "Sloppy Ghoul Action" at the brothel yet? } M06_Ghoul02_B01 = { You Brotherhood guys are alright! } M06_Ghoul02_B02 = { I can't believe humans fought for us! } M06_Ghoul02_B03 = { Where do I sign up? }

M06_Ghoul03_B00 = { Need any ghouls in the Brotherhood? } M06_Ghoul03_B01 = { Thank you from the bottom of my five hearts. } M06_Ghoul03_B02 = { You go Ghoul-Friend! }

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

//============================================================================== // Situation C: Ghouls mostly destroyed. // //--

M06_Ghoul_C01 = { Rather save humans than ghouls, huh? } M06_Ghoul_C02 = { You could of saved my family! } M06_Ghoul_C03 = { Pure-bloods only look out for pure-bloods. } M06_Ghoul_C04 = { You're on the wrong side of the tracks, Pure-blood! } M06_Ghoul_C05 = { We're not good enough to save huh? } M06_Ghoul_C06 = { Go home, Pure-blood! } M06_Ghoul_C07 = { Brotherhood of Racists! } M06_Ghoul_C08 = { You humans are all alike! } M06_Ghoul_C09 = { Go hang out with your own kind! } M06_Ghoul_C10 = { I told you the Brotherhood wouldn't help! } M06_Ghoul_C11 = { Ghouls are people too! }

M06_Ghoul01_C00 = { Rather save humans than ghouls, huh? } M06_Ghoul01_C01 = { You could of saved my family! } M06_Ghoul01_C02 = { Pure-bloods only look out for pure-bloods. } M06_Ghoul01_C03 = { You're on the wrong side of the tracks, Pure-blood! }

M06_Ghoul02_C00 = { We're not good enough to save huh? } M06_Ghoul02_C01 = { Go home, Pure-blood! } M06_Ghoul02_C02 = { Brotherhood of Racists! } M06_Ghoul02_C03 = { You humans are all alike! }

M06_Ghoul03_C00 = { Go hang out with your own kind! } M06_Ghoul03_C01 = { I told you the Brotherhood wouldn't help! } M06_Ghoul03_C02 = { Ghouls are people too! }

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

//============================================================================== // Situation A: Ghoul hookers not saved nor destroyed yet // //--

M06_Ghoulpro_A00 = { Are you here to save the working girls? } M06_Ghoulpro_A01 = { These attacks are hurting business! } M06_Ghoulpro_A02 = { I'm only in this business for the money. } M06_Ghoulpro_A03 = { You better take care of business first! }

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

//============================================================================== // Situation B: Ghoul hookers saved //--

M06_Ghoulpro_B00 = { Thanks for saving our sweet asses! } M06_Ghoulpro_B01 = { For you, I'll only charge half price! } M06_Ghoulpro_B02 = { You like bad girls? } M06_Ghoulpro_B03 = { I have five breasts just for you, sweetie! } M06_Ghoulpro_B04 = { You want some "Sloppy Ghoul Action?"}

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

//============================================================================== // Situation C: Ghoul hookers mostly destroyed. // //--

M06_Ghoulpro_C00 = { Thanks for nothing, you bastard! } M06_Ghoulpro_C01 = { I hate this racist town! } M06_Ghoulpro_C02 = { Why do the ghouls always come second? } M06_Ghoulpro_C03 = { You ain't never getting laid in here! }

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

//============================================================================== // Situation C: Female Super Mutant (from later mission) // //--

M06_MutantPro_C00 = { Well, it's better than joining the Brotherhood! } M06_MutantPro_C01 = { You want to spank me? } M06_MutantPro_C02 = { Don't worry. Super-Mutants can't get pregnant! } M06_MutantPro_C03 = { You don't have to be gentle with me! } M06_MutantPro_C04 = { Hey, it is the world's oldest profession! } M06_MutantPro_C05 = { Me saving up for College! }

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

M06_Evita_E00 = {Quick, lock the door!} }}