msgid "" msgstr "" "Project-Id-Version: Trinity-1.12\n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2014-04-11 15:02+0200\n" "PO-Revision-Date: 2013-01-30 00:21-0500\n" "Last-Translator: Automatically generated\n" "Language-Team: none\n" "Language: bg\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" #. [campaign]: id=Trinity1 #. [campaign]: id=Trinity2 #. [editor_group]: id=trin #: Trinity/_main.cfg:14 Trinity/_main.cfg:41 Trinity/_main.cfg:111 msgid "Trinity" msgstr "" #. [campaign]: id=Trinity1 #: Trinity/_main.cfg:15 msgid "Part 1: Convergence" msgstr "" #. [campaign]: id=Trinity1 #: Trinity/_main.cfg:18 msgid "Tri1" msgstr "" #. [campaign]: id=Trinity1 #. [campaign]: id=Trinity2 #: Trinity/_main.cfg:21 Trinity/_main.cfg:23 Trinity/_main.cfg:48 #: Trinity/_main.cfg:50 msgid "(Less Balanced)" msgstr "" #. [campaign]: id=Trinity1 #. [campaign]: id=Trinity2 #: Trinity/_main.cfg:21 Trinity/_main.cfg:48 msgid "Easy" msgstr "" #. [campaign]: id=Trinity1 #. [campaign]: id=Trinity2 #: Trinity/_main.cfg:22 Trinity/_main.cfg:49 msgid "Normal" msgstr "" #. [campaign]: id=Trinity1 #. [campaign]: id=Trinity2 #: Trinity/_main.cfg:22 Trinity/_main.cfg:49 msgid "(Best Balanced)" msgstr "" #. [campaign]: id=Trinity1 #. [campaign]: id=Trinity2 #: Trinity/_main.cfg:23 Trinity/_main.cfg:50 msgid "Hard" msgstr "" #. [campaign]: id=Trinity1 #: Trinity/_main.cfg:24 msgid "" "Ancient combatants revived in the Frozen North have come south to the " "inhabited lands of Wesnoth.\n" "\n" "The sequel to, and closure of, the Bad Moon Rising series. \n" "\n" "Requires Archaic Era and Archaic Resources add-ons. \n" "\n" "Despite the 1.x.x versison number, it is not " "really finished. This is because it is getting a massive rewrite from what " "is available in the BfW 1.10.x series. \n" "\n" "Version " msgstr "" #. [campaign]: id=Trinity2 #: Trinity/_main.cfg:42 msgid "Part 2: Over the Moon" msgstr "" #. [campaign]: id=Trinity2 #: Trinity/_main.cfg:45 msgid "Tri2" msgstr "" #. [campaign]: id=Trinity2 #: Trinity/_main.cfg:51 msgid "" "The sequel to, and closure of, the Bad Moon Rising series.\n" "\n" "Requires Archaic Era and Archaic Resources add-ons. \n" "\n" "Despite the 1.x.x versison number, it is not " "really finished. This is because it is getting a massive rewrite from what " "is available in the BfW 1.10.x series. \n" "\n" "Version " msgstr "" #. [about] #: Trinity/about.cfg:7 msgid "Author" msgstr "" #. [about] #: Trinity/about.cfg:14 msgid "Music (non-default)" msgstr "" #. [about] #: Trinity/about.cfg:25 msgid "Special Thanks To:" msgstr "" #. [scenario]: id=3_00a #: Trinity/scenarios1/00_Intro.cfg:4 msgid "Intro" msgstr "" #. [part] #: Trinity/scenarios1/00_Intro.cfg:19 msgid "" "This story concerns the birth of the second sun, Naia. While history has " "recorded this as a great project that was a tribute to the power and skill " "of Wesnoth, the truth is much more complicated and much less rosy." msgstr "" #. [part] #: Trinity/scenarios1/00_Intro.cfg:23 msgid "" "Weldyn was indeed powerful, and had been gathering resources for a night-" "banishment project, but the enemies were also strong. The Elves were allies " "in principle, but they often remained aloof when needed. The Orcs refused to " "die, and the tribes expelled from the North would periodically strike out " "into human territory. The mysterious allure of undeath was irresistible to " "many, so the Necromancers were an ever-present annoyance." msgstr "" #. [part] #: Trinity/scenarios1/00_Intro.cfg:27 msgid "" "These factions were annoyances and a drain on resources, but the real threat " "was the fraying treaty with the Dwarves of Knalga. The humans were no longer " "willing to trade grains and meat, which they needed for their own " "population, for metal, which they felt they could mine themselves. The " "dwarves held up a brave front, but the human population was growing, and " "just like the orcs, the humans would lash out to take what they needed. The " "dwarves scouted out new lands to gather strength against the human horde. " "The humans continued their search for metal ore and increased food supply." msgstr "" #. [part] #: Trinity/scenarios1/00_Intro.cfg:31 msgid "" "Against this tense backdrop, a necromancer researching ancient artifacts in " "a cave in the frozen north accidentally awakened an ancient race called the " "Primeval. As the inhabitants of the North, both human and orc, fled the " "Primeval forces, they desperately prayed to ancient gods they did not " "understand. That awakened the Khthon, mortal enemy of the Primeval but " "predators of all living things. A great tragedy was nigh, but those few " "humans who stayed to fight pulled off a victorious, if self-sacrificing, " "insurgency. Everyone involved, from the fearsome Primeval Lord Ares to the " "most confused human conscript, died in a massive explosion." msgstr "" #. [part] #: Trinity/scenarios1/00_Intro.cfg:35 msgid "Well, almost everyone..." msgstr "" #. [objective]: condition=win #: Trinity/scenarios1/00_Intro.cfg:47 Trinity/scenarios1/00_Pre.cfg:28 msgid "Keep it real. Mad real." msgstr "" #. [objective]: condition=lose #: Trinity/scenarios1/00_Intro.cfg:51 Trinity/scenarios1/00_Pre.cfg:32 msgid "Not keepin' it real." msgstr "" #. [side]: type=Haldrad Fighter, id=Fooby #: Trinity/scenarios1/00_Intro.cfg:69 Trinity/scenarios1/00_Pre.cfg:73 msgid "Prince Fooby" msgstr "" #. [scenario]: id=3_00 #: Trinity/scenarios1/00_Pre.cfg:4 msgid "Initialization" msgstr "" #. [scenario]: id=3_H01 #: Trinity/scenarios1/3_H01_Beggar.cfg:4 msgid "Prince Haldrad and The Beggar" msgstr "" #. [part] #: Trinity/scenarios1/3_H01_Beggar.cfg:19 msgid "" "It was a warm, end-of-summer day and Prince Haldrad was returning to Weldyn " "from a trip to Elensefar. It was getting dark, and Carcyn was the last " "sizeable town until Dan Tonk, so the Prince's train headed in to the gates " "to rent a floor of the town inn." msgstr "" #. [part] #: Trinity/scenarios1/3_H01_Beggar.cfg:23 msgid "" "On the way in through the gates, a foul-smelling, blind beggar approached in " "a submissive manner, asking for assistance:\n" " 'Please, Good Sir. Please help!'\n" " Haldrad's bodyguards moved in to strike down the diseased old man before " "he harmed their charge, but the Prince raised a hand, tossed a coin, and " "asked:" msgstr "" #. [part] #: Trinity/scenarios1/3_H01_Beggar.cfg:28 msgid "" " 'What is the problem, old man?'\n" " 'My brother went in to town and did not come back. The militia will not " "let me past the gates, so I cannot follow him. I am blind, and without his " "guidance I am lost.'\n" " The old man was quite dirty and smelled like Death. As often happens " "with his type, it seemed he never changed cloths, only added new ones so " "that he had acquired quite a putrid bulk of cloth. And yet, there was " "something upright and noble in his posture. Prince Haldrad felt there was " "something interesting about this old man. 'Come with us, old father. At " "the inn, you can wash up and then we will find your brother.'" msgstr "" #. [part] #: Trinity/scenarios1/3_H01_Beggar.cfg:33 msgid "" "The Prince and his guard rented the entire second floor of the inn. He " "showed the old beggar a room, gave him some clean clothes, and told him to " "clean up and that he would be back in a few hours and they would find his " "brother. The Prince went back downstairs to join his companions in a meal " "and a few drinks.\n" " The wine tasted watered down, but it must have been augmented for the " "next few hours flew by. He woke from the warmth of a friendly barmaid to " "the cries of 'Kill him!' emmanating from the street outside. Haldrad " "staggerd to his feet, and joined his guards at the window to see the " "commotion." msgstr "" #. [part] #: Trinity/scenarios1/3_H01_Beggar.cfg:37 msgid "" "The townsfolk had formed an enraged circle around the old beggar, hurling " "rocks and insults, waiting for someone to take the first move and attack the " "old man. Except he wasn't an old man... " msgstr "" #. [part] #: Trinity/scenarios1/3_H01_Beggar.cfg:40 msgid "" "The Prince saw he had been mistaken about the bulk of clothes, for one of " "the old man's sleeves had been ripped, revealing a muscular blue/grey " "forearm more remeniscent of a troll than an old man. Haldrad felt the " "barmaid's body tense with hostility as she squeezed through to get a spot at " "the window. 'Another one!' she hissed 'The first one came in here, asking " "questions about magical gems or some such nonsense. When the old sot Pops " "Garah took a swing at him and knocked off his hood, we got to see him for " "what he was.'\n" " Haldrad and his guard ran outside to gain control of the situation." msgstr "" #. [objective]: condition=win #: Trinity/scenarios1/3_H01_Beggar.cfg:51 msgid "Move Haldrad and Dardrus past the city gates. (signpost)" msgstr "" #. [objective]: condition=lose #: Trinity/scenarios1/3_H01_Beggar.cfg:55 #: Trinity/scenarios1/3_H02_Weldyn.cfg:52 #: Trinity/scenarios1/3_H03_Spirits.cfg:43 #: Trinity/scenarios1/3_H04_Signal.cfg:59 #: Trinity/scenarios1/3_H05_Encounter.cfg:620 #: Trinity/scenarios1/3_H05_Encounter.cfg:1107 #: Trinity/scenarios2/Tower_Pushback.cfg:45 #: Trinity/scenarios2/Tower_Pushback.cfg:726 #: Trinity/scenarios2/Tower_Pushback.cfg:858 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:325 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:748 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1651 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1794 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1499 msgid "Death of Haldrad" msgstr "" #. [objective]: condition=lose #: Trinity/scenarios1/3_H01_Beggar.cfg:59 #: Trinity/scenarios1/3_H02_Weldyn.cfg:56 #: Trinity/scenarios1/3_H03_Spirits.cfg:47 #: Trinity/scenarios1/3_H04_Signal.cfg:67 #: Trinity/scenarios1/3_H05_Encounter.cfg:624 #: Trinity/scenarios1/3_H05_Encounter.cfg:1111 Trinity/scenarios2/F1_P.cfg:52 #: Trinity/scenarios2/F2_P.cfg:273 Trinity/scenarios2/Tower_1_p.cfg:268 #: Trinity/scenarios2/Tower_2_p.cfg:158 #: Trinity/scenarios2/Tower_2_sub1.cfg:217 #: Trinity/scenarios2/Tower_2_sub2.cfg:212 #: Trinity/scenarios2/Tower_2_sub3.cfg:200 #: Trinity/scenarios2/Tower_3_pII.cfg:957 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:341 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:767 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1670 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1814 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1511 msgid "Death of Dardrus" msgstr "" #. [objective]: condition=lose #: Trinity/scenarios1/3_H01_Beggar.cfg:63 #: Trinity/scenarios1/3_K01_Ship.cfg:188 #: Trinity/scenarios1/3_P01_Village.cfg:198 #: Trinity/scenarios1/3_P02_Entrance.cfg:50 #: Trinity/scenarios1/3_P03_Cave.cfg:63 Trinity/scenarios1/3_P03_Cave.cfg:412 #: Trinity/scenarios1/3_P04_Engine.cfg:282 #: Trinity/scenarios1/3_P04p2_Blockage.cfg:54 #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:146 #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:175 msgid "Time runs out" msgstr "" #. [side]: type=Haldrad Fighter, type=Haldrad Commander, id=Haldrad #: Trinity/scenarios1/3_H01_Beggar.cfg:100 msgid "Prince Haldrad" msgstr "" #. [unit]: type=Royal Guard, id=Adrin #: Trinity/scenarios1/3_H01_Beggar.cfg:118 msgid "Adrin" msgstr "" #. [unit]: type=Halberdier, id=Hadrion #: Trinity/scenarios1/3_H01_Beggar.cfg:130 msgid "Hadrion" msgstr "" #. [unit]: type=Pikeman, id=Symedry #. [unit]: type=Spearman, id=Symedry #: Trinity/scenarios1/3_H01_Beggar.cfg:142 #: Trinity/scenarios1/3_H01_Beggar.cfg:155 msgid "Symedry" msgstr "" #. [message]: speaker=narrator #. [side]: type=Spearman, id=Fooby #. [unit]: type=Dardrus, id=Dardrus #: Trinity/scenarios1/3_H01_Beggar.cfg:167 #: Trinity/scenarios1/3_H01_Beggar.cfg:368 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:160 msgid "Dardrus" msgstr "" #. [side]: type=Bandit, id=Thursen Dent #: Trinity/scenarios1/3_H01_Beggar.cfg:190 msgid "Thursen Dent" msgstr "" #. [unit]: type=Rogue, id=Militia1 #: Trinity/scenarios1/3_H01_Beggar.cfg:222 msgid "Vigilante" msgstr "" #. [unit]: type=Javelineer, id=Militia2 #: Trinity/scenarios1/3_H01_Beggar.cfg:229 msgid "Watchman" msgstr "" #. [side]: type=Rogue, id=Vyr Borland #: Trinity/scenarios1/3_H01_Beggar.cfg:239 msgid "Vyr Borland" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H01_Beggar.cfg:275 msgid "Halt! What is going on!?" msgstr "" #. [message]: speaker=Militia1 #: Trinity/scenarios1/3_H01_Beggar.cfg:279 msgid "This mongrel walks amongst us, pretending to be a helpless old man..." msgstr "" #. [message]: speaker=Militia2 #: Trinity/scenarios1/3_H01_Beggar.cfg:283 msgid "" "What could you possibly be up to, troll? Clever, clever troll... Get some " "rope, men." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H01_Beggar.cfg:287 msgid "" "Hold on, just one minute, Officer. Deceiver! What have you to say for " "yourself?" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios1/3_H01_Beggar.cfg:291 msgid "" "I am indeed a deceiver, but only because my brother disappeared here - that " "part was true. I had to find out what these people knew about it, but could " "not just walk up and ask." msgstr "" #. [message]: speaker=Militia2 #: Trinity/scenarios1/3_H01_Beggar.cfg:295 msgid "" "I'll tell you what happened! Your deceptive kin walked into the inn and " "started a fight. Three men died trying to subdue him. Smart enough to talk " "like a man, but nevertheless a dumb, dangerous beast." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H01_Beggar.cfg:299 msgid "" "I'll take this beast off of your hands, Militiaman. The elders of Weldyn " "should see this odd specimen." msgstr "" #. [message]: speaker=Militia2 #: Trinity/scenarios1/3_H01_Beggar.cfg:303 msgid "" "No, we need this one. We burned the last one, but that was a mistake. This " "one will be hung from the Gates, so any others know to stay away." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H01_Beggar.cfg:307 msgid "" "I must insist. I can send some soldiers to help you once I reach Weldyn." msgstr "" #. [message]: speaker=Militia2 #: Trinity/scenarios1/3_H01_Beggar.cfg:311 msgid "You will be safe in Weldyn, we will not be safe... We have a problem." msgstr "" #. [message]: speaker=Militia1 #: Trinity/scenarios1/3_H01_Beggar.cfg:315 msgid "" "I will send word to Weldyn that the clever troll killed the Prince. So sad, " "but what could we do? And there may be more of them, not even Weldyn is " "safe..." msgstr "" #. [message]: speaker=Militia2 #: Trinity/scenarios1/3_H01_Beggar.cfg:319 msgid "" "Ha! Yes, so sad. A shame about the Prince, who could be next? Weldyn should " "know..." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H01_Beggar.cfg:323 msgid "Well, deceiver troll. We should get out of here." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H01_Beggar.cfg:357 msgid "Hurry, troll. We need to leave this way" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H01_Beggar.cfg:364 msgid "" "We're clear, troll. When we get to Weldyn, we will take up your case with " "the coucil of advisors. They are very wise and will know what to do." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios1/3_H01_Beggar.cfg:369 msgid "Very well, but let me ask you this: What is a troll?" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H01_Beggar.cfg:374 msgid "" "It is a strong, red-eyed being with rock-like skin. Maybe we will see one at " "Weldyn." msgstr "" #. [message]: speaker=second_unit #: Trinity/scenarios1/3_H01_Beggar.cfg:421 msgid "" "So, you would kill me and leave Carcyn vulnerable? I can only pray that the " "crown does not pass to your foolish head." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H01_Beggar.cfg:450 msgid "I feel unwell, that wine is catching up with me..." msgstr "" #. [message]: speaker=Hadrion #: Trinity/scenarios1/3_H01_Beggar.cfg:462 msgid "Don't stay sick for too long, lord. Look to the north!" msgstr "" #. [message]: speaker=Vyr Borland #: Trinity/scenarios1/3_H01_Beggar.cfg:469 msgid "The trolls must be hiding, we can't find any." msgstr "" #. [message]: speaker=Thursen Dent #: Trinity/scenarios1/3_H01_Beggar.cfg:473 msgid "" "Change of plans, Vyr. We can get the aid of Weldyn when they find the " "trolls have killed the prince." msgstr "" #. [message]: speaker=Vyr Borland #: Trinity/scenarios1/3_H01_Beggar.cfg:477 msgid "They killed the prince? Then who's that on his knees wretching?" msgstr "" #. [message]: speaker=Thursen Dent #: Trinity/scenarios1/3_H01_Beggar.cfg:481 msgid "Sometimes we must stretch the truth..." msgstr "" #. [message]: speaker=Vyr Borland #: Trinity/scenarios1/3_H01_Beggar.cfg:485 msgid "Ah, I see ... " msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H01_Beggar.cfg:502 msgid "Uhgg... Lovely..." msgstr "" #. [message] #: Trinity/scenarios1/3_H01_Beggar.cfg:516 msgid "Haha! Looks like we will be delivering the sad news to Weldyn..." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H01_Beggar.cfg:529 msgid "" "I can go back to Weldyn with the knowledge that there is something odd going " "on here, but what can I say to the advisors? This was such a waste." msgstr "" #. [message] #: Trinity/scenarios1/3_H01_Beggar.cfg:543 msgid "" "Our friends from the hills have come to assist. The Prince and his new pet " "are cut off, we have them surrounded." msgstr "" #. [scenario]: id=3_H02 #: Trinity/scenarios1/3_H02_Weldyn.cfg:4 msgid "Road to Weldyn" msgstr "" #. [part] #: Trinity/scenarios1/3_H02_Weldyn.cfg:20 msgid "" "During the trek to Weldyn, Haldrad tried to get information from Dardrus, " "but Dardrus was evasive.\n" " 'So tell me, Dardrus, where do you come from?'\n" " 'My home is near Carcyn.'\n" " 'Right... Why is it I have never seen a troll with hair before? Are " "there many of you?'\n" " 'I have no idea what a troll is, so I cannot answer your first " "question. As to your second: no, there is only one of me.'\n" " Haldrad gave up. He'd have more luck when the advisors were present." msgstr "" #. [part] #: Trinity/scenarios1/3_H02_Weldyn.cfg:29 msgid "" "As they trudged on in silence, Haldrad noticed things were a little too " "quiet. Neither the birds nor the locusts made a sound, and the damned things " "had been giving him a headache only an hour ago." msgstr "" #. [part] #: Trinity/scenarios1/3_H02_Weldyn.cfg:33 msgid "" "Then the party heard the clanking and hoofbeats of the forces of Weldyn. " "Queen Caldera had sent them when Haldrad was late and had sent no messenger " "explaining why. Once they learned of the treachery by the people of Carcyn, " "they headed toward the town to punish the guilty. This allowed Prince " "Haldrad and his party to continue back to Weldyn without further harrassment." msgstr "" #. [objective]: condition=win #: Trinity/scenarios1/3_H02_Weldyn.cfg:48 msgid "Survive until the end of turns" msgstr "" #. [side]: type=Battle Queen, id=Caldera #: Trinity/scenarios1/3_H02_Weldyn.cfg:98 msgid "Queen Caldera" msgstr "" #. [side]: type=Mage of Light, id=Saleanna #: Trinity/scenarios1/3_H02_Weldyn.cfg:139 #: Trinity/scenarios1/3_K04_Storm.cfg:348 msgid "Saleanna" msgstr "" #. [side]: type=General, id=Daenyr #: Trinity/scenarios1/3_H02_Weldyn.cfg:157 #: Trinity/scenarios1/3_K04_Storm.cfg:275 msgid "Daenyr" msgstr "" #. [message]: speaker=Daenyr #: Trinity/scenarios1/3_H02_Weldyn.cfg:176 msgid "Look who's here..." msgstr "" #. [message]: speaker=Caldera #: Trinity/scenarios1/3_H02_Weldyn.cfg:180 msgid "Haldrad, my son! You had me worried!" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H02_Weldyn.cfg:184 msgid "" "I am sorry, Mother. You have no doubt heard of my experience in Carcyn, and " "of the stranger I bring with me to our capital?" msgstr "" #. [message]: speaker=Caldera #: Trinity/scenarios1/3_H02_Weldyn.cfg:188 msgid "Indeed, I have. Please approach!" msgstr "" #. [message]: speaker=Caldera #: Trinity/scenarios1/3_H02_Weldyn.cfg:213 msgid "Interesting... He's not a troll, yet certainly cannot be a man..." msgstr "" #. [message]: speaker=Ryaeron #: Trinity/scenarios1/3_H02_Weldyn.cfg:217 msgid "" "He could be one of the men from the south, where the sun is bright and the " "air is hot. I hear they tend to be of a different complexion than us..." msgstr "" #. [message]: speaker=Lyron #: Trinity/scenarios1/3_H02_Weldyn.cfg:221 msgid "Why are you here? Do you intend to trade?" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios1/3_H02_Weldyn.cfg:225 msgid "I am not from the south. I am only here to find my brother." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H02_Weldyn.cfg:229 msgid "Um, Dardrus, that will be a problem..." msgstr "" #. [message]: speaker=Ryaeron #: Trinity/scenarios1/3_H02_Weldyn.cfg:233 msgid "So where are you from-" msgstr "" #. [message]: speaker=Lyron #: Trinity/scenarios1/3_H02_Weldyn.cfg:237 msgid "" "He is quite strong, I'll bet one of his kind could do the labour of three of " "our peasants..." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H02_Weldyn.cfg:241 msgid "" "No, Trade Advisor, I know what you are thinking and you shall stop right " "there!" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios1/3_H02_Weldyn.cfg:245 msgid "" "I appreciate your help in this, Haldrad, and am at your service while I am a " "guest in your land." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios1/3_H02_Weldyn.cfg:249 msgid "" "It is a great honor to meet the leader of this land, Queen Caldera. Haldrad " "has told me about you." msgstr "" #. [message]: speaker=Caldera #: Trinity/scenarios1/3_H02_Weldyn.cfg:253 msgid "" "Has he? Well, it was a pleasure to meet you too. I'm glad everyone is " "safe, now other things must claim my attention." msgstr "" #. [message]: speaker=Ryaeron #: Trinity/scenarios1/3_H02_Weldyn.cfg:262 msgid "" "The trouble with the dwarves continues, Prince, the Queen cannot spend too " "much time pondering your new companion. But I think he signifies factors " "that are hidden from us." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H02_Weldyn.cfg:266 msgid "So, what do you suggest?" msgstr "" #. [message]: speaker=Ryaeron #: Trinity/scenarios1/3_H02_Weldyn.cfg:270 msgid "" "We need to gather all of the Advisors. We also need to keep your " "friend safe from the schemes of some here..." msgstr "" #. [message]: speaker=Lyron #: Trinity/scenarios1/3_H02_Weldyn.cfg:278 msgid "What are you looking at me for?" msgstr "" #. [message]: speaker=Ryaeron #: Trinity/scenarios1/3_H02_Weldyn.cfg:283 msgid "" "Anyway, you and Dardrus should go get Advisor Dolevan from his swamp. Some " "of my novices will go with you to assist." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H02_Weldyn.cfg:287 msgid "Very well, we shall leave with all haste." msgstr "" #. [scenario]: id=3_H03 #: Trinity/scenarios1/3_H03_Spirits.cfg:4 msgid "Spirits" msgstr "" #. [part] #: Trinity/scenarios1/3_H03_Spirits.cfg:28 msgid "" "It would shock many to learn that one of the Advisors was a Necromancer. He " "lived in a swamp to the north-northeast and would need to be summoned. " "Haldrad, his veterans, and a few of the minister's mages went to do just " "that. Dardrus went along as well, because it would keep him away from the " "idle schemers that are present in any royal court." msgstr "" #. [objective]: condition=win #: Trinity/scenarios1/3_H03_Spirits.cfg:39 msgid "Reach the Necromancer" msgstr "" #. [side]: type=Necromancer, id=Dolevan #: Trinity/scenarios1/3_H03_Spirits.cfg:91 #: Trinity/scenarios2/Tower_Pushback.cfg:305 msgid "Dolevan" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H03_Spirits.cfg:126 msgid "" "Well, here we are... Necromancers are not friendly fellows, we will not be " "able to simply walk up to the front door." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios1/3_H03_Spirits.cfg:130 msgid "No, I'm sure we won't. 'Necromancer' does not sound friendly." msgstr "" #. [unit]: type=Ghost, id=Ghost1 #: Trinity/scenarios1/3_H03_Spirits.cfg:140 msgid "Doorman" msgstr "" #. [message]: speaker=Ghost1 #: Trinity/scenarios1/3_H03_Spirits.cfg:146 #: Trinity/scenarios1/3_H03_Spirits.cfg:158 msgid "GO AWAY!" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios1/3_H03_Spirits.cfg:150 msgid "A spirit! Yet, it is not - it is just a shade..." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H03_Spirits.cfg:154 msgid "(Just a shade?)" msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H03_Spirits.cfg:191 msgid "You're making a mess! What do you want!?" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H03_Spirits.cfg:195 msgid "We need to schedule a meeting of the Advisors-" msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H03_Spirits.cfg:199 msgid "" "No! You cause your own problems, you can solve your own problems! Don't try " "to drag me in!" msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H03_Spirits.cfg:214 #: Trinity/scenarios1/3_H03_Spirits.cfg:277 msgid "Why won't you go away!?" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H03_Spirits.cfg:218 msgid "" "As I told you, we have convened a summit of the Advisors! We have to discuss " "a discovery. Speak up, Dardrus!" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios1/3_H03_Spirits.cfg:222 #: Trinity/scenarios1/3_H03_Spirits.cfg:285 msgid "What am I to say?" msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H03_Spirits.cfg:226 msgid "" "Huh! You are an odd one... In fact, my brother Malevan, last I heard from " "him, mentioned studying remnants of a race very similar... Very well, to " "Weldyn we go. Though it makes some uncomfortable, I insist upon bringing " "some of my servants." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H03_Spirits.cfg:242 #: Trinity/scenarios1/3_H05_Encounter.cfg:1256 msgid "Oh, this is not good..." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H03_Spirits.cfg:256 msgid "Good riddence! Now, back to work..." msgstr "" #. [message]: speaker=Echidna #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H03_Spirits.cfg:273 #: Trinity/scenarios1/3_K03_Lord.cfg:432 msgid "Don't kill him!" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H03_Spirits.cfg:281 msgid "" "You are summoned to a meeting of the Advisors! We have to discuss a " "discovery. Speak up, Dardrus!" msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H03_Spirits.cfg:289 msgid "" "Huh! You are an odd one... In fact, my brother Malevan, last I heard from " "him, mentioned studying remnants of a race very similar... Very well, to " "Weldyn we go. Though it makes some uncomfortable, I insist upon bringing my " "retinue." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H03_Spirits.cfg:300 msgid "" "It took a while, but I just finished the philter. Night! Take away the " "intruders!" msgstr "" #. [scenario]: id=3_H04 #: Trinity/scenarios1/3_H04_Signal.cfg:4 msgid "Sign" msgstr "" #. [part] #: Trinity/scenarios1/3_H04_Signal.cfg:24 msgid "" "Haldrad and Dolevan were prepared to head back to Weldyn, but Dardrus had " "something he wanted to do first. Haldrad did not want to waste time, but the " "odd man was quite insistant that he be allowed to continue up the mountain." msgstr "" #. [part] #: Trinity/scenarios1/3_H04_Signal.cfg:28 msgid "" "He explained that he needed to perform a ritual, and high elevation was " "important. Haldrad had to make a diplomatic decision: Would allowing Dardrus " "to perform his ritual cement future relations with a possible ally? Would " "this be wasting too much time? Was Dardrus up to something?" msgstr "" #. [part] #: Trinity/scenarios1/3_H04_Signal.cfg:32 msgid "He decided it was best to head up the mountain." msgstr "" #. [objective]: condition=win #: Trinity/scenarios1/3_H04_Signal.cfg:55 msgid "Dardrus reaches the peak" msgstr "" #. [objective]: condition=lose #: Trinity/scenarios1/3_H04_Signal.cfg:63 #: Trinity/scenarios1/3_H05_Encounter.cfg:57 msgid "Death of Dolevan" msgstr "" #. [objective]: condition=lose #: Trinity/scenarios1/3_H04_Signal.cfg:71 #: Trinity/scenarios1/3_H05_Encounter.cfg:61 #: Trinity/scenarios1/3_H05_Encounter.cfg:628 #: Trinity/scenarios1/3_H05_Encounter.cfg:1115 #: Trinity/scenarios1/3_H05_Encounter.cfg:1329 #: Trinity/scenarios1/3_H06_Reversal.cfg:37 #: Trinity/scenarios1/3_K05_Interrogation.cfg:43 #: Trinity/scenarios1/3_K06_Choice.cfg:54 #: Trinity/scenarios1/3_P05_Landing.cfg:71 #: Trinity/scenarios1/3_P05_Landing.cfg:349 #: Trinity/scenarios1/3_P05_Landing.cfg:438 msgid "Time Runs Out" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios1/3_H04_Signal.cfg:139 msgid "That outcropping up ahead should be good enough." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H04_Signal.cfg:143 msgid "Finally! I don't see why I had to come along for this..." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios1/3_H04_Signal.cfg:149 msgid "" "When Dardrus reached the high-point, he held up a small bronze ball in an " "upturned palm." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios1/3_H04_Signal.cfg:154 msgid "" "The bronze object uncurled to reveal that it was a small metal bird, which " "then took to the air and flew to the west." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H04_Signal.cfg:165 msgid "What was that?!" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios1/3_H04_Signal.cfg:169 msgid "That was something to bring closure to my brother's disappearance." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H04_Signal.cfg:173 msgid "Like hell it was!" msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H04_Signal.cfg:178 msgid "" "Prince, that was some sort of messenger! You are too trusting of this " "stange man, you need to take charge." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H04_Signal.cfg:182 msgid "" "Dardrus, what was that really? I can't help but think Advisor Dolevan has a " "good point." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios1/3_H04_Signal.cfg:186 msgid "" "I am not plotting against you, you have my word. Some of my ways are " "foreign, so you and your Advisor are suspicious, but I assure you I have not " "forgotten your help back outside that inn. Please be patient." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H04_Signal.cfg:190 msgid "I hope you are not satisfied with that answer, Prince." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H04_Signal.cfg:194 msgid "" "It will have to do for now, Advisor Dolevan. I'm trusting you for now, " "Dardrus, don't betray my trust." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H04_Signal.cfg:198 msgid "(Fool...)" msgstr "" #. [scenario]: id=3_H05 #: Trinity/scenarios1/3_H05_Encounter.cfg:5 msgid "Seance" msgstr "" #. [part] #: Trinity/scenarios1/3_H05_Encounter.cfg:21 msgid "" "As Haldrad's party headed back toward Weldyn, Dolevan's mind was racing. He " "had been in periodic contact with his brother Malevan for years, but he had " "not heard from him for over a year and a half. In his last letter, Malevan " "related that he had been studying some powerful ancient culture, and had " "been trying to extract some of the lost knowledge and power. Dolevan wasn't " "sure, but he suspected the red-eyed stranger was related to his brother's " "work." msgstr "" #. [part] #: Trinity/scenarios1/3_H05_Encounter.cfg:25 msgid "" "The group had just emerged from the foothills and were gazing across the " "plains towards Weldyn when they heard a rumble and saw a black plume of " "smoke emerge from the city. Dolevan shrank back into the shadows, flipping " "through his papers to see if his brother's letters contained anything " "relevant to the situation." msgstr "" #. [part] #: Trinity/scenarios1/3_H05_Encounter.cfg:29 msgid "" "Dardrus froze in place when he saw the smoke emanating from the city.\n" "'I have seen this before... What do you know of, uh, green-eyed traitors?'\n" "'What are you talking about?,' answered Prince Haldrad. Dolevan skimmed the " "letters for something about green eyes: nothing.\n" "'The enemy is not strong, but is very devious. They do not have bodies of " "their own, but they take control of vulnerable prey such as yourselves-'\n" "'You know all of this from a black puff of smoke?,' interrupted the prince.\n" "'No... We fought against this enemy, it was a desperate battle to save the " "world - your people included. We did not lose, but neither did we win. The " "enemy is out there, and I've seen them responsible for such black plumes in " "the past.' " msgstr "" #. [part] #: Trinity/scenarios1/3_H05_Encounter.cfg:38 msgid "" "Dolevan searched for some mention of battles or war in his brother's " "letters. He found a speculation that humans had been enslaved by beings of " "great strength, and that the common enemy was the 'lower half'. He didn't " "know what 'lower half' meant, he suspected it was a bad translation by his " "brother, but this information suggested that Dardrus was not to be trusted." msgstr "" #. [part] #: Trinity/scenarios1/3_H05_Encounter.cfg:42 msgid "" "Prince Haldrad directed the group to head to Weldyn, in case they could " "provide assistance to the city defenders. They had gone a couple of miles " "before Haldrad realized Dolevan and his undead minions were no longer with " "them. He called out, but knew it was pointless for the Necromancer did not " "want to be with them..." msgstr "" #. [objective]: condition=win #: Trinity/scenarios1/3_H05_Encounter.cfg:53 msgid "Dolevan gets a Khthon kill (Thralls don't count)" msgstr "" #. [objectives] #: Trinity/scenarios1/3_H05_Encounter.cfg:63 #: Trinity/scenarios1/3_H05_Encounter.cfg:1331 msgid "This is the only scenario where you play as Dolevan." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:189 msgid "" "(I don't trust that stranger, but I don't know what to do and Malevan's " "letters are just confusing. I'll shadow the Prince, see if - what's that?)" msgstr "" #. [message]: speaker=Human1 #: Trinity/scenarios1/3_H05_Encounter.cfg:211 msgid "Weldyn has fallen! Run for your life, old man!" msgstr "" #. [message]: speaker=Human1 #: Trinity/scenarios1/3_H05_Encounter.cfg:226 msgid "Ghah!!" msgstr "" #. [message]: speaker=Dolevan #. [message]: speaker=Human1 #. [message]: speaker=Ponce #. [race]: id=tri_avatar #. [race]: id=tri_avatar2 #. [race]: id=tri_avatar3 #. [race]: id=tri_mech #. [unit_type]: id=EchidnaLow, race=khthon #. [unit_type]: id=EchidnaMid, race=khthon #. [unit_type]: id=Harridan, race=south-seas_human #. [unit_type]: id=Lunar Bug, race=monster #. [unit_type]: id=Lunar Crab, race=monster #. [unit_type]: id=Lunar Mantis, race=monster #. [unit_type]: id=Lunar Worm, race=monster #. [unit_type]: id=Nemesis_Wounded, race=primeval #. [unit_type]: id=Primeval Chariot, race=primeval #. [unit_type]: id=Seth Beast, race=phantom_egypt #. [unit_type]: id=Seth Beast2, race=phantom_egypt #. [unit_type]: id=Seth Beast3, race=phantom_egypt #. [unit_type]: id=Seth Beast4, race=phantom_egypt #. [unit_type]: id=Seth, race=phantom_egypt #. [unit_type]: id=SouthSeas Corsair, race=south-seas_human #. [unit_type]: id=SouthSeas Pirate, race=south-seas_human #. [unit_type]: id=SouthSeas Seadog, race=south-seas_human #. [unit_type]: id=Termagant, race=south-seas_human #. [unit_type]: id=Tower Coconut, race=monster #. [unit_type]: id=Tower Dancer, race=human #. [unit_type]: id=Tower Pineapple, race=monster #. [unit_type]: id=Tower Servant, race=human #. [unit_type]: id=Tri_Bronze_Bird, race=mechanical #. [unit_type]: id=Tri_Daemon0, race=tri_avatar #. [unit_type]: id=Tri_Daemon1, race=tri_avatar2 #. [unit_type]: id=Tri_Daemon2, race=tri_avatar #. [unit_type]: id=Tri_Daemon3, race=tri_avatar2 #. [unit_type]: id=Tri_Daemon4, race=tri_avatar #. [unit_type]: id=Tri_Flying_Platform, race=mechanical #. [unit_type]: id=Tri_Mech_Android, race=tri_mech #. [unit_type]: id=Tri_Mech_Android_Leader, race=tri_mech #. [unit_type]: id=Tri_Mech_Cyborg, race=undead #. [unit_type]: id=Tri_Mech_Cyborg_Captain, race=undead #. [unit_type]: id=Tri_Mech_Drill, race=tri_mech #. [unit_type]: id=Tri_Mech_Scout, race=tri_mech #. [unit_type]: id=Tri_Mech_Tank, race=tri_mech #. [unit_type]: id=Tri_Pig, race=undead #. [unit_type]: id=Tri_Pig_2, race=undead #. [unit_type]: id=Tri_Silver_Bird, race=mechanical #. [unit_type]: id=Trinity Cannon, race=human #. [unit_type]: id=Virago, race=south-seas_human #: Trinity/scenarios1/3_H05_Encounter.cfg:257 #: Trinity/scenarios1/3_P04_Engine.cfg:459 #: Trinity/scenarios2/Tower_2_sub1.cfg:791 #: Trinity/units/avatar/Trinity_Daemon0.cfg:20 #: Trinity/units/avatar/Trinity_Daemon1.cfg:20 #: Trinity/units/avatar/Trinity_Daemon2.cfg:20 #: Trinity/units/avatar/Trinity_Daemon3.cfg:20 #: Trinity/units/avatar/Trinity_Daemon4.cfg:20 #: Trinity/units/blue/Cyan_Flyer.cfg:52 Trinity/units/humans/Bresda.cfg:30 #: Trinity/units/humans/Bresda.cfg:99 Trinity/units/humans/Bresda.cfg:200 #: Trinity/units/humans/Cannon.cfg:22 Trinity/units/humans/Ponce.cfg:38 #: Trinity/units/humans/Ponce.cfg:132 Trinity/units/humans/Ponce.cfg:242 #: Trinity/units/khthon/Echidna-Low.cfg:26 #: Trinity/units/khthon/Echidna-Mid.cfg:23 #: Trinity/units/lunar/Lunar-Bug.cfg:31 Trinity/units/lunar/Lunar-Crab.cfg:31 #: Trinity/units/lunar/Lunar-Mantis.cfg:31 #: Trinity/units/lunar/Lunar-Worm.cfg:31 #: Trinity/units/mechs/Mechanical_Android.cfg:22 #: Trinity/units/mechs/Mechanical_Android_General.cfg:22 #: Trinity/units/mechs/Mechanical_Cyborg-Captain.cfg:23 #: Trinity/units/mechs/Mechanical_Cyborg.cfg:23 #: Trinity/units/mechs/Mechanical_Drill.cfg:20 #: Trinity/units/mechs/Mechanical_Scout.cfg:20 #: Trinity/units/mechs/Mechanical_Tank.cfg:21 #: Trinity/units/primeval/Bronze_Bird.cfg:40 #: Trinity/units/primeval/Chariot.cfg:39 #: Trinity/units/primeval/Primeval_Nemesis-Wounded.cfg:31 #: Trinity/units/primeval/Silver_Bird.cfg:41 Trinity/units/races.cfg:8 #: Trinity/units/races.cfg:28 Trinity/units/races.cfg:73 #: Trinity/units/races.cfg:119 Trinity/units/seth/Seth-Beast.cfg:223 #: Trinity/units/seth/Seth-Beast2.cfg:45 Trinity/units/seth/Seth-Beast3.cfg:31 #: Trinity/units/seth/Seth-Beast4.cfg:31 Trinity/units/seth/Seth.cfg:24 #: Trinity/units/tower/Pig.cfg:25 Trinity/units/tower/Pig.cfg:51 #: Trinity/units/tower/Tower_Coconut.cfg:35 #: Trinity/units/tower/Tower_Dancer.cfg:21 #: Trinity/units/tower/Tower_Pineapple.cfg:44 #: Trinity/units/tower/Tower_Servant.cfg:21 msgid "..." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:265 msgid "(What am I seeing? What are those things?)" msgstr "" #. [message]: speaker=Khthon1 #: Trinity/scenarios1/3_H05_Encounter.cfg:286 msgid "Hisss!" msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:313 msgid "Join my undead, foul one!" msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:335 msgid "Hmmm... I think it's dead..." msgstr "" #. [message]: speaker=Lyron #: Trinity/scenarios1/3_H05_Encounter.cfg:359 msgid "What have you there, Dolevan?" msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:364 msgid "Lyron... What is going on? Has Weldyn fallen? To what enemy?" msgstr "" #. [message]: speaker=Lyron #: Trinity/scenarios1/3_H05_Encounter.cfg:368 msgid "" "I was trying to smooth ruffled feathers in Carcyn, so I am not too sure how " "it happened, but yes, it appears Weldyn has fallen. I am not sure what " "foes, but my contacts say it was elves." msgstr "" #. [message]: speaker=Lyron #: Trinity/scenarios1/3_H05_Encounter.cfg:372 msgid "" "In any case, I wouldn't stay around here. More like your dead friend there " "are wandering around." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:384 msgid "I must figure out what these things are, what drives them..." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:396 msgid "" "I'm not going to learn anything by poking at this corpse. A seance may be " "necessary..." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:402 msgid "Departed Spirit, tell me who you are..." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:415 msgid "I think I almost had it... I felt a presence. Let's try that again." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:420 msgid "Departed Spirit, do not flee. I only wish to learn from you..." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:425 msgid "" "No, there are no answers there. It's like asking questions of a walking " "corpse. If I can capture one of those responsible for this plague, I should " "get my answers." msgstr "" #. [message]: speaker=Khthon_Leader #: Trinity/scenarios1/3_H05_Encounter.cfg:432 msgid "Neyyyy!" msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:436 msgid "" "Is that one of them? This is my lucky day... I can get answers from that " "thing." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:450 msgid "" "I feel I don't have the best resources at hand here... But I can summon at " "least one spirit." msgstr "" #. [message]: speaker=Ghost1 #: Trinity/scenarios1/3_H05_Encounter.cfg:460 msgid "My will is yours..." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:471 msgid "Well that was unfortunate... But I still think I can do this!" msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:482 msgid "" "Oh, who will figure out the secret to stopping these monsters? Surely not " "that fool prince and his daemon companion..." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:503 msgid "Interesting, they can be re-animated..." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:517 msgid "" "Now, time to get my answers... A battlefield seance isn't ideal, but I can " "move fast!" msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:522 msgid "Spirit, please talk to me! Who are you, wh-" msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:527 msgid "Wait, there was a second mind! We are not alone!" msgstr "" #. [message]: speaker=Khthon_Leader #: Trinity/scenarios1/3_H05_Encounter.cfg:531 msgid "Screeeech!" msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios1/3_H05_Encounter.cfg:535 msgid "" "The green-eyed beasts and their thralls were clearly terrified of " "something. Those that could bolted." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:549 msgid "That's not a bird, is it..." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:558 msgid "It wants me to follow..." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:570 msgid "This is taking forever..." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:575 msgid "What is happening?" msgstr "" #. [scenario]: id=3_H05b #: Trinity/scenarios1/3_H05_Encounter.cfg:585 msgid "An Encounter" msgstr "" #. [part] #: Trinity/scenarios1/3_H05_Encounter.cfg:601 msgid "" "The group continued on without Dolevan. Prince Haldrad hoped the Necromancer " "would change his mind and rejoin them, but they had to move on toward Weldyn." msgstr "" #. [part] #: Trinity/scenarios1/3_H05_Encounter.cfg:605 msgid "" "As they approached the outer perimeter, Prince Haldrad's party saw the guard " "towers were manned by... Elves?" msgstr "" #. [objective]: condition=win #: Trinity/scenarios1/3_H05_Encounter.cfg:616 msgid "Defeat Elvish Guards" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H05_Encounter.cfg:736 msgid "" "Elves manning the guard towers? Is the battle going so badly that the Royal " "Guard must be outsourced to Elves?" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios1/3_H05_Encounter.cfg:746 msgid "" "There is something very wrong with them... Remember when I asked about green-" "eyed traitors? These are the ones I was refering to..." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H05_Encounter.cfg:750 msgid "" "(So you don't like Elves...) Elf Captain! Why do our woodland friends play " "the role of guardians? What has happened to the Royal Guard?" msgstr "" #. [message] #: Trinity/scenarios1/3_H05_Encounter.cfg:754 msgid "Khhrrrr...." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios1/3_H05_Encounter.cfg:758 msgid "" "Those were once Elves, but they are no longer Elves. They are the Enemy, set " "aside any hesitation for you are in great danger..." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H05_Encounter.cfg:762 msgid "" "Yes, 'khrrr' was not the response I expected. Has Weldyn been lost? Or are " "we needed there to break a siege?" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios1/3_H05_Encounter.cfg:988 msgid "More fog..." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H05_Encounter.cfg:996 msgid "This is not a drainage or coast, I've never seen fog like this here..." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios1/3_H05_Encounter.cfg:1000 msgid "You are right, there is something ominous." msgstr "" #. [message]: speaker=second_unit #: Trinity/scenarios1/3_H05_Encounter.cfg:1026 msgid "Former friends..." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H05_Encounter.cfg:1030 msgid "It is quite unnerving." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H05_Encounter.cfg:1081 msgid "" "I do not like how this is going, these are not interceptors come to keep us " "from saving Weldyn. Weldyn is lost, we should head to Elensefar; it is the " "next largest city and if we can assist in its defense, the kingdom may yet " "survive." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios1/3_H05_Encounter.cfg:1085 msgid "" "That may be, but I would suggest we head into the mountains to the north. We " "may be able to find help there." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H05_Encounter.cfg:1089 msgid "" "Are you suggesting we hide with the Dwarves? That I will never do! They " "would not let us in anyway, our relations are a bit strained these days." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios1/3_H05_Encounter.cfg:1093 msgid "What is 'the Dwarves'? I have something else in mind-" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H05_Encounter.cfg:1097 msgid "" "Fine! Either way we need to head north of here. Let us escape to the north, " "and we will figure out where to go from there." msgstr "" #. [objective]: condition=win #: Trinity/scenarios1/3_H05_Encounter.cfg:1103 msgid "Haldrad reaches the northern edge of map" msgstr "" #. [message]: speaker=Dragoon1 #: Trinity/scenarios1/3_H05_Encounter.cfg:1199 msgid "Prince Haldrad, praise the gods! You know Weldyn is lost, right?" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H05_Encounter.cfg:1203 msgid "Yes, the thought has occured to me. What are you doing?" msgstr "" #. [message]: speaker=Dragoon1 #: Trinity/scenarios1/3_H05_Encounter.cfg:1207 msgid "" "Well, I've been guarding the retreating forces. Prince, we need to get you " "out of here! Queen Caldera would kill me if anything should happen to you!" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H05_Encounter.cfg:1211 msgid "Would she? She's still alive?" msgstr "" #. [message]: speaker=Dragoon1 #: Trinity/scenarios1/3_H05_Encounter.cfg:1215 msgid "" "Yes! The enemy knew when to strike! Only Ryaeron, Saleanna, and Daenyr " "were in Weldyn to defend the city when we were attacked. You were off to " "fetch Advisor Dolevan, the Queen was off to Elensefar, and Advisor Lyron had " "been dispatched to Carcyn. We were at our weakest!" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H05_Encounter.cfg:1219 msgid "" "This is good news - well, relatively good news. Weldyn has fallen, but our " "Kingdom's forces have not yet been defeated. We shall go to Elensefar!" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H05_Encounter.cfg:1239 msgid "" "We are no longer surrounded, but the enemy will catch up if we don't keep " "moving!" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios1/3_H05_Encounter.cfg:1270 msgid "Well, so much for that..." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H05_Encounter.cfg:1281 msgid "We are being over-run. I see movement on all sides, there is no escape." msgstr "" #. [scenario]: id=3_H05c #. [side]: type=Seth, id=Seth #. [side]: type=Seth_Shade, id=Seth_S #. [side]: type=Seth_defeated, id=Seth #. [unit_type]: id=Seth, race=phantom_egypt #: Trinity/scenarios1/3_H05_Encounter.cfg:1293 #: Trinity/scenarios2/Tower_2_sub2.cfg:284 #: Trinity/scenarios2/Tower_2_sub3.cfg:384 #: Trinity/scenarios2/Tower_3_p.cfg:346 #: Trinity/scenarios2/Tower_Pushback.cfg:221 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:131 #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:59 #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:110 #: Trinity/scenarios2/ZA3_Dark_Planet-III.cfg:38 #: Trinity/scenarios2/ZZ_Epilogue.cfg:59 Trinity/units/seth/Seth.cfg:5 msgid "Seth" msgstr "" #. [part] #: Trinity/scenarios1/3_H05_Encounter.cfg:1310 msgid "" "Dolevan followed the ghostly dove toward the ruins of Weldyn. As he did so, " "he noticed the darkening of the sky and the seeming rot of the earth." msgstr "" #. [part] #: Trinity/scenarios1/3_H05_Encounter.cfg:1314 msgid "" "The rot seemed to get worse and worse as he continued. One might think a " "Necromancer would feel at home, but what the Necromancers pursue is a form " "of stasis, and there was nothing hinting at stasis in what Dolevan saw. " "There was only decay, ruin, and (most disturbingly) a sense of finality. It " "was like death, but on a higher level. Dolevan choked down his unease, and " "continued to follow the dove." msgstr "" #. [part] #: Trinity/scenarios1/3_H05_Encounter.cfg:1318 msgid "" "Eventually, they reached the vicinity of the capital, and where the Royal " "Palace once stood was a tall, ominous tower. Dolevan felt he was going to " "learn about the monsters destroying his world, but feared his part in this " "story would not extend much beyond that." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:1410 msgid "Well, Dove? Here we are..." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:1415 msgid "Those must be your masters up ahead, Dove..." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios1/3_H05_Encounter.cfg:1421 msgid "" "Welcome, wise one... We met before, but it was oh-so brief - too brief. I " "am Seth." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:1429 msgid "And I am Dolevan... You say we have met?" msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios1/3_H05_Encounter.cfg:1433 msgid "" "Yes, briefly, when you tried to talk to the spirit of that beast you " "slayed. It was too brief for me to gather much, but I could recognize a " "fellow soul. Tell me, do you like what I've created here?" msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:1437 msgid "" "It is... impressive... in it's own way, I suppose. How are we fellow souls?" msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios1/3_H05_Encounter.cfg:1441 msgid "" "You do not wish to perish and become something else, you go to great lengths " "to ensure that death does not change you to something too far from what your " "current form." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios1/3_H05_Encounter.cfg:1445 msgid "" "I am the same, I do not wish to change. In a former life, I was a high-" "ranking scribe and priest for this world's most powerful empire. Then a god " "came down, and a great battle ensued. The god was defeated, and changed. I " "was part of that change - I changed, I became part of that god." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:1449 msgid "That change was a form of death?" msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios1/3_H05_Encounter.cfg:1453 msgid "" "Yes, it was terrible. I cannot allow it to happen again, I will not allow " "us to fall farther from our former godly existance - I will restore our " "godly existance." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:1457 msgid "'Our'?" msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios1/3_H05_Encounter.cfg:1461 msgid "" "The green-eyed beasts are fragments of my god, but they embrace the change, " "and make it harder to restore our god. And they are not the only ones; so " "much of this world has little fragments of my god scattered throughout. " "Which is why I brought you here." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios1/3_H05_Encounter.cfg:1465 msgid "" "I must unravel the knots of change made by Khthon interaction in this world, " "I must reclaim all of the pieces scattered throughout the land. This tower " "shall be my means to that end." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:1469 msgid "This tower will? What does it have to do with me?" msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios1/3_H05_Encounter.cfg:1473 msgid "" "The tower draws the scattered pieces inward, stripping them out of the " "native parts of this world. It will eventually accomplish my task, and " "restore our god, but as you may have noticed, there is a lot of collateral " "dammage. The Khthon, as well as the native denizens of this world, will not " "sit passively by - they will try to disrupt this process. They will fear " "and hate us, a reception with which I know you are familiar.\n" "\n" "Will you join me in defeating the forces of this world, and bringing the " "green-eyed beings back to the fold? Will you help me restore my god?" msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:1479 msgid "" "No! I've seen enough to know that I want no part of this! I'm leaving!" msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios1/3_H05_Encounter.cfg:1483 msgid "I think you know that is not an option..." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios1/3_H05_Encounter.cfg:1506 msgid "" "(Gasp!) You knew I'd think you an abomination, you know we are not " "the same... (groan) Why did you bring me here?" msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios1/3_H05_Encounter.cfg:1510 msgid "" "I needed a form, to retrieve my foolish Echidna. You were the most " "tolerable..." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios1/3_H05_Encounter.cfg:1515 msgid "" "Dolevan felt a blinding pain, then the world became dream-like. He felt a " "wave of despair and defeat, and knew Seth was now his lord and master." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios1/3_H05_Encounter.cfg:1519 msgid "" "It should give you some small pleasure to know that my presence here has " "caused me to change again. But I must take this step into depravity to pull " "us clear!" msgstr "" #. [scenario]: id=3_H06 #: Trinity/scenarios1/3_H06_Reversal.cfg:6 msgid "Reversal" msgstr "" #. [part] #: Trinity/scenarios1/3_H06_Reversal.cfg:22 msgid "" "Haldrad and Co. moved through the hills north of Wesmere and made it to " "Elensefar in good time." msgstr "" #. [part] #: Trinity/scenarios1/3_H06_Reversal.cfg:26 msgid "" "When they arrived, however, there was a flag flying over the castle towers " "that was unfamiliar to Haldrad, though it was not unfamiliar to Dardrus. As " "the group approached the gates, they were approached by unfamiliar fighters. " "At least they were human..." msgstr "" #. [message]: speaker=Bresda_ #: Trinity/scenarios1/3_H06_Reversal.cfg:146 msgid "Halt!" msgstr "" #. [message]: speaker=Bresda_ #: Trinity/scenarios1/3_H06_Reversal.cfg:151 msgid "He bears the crest of the defeated Queen! Arrest him!" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios1/3_H06_Reversal.cfg:160 msgid "" "Stop! He is with me, I employ him as a guide. We have come to warn you of " "the Khthon onslaught coming from the east." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios1/3_H06_Reversal.cfg:164 msgid "(What are you talking about?)" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios1/3_H06_Reversal.cfg:168 msgid "(Just trust me for now. You have no choice...)" msgstr "" #. [message]: speaker=Bresda_ #: Trinity/scenarios1/3_H06_Reversal.cfg:173 msgid "You - you are one of the gods?" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios1/3_H06_Reversal.cfg:177 msgid "Not exactly, but I am a friend. Please take us to see your Goddess." msgstr "" #. [message]: speaker=Bresda_ #: Trinity/scenarios1/3_H06_Reversal.cfg:181 msgid "... " msgstr "" #. [message]: speaker=Bresda_ #: Trinity/scenarios1/3_H06_Reversal.cfg:188 msgid "Come with me!" msgstr "" #. [message]: speaker=Keldan_ #: Trinity/scenarios1/3_H06_Reversal.cfg:209 msgid "" "The human forces are allied with the red-eyed bastards... Echidna will " "not be pleased to hear that our enemy has the Angry Eye..." msgstr "" #. [scenario]: id=3_K01 #: Trinity/scenarios1/3_K01_Ship.cfg:4 msgid "A New Vessal" msgstr "" #. [part] #: Trinity/scenarios1/3_K01_Ship.cfg:19 msgid "A badly lacerated Echidna plummeted to the ground..." msgstr "" #. [part] #: Trinity/scenarios1/3_K01_Ship.cfg:153 msgid "" "If it had not been for the soft landing provided by the swamp, Echidna would " "have perished. Anxious Khthon spirits scattered throughout the land came to " "Echidna's defense. There was nothing they could do to help her, but they " "stood vigil over her in her final hours. As she faced death, her stoicism " "was replaced by an impotent rage. She had been so close, damn the Nemesis! " "The kind, but unthinking eyes of the Khthon beasts were small comfort. Had " "she been successful, the world would have been flooded with the life-giving " "force..." msgstr "" #. [part] #: Trinity/scenarios1/3_K01_Ship.cfg:157 msgid "" "Just then, the ears of the beasts twiched and directed to the east. Someone " "was approaching... " msgstr "" #. [part] #: Trinity/scenarios1/3_K01_Ship.cfg:161 msgid "" "Leggon was the first to see it, a pale patch amidst the green of the " "forest and swamp. As he got closer, his heart sank. It was the nude corpse " "of a woman, either elf or northern human. Animals, including orcs, would " "kill and would pick bones clean. A naked corpse was the work of a murderer, " "or something worse. He rushed to her side to see if she was still alive..." msgstr "" #. [part] #: Trinity/scenarios1/3_K01_Ship.cfg:165 msgid "" "Too late, he noticed she had no legs, but rather a large snake tail...\n" "Echidna's hand shot out and pulled Leggon down. The elf was not the perfect " "vessal, but he would have to do. Carghanna's shattered frame gave a little " "spasm as Echidna left her for healthier pastures, then slid into the swamp " "water..." msgstr "" #. [part] #: Trinity/scenarios1/3_K01_Ship.cfg:170 msgid "" "As the snake-woman corpse slide out of sight, Echidna got to his feet and " "saw the horrified, hostile eyes of his former friends..." msgstr "" #. [objective]: condition=win #: Trinity/scenarios1/3_K01_Ship.cfg:180 msgid "Slay the Elves" msgstr "" #. [objective]: condition=lose #: Trinity/scenarios1/3_K01_Ship.cfg:184 Trinity/scenarios1/3_K02_Elves.cfg:44 msgid "Death of Echidna/Leggon" msgstr "" #. [side]: type=Elvish Marksman, id=Glendora #: Trinity/scenarios1/3_K01_Ship.cfg:209 msgid "Glendora" msgstr "" #. [side]: type=Elvish Hero, id=Echidna, race=khthon #: Trinity/scenarios1/3_K01_Ship.cfg:253 #: Trinity/scenarios1/3_K02_Elves.cfg:127 msgid "Leggon" msgstr "" #. [message]: speaker=Witness #: Trinity/scenarios1/3_K01_Ship.cfg:296 msgid "What did I just see? Who are you!?" msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K01_Ship.cfg:300 msgid "" "You saw nothing. A human woman died out here, but I slid her into the water. " "Her image will not be spoiled, she will not be carrion." msgstr "" #. [message]: speaker=Witness #: Trinity/scenarios1/3_K01_Ship.cfg:304 msgid "Don't evade my question, who are you?" msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios1/3_K01_Ship.cfg:308 msgid "" "Echidna had been in a hurry, not all information was at her disposal. Who " "was this elf? She did not know..." msgstr "" #. [message]: speaker=Witness #: Trinity/scenarios1/3_K01_Ship.cfg:313 msgid "Tough question, eh? Elves, be on guard! Leggon is not himself..." msgstr "" #. [message]: speaker=Glendora #: Trinity/scenarios1/3_K01_Ship.cfg:317 msgid "" "I don't like this... Try to capture him alive, but do whatever is necessary." msgstr "" #. [message]: speaker=second_unit #: Trinity/scenarios1/3_K01_Ship.cfg:339 msgid "What are these beasts?" msgstr "" #. [message]: speaker=second_unit #: Trinity/scenarios1/3_K01_Ship.cfg:353 msgid "Leggon, please don't do this." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios1/3_K01_Ship.cfg:357 #: Trinity/scenarios1/3_K02_Elves.cfg:284 msgid "I am not Leggon..." msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K01_Ship.cfg:372 Trinity/scenarios1/3_K01_Ship.cfg:394 msgid "" "That should be the last of them! There is something about these people, I " "wonder if..." msgstr "" #. [message]: speaker=Glendora #: Trinity/scenarios1/3_K01_Ship.cfg:410 msgid "" "I don't know who or what you are... But you cannot triumph over the Elves..." msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K01_Ship.cfg:421 #: Trinity/scenarios1/3_K02_Elves.cfg:604 #: Trinity/scenarios1/3_K03_Lord.cfg:492 #: Trinity/scenarios1/3_K04_Storm.cfg:1223 msgid "" "Ah, at least I had a second chance... Sadly, the cold-hearted demons will " "rule this world..." msgstr "" #. [message] #: Trinity/scenarios1/3_K01_Ship.cfg:436 msgid "Others have come to assist us, we'll extinguish this plague yet!" msgstr "" #. [scenario]: id=3_K02 #: Trinity/scenarios1/3_K02_Elves.cfg:9 msgid "Rebirth" msgstr "" #. [part] #: Trinity/scenarios1/3_K02_Elves.cfg:25 msgid "" "Echidna sensed some sort of emanation from the elves, they were not like the " "denizens of the world she knew. It was as if they carried small power " "sources within themselves. Could they be used to nurish her children? None " "of the elves she had fought today had had much of the power, but some had " "more than others. There had to be some way to capture the power, from one " "elf at a time, so that it could add up to useful levels..." msgstr "" #. [part] #: Trinity/scenarios1/3_K02_Elves.cfg:29 msgid "" "In the meantime, she needed to get a better host. If conditions were better, " "she could avoid obliterating her new host's memories. Fortunately, she did " "not have to go far..." msgstr "" #. [objective]: condition=win #: Trinity/scenarios1/3_K02_Elves.cfg:40 msgid "Echidna/Leggon attacks the Shyde Leader" msgstr "" #. [side]: type=Elvish Shyde, id=Iliena #: Trinity/scenarios1/3_K02_Elves.cfg:84 msgid "Iliena" msgstr "" #. [side]: type=Elvish Marshal, id=Keldan #. [side]: type=Keldan, race=khthon, id=Keldan_ #. [side]: type=Spearman, id=Fooby #: Trinity/scenarios1/3_K02_Elves.cfg:159 #: Trinity/scenarios1/3_K04_Storm.cfg:315 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:187 msgid "Keldan" msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios1/3_K02_Elves.cfg:203 msgid "" "Leggon? We were wondering when you all would be returning. Where's Glendora?" msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K02_Elves.cfg:207 msgid "" "She is on her way. We found something in the swamp, she wanted me to tell " "you that we would be running late." msgstr "" #. [message]: speaker=Iliena #: Trinity/scenarios1/3_K02_Elves.cfg:211 msgid "Why did she send you? Why didn't she send a scout?" msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios1/3_K02_Elves.cfg:215 msgid "" "Echidna grew hungry when she saw the Shyde - she radiated the power much " "more than the other elves. It might even be enough for a spawning!" msgstr "" #. [message]: speaker=Iliena #: Trinity/scenarios1/3_K02_Elves.cfg:220 msgid "Hello? Leggon?" msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K02_Elves.cfg:224 msgid "" "I'm sorry, My Lady. I'm a little shaken up by what we saw. It is safe now, " "but you should see it. If you would-" msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios1/3_K02_Elves.cfg:228 msgid "" "Glendora would have sent a scout, not a fighter, to deliver that message. " "And you don't talk like Leggon. He would not have called his sister 'My " "Lady'..." msgstr "" #. [message]: speaker=Guard1 #: Trinity/scenarios1/3_K02_Elves.cfg:232 msgid "Glendora is not coming, is she?" msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios1/3_K02_Elves.cfg:236 msgid "" "'Tis doubtful... Leggon, you've got one chance to save yourself. If you " "really are Leggon you will know what I mean..." msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K02_Elves.cfg:240 msgid "I have no idea what you mean. Let's get this over with." msgstr "" #. [message]: speaker=second_unit #: Trinity/scenarios1/3_K02_Elves.cfg:262 msgid "What are these monsters..." msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K02_Elves.cfg:266 msgid "Don't kill him, he's mine." msgstr "" #. [message]: speaker=second_unit #: Trinity/scenarios1/3_K02_Elves.cfg:280 msgid "Oh! Leggon, what are you doing!?" msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios1/3_K02_Elves.cfg:366 msgid "" "Echidna felt much better. The healer elves had power, the Khthon could use " "it to grow in number." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios1/3_K02_Elves.cfg:371 msgid "" "But while the Khthon still had to share the world with the other beings, " "Echidna would need an agent who understood them. The Elf leader would do, " "though she would need some extra power to birth a full Khthon. A mere Lesser " "Khthon would not be able to retain Keldan's knowledge." msgstr "" #. [objective]: condition=win #: Trinity/scenarios1/3_K02_Elves.cfg:378 msgid "Slay the Elves (excluding Keldan)" msgstr "" #. [objective]: condition=lose #: Trinity/scenarios1/3_K02_Elves.cfg:382 #: Trinity/scenarios1/3_K02_Elves.cfg:452 Trinity/scenarios1/3_K03_Lord.cfg:46 #: Trinity/scenarios1/3_K04_Storm.cfg:92 #: Trinity/scenarios1/3_K04_Storm.cfg:1120 msgid "Death of Echidna" msgstr "" #. [objective]: condition=lose #: Trinity/scenarios1/3_K02_Elves.cfg:386 #: Trinity/scenarios1/3_K02_Elves.cfg:456 Trinity/scenarios1/3_K03_Lord.cfg:50 #: Trinity/scenarios1/3_K04_Storm.cfg:96 Trinity/scenarios2/Tower_3_p.cfg:251 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:356 msgid "Death of Keldan" msgstr "" #. [objective]: condition=lose #: Trinity/scenarios1/3_K02_Elves.cfg:390 #: Trinity/scenarios1/3_K02_Elves.cfg:460 msgid "Keldan escapes" msgstr "" #. [objectives] #: Trinity/scenarios1/3_K02_Elves.cfg:392 msgid "" "Echidna must draw power from Shamans by attacking them, in order to implant " "Keldan with a full Khthon to retain his memories. Otherwise, he is a " "mindless Thrall." msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K02_Elves.cfg:421 msgid "Yes, this will do!" msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K02_Elves.cfg:434 msgid "" "If I can reach the commander, I can turn him and get us into their " "stronghold, where there are surely many more of these magical maidens." msgstr "" #. [objective]: condition=win #: Trinity/scenarios1/3_K02_Elves.cfg:448 msgid "Echidna attacks Keldan" msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios1/3_K02_Elves.cfg:493 msgid "I must warn the others!" msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K02_Elves.cfg:497 msgid "He's getting away..." msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K02_Elves.cfg:584 msgid "" "This isn't the rebirth of our race, but it is a start. And with the help of " "our friend Keldan, we will become stronger..." msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K02_Elves.cfg:618 msgid "" "Well, that was unfortunate... Navigating this world will be more difficult " "without a liason such as him." msgstr "" #. [scenario]: id=3_K03 #: Trinity/scenarios1/3_K03_Lord.cfg:7 msgid "High Lord" msgstr "" #. [part] #: Trinity/scenarios1/3_K03_Lord.cfg:23 msgid "" "Echidna had hoped to use Keldan to get in to the main nest of the Elves, but " "from him she learned that the Elf leadership was heading to Weldyn for some " "sort of conference." msgstr "" #. [part] #: Trinity/scenarios1/3_K03_Lord.cfg:27 msgid "" "This provided an opportunity and a danger. Echidna had to be careful not to " "take on an enemy that was too powerful, but if she could take control of the " "leaders collected at this conference... Her odds were best if she moved fast." msgstr "" #. [objective]: condition=win #: Trinity/scenarios1/3_K03_Lord.cfg:38 msgid "Capture Ullien-Del (attack with Echidna)" msgstr "" #. [objective]: condition=lose #: Trinity/scenarios1/3_K03_Lord.cfg:42 msgid "Ullien-Del reaches the safety of the human camp" msgstr "" #. [side]: type=Elvish High Lord, id=Ullien-Del #: Trinity/scenarios1/3_K03_Lord.cfg:124 #: Trinity/scenarios1/3_K04_Storm.cfg:172 msgid "Ullien-Del" msgstr "" #. [side]: type=EchidnaLow, id=Echidna, race=khthon #. [side]: type=Lunar Mantis, id=Echidna #. [unit_type]: id=EchidnaLow, race=khthon #. [unit_type]: id=EchidnaMid, race=khthon #. [unit_type]: id=Tri_Echidna, race=khthon #: Trinity/scenarios1/3_K03_Lord.cfg:237 #: Trinity/scenarios1/3_K04_Storm.cfg:218 #: Trinity/scenarios2/ZA3_Dark_Planet-III.cfg:52 #: Trinity/scenarios2/ZZ_Epilogue.cfg:73 #: Trinity/units/khthon/Echidna-Low.cfg:8 #: Trinity/units/khthon/Echidna-Mid.cfg:5 Trinity/units/khthon/Echidna.cfg:5 msgid "Echidna" msgstr "" #. [side]: type=Lieutenant, id=Serhan #: Trinity/scenarios1/3_K03_Lord.cfg:258 msgid "Serhan" msgstr "" #. [message]: speaker=Serhan #: Trinity/scenarios1/3_K03_Lord.cfg:293 msgid "" "Good to see you, Lord Ullien-Del. The Queen asked us to escort you through " "the gates of Weldyn, as a courtesy." msgstr "" #. [message]: speaker=Ullien-Del #: Trinity/scenarios1/3_K03_Lord.cfg:297 msgid "" "It was quite unnecessary, but I appreciate the gesture. We were just about " "to break camp, let us continue." msgstr "" #. [message]: speaker=Elf2 #: Trinity/scenarios1/3_K03_Lord.cfg:306 msgid "I sense something lurking in the woods..." msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios1/3_K03_Lord.cfg:319 msgid "Lord Ullien-Del! Halt!" msgstr "" #. [message]: speaker=Ullien-Del #: Trinity/scenarios1/3_K03_Lord.cfg:323 msgid "Keldan! What are you doing here?" msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K03_Lord.cfg:327 msgid "He is with me. We have you surrounded. Surrender." msgstr "" #. [message]: speaker=Ullien-Del #: Trinity/scenarios1/3_K03_Lord.cfg:331 msgid "Surrender? Who are you? What is the meaning of this!" msgstr "" #. [message]: speaker=Serhan #: Trinity/scenarios1/3_K03_Lord.cfg:335 msgid "" "It seems we are needed after all... Lord Ullien-Del, make your way here to " "safety!" msgstr "" #. [message]: speaker=Elf1 #: Trinity/scenarios1/3_K03_Lord.cfg:339 msgid "We will protect you, Lord Ullien-Del." msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K03_Lord.cfg:450 msgid "" "(Ha! I've planted the seed.) Listen, Elf Lord: We will fall back, but you " "will continue onward to your friends. Just act natural..." msgstr "" #. [message]: speaker=Ullien-Del #: Trinity/scenarios1/3_K03_Lord.cfg:454 msgid "Yes..." msgstr "" #. [message]: speaker=Ullien-Del #: Trinity/scenarios1/3_K03_Lord.cfg:459 msgid "I've made it, Lieutenant!" msgstr "" #. [message]: speaker=Serhan #: Trinity/scenarios1/3_K03_Lord.cfg:463 msgid "" "Welcome, Lord Ullien-Del. Go on ahead, the other Advisors are expecting " "you. I'll make sure these beasts don't follow us." msgstr "" #. [message]: speaker=Serhan #: Trinity/scenarios1/3_K03_Lord.cfg:478 msgid "Welcome, Lord Ullien-Del. The other Advisors are expecting you." msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K03_Lord.cfg:505 msgid "We don't know where to go, the conference will go on without us..." msgstr "" #. [scenario]: id=3_K04, race=elf #: Trinity/scenarios1/3_K04_Storm.cfg:4 msgid "Storming Weldyn" msgstr "" #. [part] #: Trinity/scenarios1/3_K04_Storm.cfg:21 msgid "" "Echidna's work on Ullien-Del had to be quick, but she was sure it took root " "in his mind. It is relatively easy to erase someone's short-term memory, so " "while the High Lord and his escorts remembered battling the Khthon, they did " "not remember that they had lost. The last thing the High Lord remembered " "was running to the safety of Weldynn's forces." msgstr "" #. [objective]: condition=win #: Trinity/scenarios1/3_K04_Storm.cfg:88 #: Trinity/scenarios1/3_K04_Storm.cfg:1116 #: Trinity/scenarios1/3_P01_Village.cfg:182 #: Trinity/scenarios1/3_P05_Landing.cfg:59 #: Trinity/scenarios1/3_P05_Landing.cfg:337 #: Trinity/scenarios1/3_P05_Landing.cfg:426 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:231 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:252 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:268 msgid "Defeat Enemy Leaders" msgstr "" #. [objectives] #: Trinity/scenarios1/3_K04_Storm.cfg:98 msgid "" "Move Echidna past the southern region of the outer moat to get Ullien-Del to " "play his part." msgstr "" #. [side]: type=Lieutenant, id=Stahl #: Trinity/scenarios1/3_K04_Storm.cfg:239 msgid "Stahl" msgstr "" #. [side]: type=Great Mage, id=Ryaeron #: Trinity/scenarios1/3_K04_Storm.cfg:386 msgid "Minister Ryaeron" msgstr "" #. [message]: speaker=Ryaeron #: Trinity/scenarios1/3_K04_Storm.cfg:434 msgid "Good to see you, Lord Ullien-Del! Come in and set up camp!" msgstr "" #. [message]: speaker=Ryaeron #: Trinity/scenarios1/3_K04_Storm.cfg:470 msgid "" "Now we just need to wait for Haldrad and old man Dolevan. Can I offer you " "some plums?" msgstr "" #. [message]: speaker=Ullien-Del #: Trinity/scenarios1/3_K04_Storm.cfg:475 msgid "No, thank you..." msgstr "" #. [message]: speaker=Stahl #: Trinity/scenarios1/3_K04_Storm.cfg:480 msgid "What are those forces in the woods?" msgstr "" #. [message]: speaker=Ullien-Del #: Trinity/scenarios1/3_K04_Storm.cfg:502 msgid "Them? I thought we'd driven them off..." msgstr "" #. [message]: speaker=Saleanna #: Trinity/scenarios1/3_K04_Storm.cfg:509 msgid "Some look like elves, but there is something wrong with them..." msgstr "" #. [message]: speaker=Ryaeron #: Trinity/scenarios1/3_K04_Storm.cfg:513 msgid "You look a little off, Ullien-Del. Are you feeling well?" msgstr "" #. [message]: speaker=Ullien-Del #: Trinity/scenarios1/3_K04_Storm.cfg:518 msgid "" "Yes... We were attacked by those forces, it was quite harrowing, but your " "Officer Serhan saved me. I will do everything I can to help you drive off " "the attackers." msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K04_Storm.cfg:523 msgid "" "(Our forces may not be enough to break the defenders, but all Khthon " "scattered across the land are coming to our aid. Our guest is in position, " "but I need to get closer. Distract them, Keldan, so that I can remind the " "High Lord of his duty...)" msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios1/3_K04_Storm.cfg:527 msgid "(Understood...)" msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios1/3_K04_Storm.cfg:532 msgid "" "Ullien-Del! I am the new Elf Lord! After we destroy you and your human " "pals, I will take your wife and raise your children as my own! They are " "young now, and shall grow up calling me 'father'." msgstr "" #. [message]: speaker=Ullien-Del #: Trinity/scenarios1/3_K04_Storm.cfg:536 msgid "" "Hrmph... (I wonder what has gotten into him? He used to be one of my " "most competent marshals...)" msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios1/3_K04_Storm.cfg:540 msgid "" "And your wife shall gladly give me many children... She shall give many of " "my men many children, for that is her way..." msgstr "" #. [message]: speaker=Ullien-Del #: Trinity/scenarios1/3_K04_Storm.cfg:545 msgid "" "That does it! You are a knave and without honour, Keldan! Men, kill him!" "" msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios1/3_K04_Storm.cfg:549 msgid "Hah! You are a fool, Ullien-Del! If only you knew..." msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K04_Storm.cfg:582 msgid "That boulder looks like it can be pushed into the moat... Let us do it!" msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K04_Storm.cfg:606 msgid "" "That bridge is more useful to the enemy than it is to us... Destroy it! I " "don't care how!" msgstr "" #. [message]: speaker=Ryaeron #: Trinity/scenarios1/3_K04_Storm.cfg:650 msgid "" "What is going on? These foul beasts are not undead, but they have tactics " "that are just as low." msgstr "" #. [message]: speaker=Daenyr #: Trinity/scenarios1/3_K04_Storm.cfg:654 msgid "" "Don't let Dolevan hear you say that. Heh, I'd never liked having that " "Necromancer around, so I took precautions..." msgstr "" #. [message]: speaker=Daenyr #: Trinity/scenarios1/3_K04_Storm.cfg:658 msgid "" "We'll see if these beasts have the vulnerabilities of the undead - I'm " "releasing my reserve of those special waters, with which all of my soldiers " "will anoint their weapons..." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios1/3_K04_Storm.cfg:662 msgid "General Daenyr's recruits will now have 'arcane' damage type." msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K04_Storm.cfg:748 msgid "Be careful not to finish him off, I need to... speak with him." msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios1/3_K04_Storm.cfg:767 msgid "Heh! We have you now, mage. On your knees!" msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K04_Storm.cfg:771 #: Trinity/scenarios1/3_K04_Storm.cfg:811 msgid "Keep him alive! I need to speak with him..." msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K04_Storm.cfg:793 msgid "We have you now! Keldan, secure the escape routes!" msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios1/3_K04_Storm.cfg:797 msgid "Aye, Echidna... Their riders will not get far, this land is ours!" msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K04_Storm.cfg:839 msgid "" "I've turned the enemy leader! Now, when these Haldrad and Dolevan get back, " "we'll... welcome them." msgstr "" #. [message]: speaker=Ryaeron #: Trinity/scenarios1/3_K04_Storm.cfg:843 msgid "Dan Tonk..." msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K04_Storm.cfg:847 msgid "What is 'Dan Tonk'?" msgstr "" #. [message]: speaker=Saleanna #: Trinity/scenarios1/3_K04_Storm.cfg:851 msgid "Silence, Ryaeron!" msgstr "" #. [message]: speaker=Daenyr #: Trinity/scenarios1/3_K04_Storm.cfg:855 msgid "Ryaeron!" msgstr "" #. [message]: speaker=Ryaeron #: Trinity/scenarios1/3_K04_Storm.cfg:859 #: Trinity/scenarios1/3_K04_Storm.cfg:888 msgid "... (mumble) ..." msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K04_Storm.cfg:863 msgid "" "Does not matter, I am happy to have found one with such energy and power!" msgstr "" #. [message]: speaker=Daenyr #: Trinity/scenarios1/3_K04_Storm.cfg:868 msgid "*gulp*" msgstr "" #. [message]: speaker=Saleanna #: Trinity/scenarios1/3_K04_Storm.cfg:872 msgid "... sniff!" msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K04_Storm.cfg:876 msgid "" "Ha! The enemy is scared! We have gained strength while they have lost their " "will to fight. They shall all be turned - Khthon rise again!" msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios1/3_K04_Storm.cfg:880 msgid "Yes! We shall remove those who would resist your will, Echidna..." msgstr "" #. [message]: speaker=Daenyr #: Trinity/scenarios1/3_K04_Storm.cfg:884 msgid "(Fate help us, in our darkest hour...)" msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K04_Storm.cfg:905 msgid "Now, Elf Lord! Dance!" msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios1/3_K04_Storm.cfg:918 msgid "" "Ullien-Del felt a strange sense of purpose and turned his gaze to the " "defending leaders. He was filled with an irrational yet powerful hatred... " "Who needs to be removed?" msgstr "" #. [message]: speaker=Ullien-Del #: Trinity/scenarios1/3_K04_Storm.cfg:924 msgid "" "Why didn't I see this sooner? Mage Saleanna! There is something you need to " "know!" msgstr "" #. [message]: speaker=Saleanna #: Trinity/scenarios1/3_K04_Storm.cfg:928 msgid "What is it? Approach." msgstr "" #. [message]: speaker=Daenyr #. [message]: speaker=Saleanna #: Trinity/scenarios1/3_K04_Storm.cfg:938 #: Trinity/scenarios1/3_K04_Storm.cfg:1025 msgid "Well?" msgstr "" #. [message]: speaker=Ullien-Del #: Trinity/scenarios1/3_K04_Storm.cfg:1011 msgid "" "Why didn't I see this sooner? General Daenyr! There is something you need to " "know!" msgstr "" #. [message]: speaker=Daenyr #. [message]: speaker=Fighter1 #: Trinity/scenarios1/3_K04_Storm.cfg:1015 #: Trinity/scenarios2/Tower_2_sub2.cfg:112 msgid "What is it?" msgstr "" #. [message]: speaker=Ryaeron #: Trinity/scenarios1/3_K04_Storm.cfg:1096 msgid "" "It is well that the others were not here, never before have I faced such an " "enemy... No sense of honour, no sense of self... There will be no surrender, " "they must be destroyed!" msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K04_Storm.cfg:1100 msgid "" "(There are others... I need to find out what the lead Mage knows... Well, " "at least the remainig Elves have regained their senses...)" msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios1/3_K04_Storm.cfg:1106 msgid "(Indeed...)" msgstr "" #. [objective]: condition=win #: Trinity/scenarios1/3_K04_Storm.cfg:1112 msgid "Interrogate (attack) Ryaeron with Echidna" msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K04_Storm.cfg:1156 msgid "" "That'll do it. Clear the bodies, we don't want the other ones to become " "suspicious." msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K04_Storm.cfg:1237 msgid "" "I've gained power, but I still need an agent who could pass as one of the " "natives..." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios1/3_K04_Storm.cfg:1254 msgid "" "You will not gain the crown - the queen is not here. You've gained nothing..." msgstr "" #. [scenario]: id=3_K05 #: Trinity/scenarios1/3_K05_Interrogation.cfg:5 msgid "Interrogation" msgstr "" #. [part] #: Trinity/scenarios1/3_K05_Interrogation.cfg:24 msgid "" "Echidna had control of Weldyn, but the human leadership had not been " "completely present. Still, the capital made a good nest, and the defeated " "opponents made a good informational resource." msgstr "" #. [part] #: Trinity/scenarios1/3_K05_Interrogation.cfg:28 msgid "" "Keldan himself had no interest in what the Mages had to say, so he went out " "to check the perimeter and gaze at the stars." msgstr "" #. [part] #: Trinity/scenarios1/3_K05_Interrogation.cfg:32 msgid "" "While it would take much better eyesight than Keldan had to notice, a small " "and usually unnoticed part of the night had moved into a new position." msgstr "" #. [message]: speaker=Keldan_ #: Trinity/scenarios1/3_K05_Interrogation.cfg:134 msgid "Grumble..." msgstr "" #. [message]: speaker=Keldan_ #: Trinity/scenarios1/3_K05_Interrogation.cfg:139 msgid "Dark skies hide the stars..." msgstr "" #. [message]: speaker=Keldan_ #: Trinity/scenarios1/3_K05_Interrogation.cfg:144 msgid "The dark clouds are thickest to the north. What is that?" msgstr "" #. [message]: speaker=Keldan_ #: Trinity/scenarios1/3_K05_Interrogation.cfg:159 msgid "That is not good..." msgstr "" #. [message]: speaker=Keldan_ #: Trinity/scenarios1/3_K05_Interrogation.cfg:164 msgid "(Echidna... Come see this...)" msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K05_Interrogation.cfg:171 msgid "What is it? I've just been extracting wonderful news..." msgstr "" #. [message]: speaker=Keldan_ #: Trinity/scenarios1/3_K05_Interrogation.cfg:175 msgid "Something evil is to the north..." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios1/3_K05_Interrogation.cfg:179 msgid "" "Echidna followed Keldan's gaze, then shrank back with fear as she realized " "upon what she gazed." msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K05_Interrogation.cfg:185 msgid "I think I know what that is... We need to leave!" msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios1/3_K05_Interrogation.cfg:190 msgid "" "We will head west to obtain the Angry Eye from the human leader! It is our " "best chance." msgstr "" #. [message]: speaker=Keldan_ #: Trinity/scenarios1/3_K05_Interrogation.cfg:194 msgid "Yes Echidna, I will round up our bretheren..." msgstr "" #. [scenario]: id=3_K06 #: Trinity/scenarios1/3_K06_Choice.cfg:7 msgid "A Choice" msgstr "" #. [part] #: Trinity/scenarios1/3_K06_Choice.cfg:28 msgid "" "Bresda led Dardrus and Haldrad to the central Governor's Hall, a place " "familiar to Haldrad in happier days. Usually, the Hall was a place where the " "Governor would administer justice and policy in the absence of the Queen. " "But now it was filled with a ragged crew of deserters and olive-skinned " "militants." msgstr "" #. [part] #: Trinity/scenarios1/3_K06_Choice.cfg:32 msgid "" "It was all Haldrad could do to hold his tongue at the outrage, but when he " "saw the winged figure sitting upon the throne, he knew he was in over his " "head. He hoped his trust in Dardrus was not misplaced..." msgstr "" #. [side]: type=Primeval Nemesishi, id=Nemesis #. [side]: type=Primeval Nemesislow, id=Nemesis #: Trinity/scenarios1/3_K06_Choice.cfg:144 #: Trinity/scenarios1/3_P01_Village.cfg:292 #: Trinity/scenarios1/3_P02_Entrance.cfg:177 #: Trinity/scenarios1/3_P03_Cave.cfg:227 #: Trinity/scenarios1/3_P04_Engine.cfg:402 #: Trinity/scenarios1/3_P04p2_Blockage.cfg:163 #: Trinity/scenarios1/3_P05_Landing.cfg:133 Trinity/scenarios2/F1_P.cfg:180 #: Trinity/scenarios2/F2_P.cfg:516 msgid "Nemesis" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_K06_Choice.cfg:161 msgid "Approach! What is it, Bresda?" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_K06_Choice.cfg:166 msgid "These visitors came to warn us of something." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios1/3_K06_Choice.cfg:171 msgid "" "Nemesis, We were turned away from an inland city by Khthon, Echidna must " "have gained a foothold. Those forces were advancing this way." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_K06_Choice.cfg:176 msgid "This is indeed bad news, thank you for the warning, ... ?" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios1/3_K06_Choice.cfg:180 msgid "" "Dardrus. I was a fighter for Lord Ares, though I was not at the mountain top." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_K06_Choice.cfg:184 msgid "" "Then you were the one who sent the messenger bird, you can be trusted. I " "cannot be so sure of the trustworthiness of your servant though, for he " "wears the same crest as the defeated queen. You will have the assistance of " "those who have proven themselves, you do not need him anymore." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_K06_Choice.cfg:188 msgid "Bresda, round up the new arrivals and kill them." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios1/3_K06_Choice.cfg:192 msgid "" "No! You are unfamiliar with them, but they have served me well. Let us not " "kill them." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_K06_Choice.cfg:196 msgid "Very well. But they cannot come with us." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_K06_Choice.cfg:200 msgid "" "Bresda! Take this one, and the rest of our prisoners to the island. I will " "later take it off-shore, where they will be secure. Then prepare to head " "east." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_K06_Choice.cfg:204 msgid "Yes, my goddess." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_K06_Choice.cfg:209 msgid "Move, princling!" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_K06_Choice.cfg:246 msgid "" "If everything works out, Dardrus, you will get your servants back, if you " "still want them. But for now, they are more of a liability." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios1/3_K06_Choice.cfg:250 msgid "... Yes, Nemesis." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_K06_Choice.cfg:254 msgid "" "We shall continue to head east, up the river. Be ready to leave once Bresda " "returns." msgstr "" #. [endlevel] #: Trinity/scenarios1/3_K06_Choice.cfg:418 msgid "The End of Part 1 - Continued in Trinity Part 2" msgstr "" #. [scenario]: id=3_P01 #: Trinity/scenarios1/3_P01_Village.cfg:7 msgid "The Island" msgstr "" #. [part] #: Trinity/scenarios1/3_P01_Village.cfg:27 msgid "" "Nemesis had wrecked Echidna, but had not escaped unharmed herself. A mere " "demigod would have perished in the rain of fireblasts unleashed by the " "desperate Echidna, but Nemesis was able to stay aloft though with fading " "strength." msgstr "" #. [part] #: Trinity/scenarios1/3_P01_Village.cfg:32 msgid "" "She shed her heavy, mangled armor, but it was not enough; she had to land. " "She noticed a small island below, its unnatural triangular shape reminded " "her of... Could that be one of the Pantheon structures? She would find out." msgstr "" #. [part] #: Trinity/scenarios1/3_P01_Village.cfg:165 msgid "" "The next moments were a blur, but she managed to hit the water in as " "graceful a dive as could be expected and reach the shore. Her wings were " "completely ruined, her ribs and shoulder were numb from injury, but she took " "some comfort that she had managed to hold onto her sword. And it looked like " "she might need it, for she was near a shipwreck and had been spotted by " "three humans guarding it." msgstr "" #. [part] #: Trinity/scenarios1/3_P01_Village.cfg:170 msgid "" "They were weak and she killed the two who had run up to her with weapons " "raised and faces full of evil. But the third was different, and just ran " "away. Nemesis hacked a covering for her wounded body from the sails of the " "wreck (show no weakness!) and took off after him." msgstr "" #. [objective]: condition=lose #: Trinity/scenarios1/3_P01_Village.cfg:186 #: Trinity/scenarios1/3_P02_Entrance.cfg:38 #: Trinity/scenarios1/3_P03_Cave.cfg:59 Trinity/scenarios1/3_P03_Cave.cfg:408 #: Trinity/scenarios1/3_P04_Engine.cfg:270 #: Trinity/scenarios1/3_P04p2_Blockage.cfg:42 #: Trinity/scenarios1/3_P05_Landing.cfg:63 #: Trinity/scenarios1/3_P05_Landing.cfg:341 #: Trinity/scenarios1/3_P05_Landing.cfg:430 msgid "Death of Nemesis" msgstr "" #. [objective]: condition=lose #: Trinity/scenarios1/3_P01_Village.cfg:190 #: Trinity/scenarios1/3_P02_Entrance.cfg:46 #: Trinity/scenarios1/3_P03_Cave.cfg:55 Trinity/scenarios1/3_P03_Cave.cfg:404 #: Trinity/scenarios1/3_P04_Engine.cfg:278 #: Trinity/scenarios1/3_P04p2_Blockage.cfg:50 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:752 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1655 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1798 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1507 msgid "Death of Ponce" msgstr "" #. [objective]: condition=lose #: Trinity/scenarios1/3_P01_Village.cfg:194 #: Trinity/scenarios1/3_P02_Entrance.cfg:42 #: Trinity/scenarios1/3_P03_Cave.cfg:51 Trinity/scenarios1/3_P03_Cave.cfg:400 #: Trinity/scenarios1/3_P04_Engine.cfg:274 #: Trinity/scenarios1/3_P04p2_Blockage.cfg:46 #: Trinity/scenarios1/3_P05_Landing.cfg:67 #: Trinity/scenarios1/3_P05_Landing.cfg:345 #: Trinity/scenarios1/3_P05_Landing.cfg:434 Trinity/scenarios2/F1_P.cfg:56 #: Trinity/scenarios2/F2_P.cfg:277 Trinity/scenarios2/Tower_1_p.cfg:272 #: Trinity/scenarios2/Tower_2_p.cfg:162 #: Trinity/scenarios2/Tower_2_sub1.cfg:221 #: Trinity/scenarios2/Tower_2_sub2.cfg:216 #: Trinity/scenarios2/Tower_2_sub3.cfg:204 #: Trinity/scenarios2/Tower_3_pII.cfg:961 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:345 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:771 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1674 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1818 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1515 msgid "Death of Bresda" msgstr "" #. [side]: type=Bandit, id=Garrasca #: Trinity/scenarios1/3_P01_Village.cfg:219 msgid "Garrasca" msgstr "" #. [unit]: type=Thief, id=Drandon #: Trinity/scenarios1/3_P01_Village.cfg:244 msgid "Drandon" msgstr "" #. [side]: type=Saurian Flanker, id=Izara #: Trinity/scenarios1/3_P01_Village.cfg:258 msgid "Izara" msgstr "" #. [side]: type=Harridan, id=Bresda_ #: Trinity/scenarios1/3_P01_Village.cfg:306 msgid "Bresda Varden" msgstr "" #. [unit]: type=SouthSeas Pirate, id=Ponce #: Trinity/scenarios1/3_P01_Village.cfg:334 msgid "Ponce" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios1/3_P01_Village.cfg:369 msgid "On your feet! Enemies attack!" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios1/3_P01_Village.cfg:376 msgid "Up! Everyone up!" msgstr "" #. [message]: speaker=Bresda_ #: Trinity/scenarios1/3_P01_Village.cfg:381 msgid "What's going on?" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios1/3_P01_Village.cfg:386 msgid "Bresda! We're under attack!" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P01_Village.cfg:392 msgid "-hiss- Silence!" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios1/3_P01_Village.cfg:396 msgid "If I have to die, may I ask at whose hand and why?" msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios1/3_P01_Village.cfg:400 msgid "The question took Nemesis by surprise. How could he not know..." msgstr "" #. [message]: speaker=Bresda_ #: Trinity/scenarios1/3_P01_Village.cfg:405 msgid "Hang on, Ponce! On your feet, everyone! There be Assassins!" msgstr "" #. [message]: speaker=Garrasca #: Trinity/scenarios1/3_P01_Village.cfg:409 msgid "Damn lizards! Did I give the signal!?" msgstr "" #. [message]: speaker=Izara #: Trinity/scenarios1/3_P01_Village.cfg:413 msgid "It's not ussss, we're sstill hiding..." msgstr "" #. [message]: speaker=Bresda_ #: Trinity/scenarios1/3_P01_Village.cfg:417 msgid "Whaa?" msgstr "" #. [message]: speaker=Bresda_ #: Trinity/scenarios1/3_P01_Village.cfg:425 msgid "" "Don't tell me you're plotting with the assassins, Garrasca! It was a mistake " "to take you scoudrels aboard!" msgstr "" #. [message]: speaker=Garrasca #: Trinity/scenarios1/3_P01_Village.cfg:429 msgid "We do what we must to survive... I'm sure you understand..." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P01_Village.cfg:433 msgid "" "(whispers) I can save you, human... But in return, you will tell me what I " "need to know..." msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios1/3_P01_Village.cfg:437 msgid "Yes, anything! (whew!)" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios1/3_P01_Village.cfg:442 msgid "I'm coming, Bresda! This one is not an assassin!" msgstr "" #. [message]: speaker=Bresda_ #: Trinity/scenarios1/3_P01_Village.cfg:459 msgid "" "Then he is welcome, I guess. Once we take care of this bastard Garrasca." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P01_Village.cfg:491 msgid "" "Rise! Show courage and defend yourself, or I will remove your cowardly head!" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios1/3_P01_Village.cfg:498 msgid "Don't hide in the hut, we must rally to fight!" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios1/3_P01_Village.cfg:505 msgid "Is anyone in here?" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P01_Village.cfg:512 msgid "Rise! Help your friends!" msgstr "" #. [message]: speaker=Bresda_ #: Trinity/scenarios1/3_P01_Village.cfg:559 msgid "" "You are a parasite, Garrasca! Do your lizard friends understand that you " "will turn on them if you defeat us?" msgstr "" #. [message]: speaker=Garrasca #: Trinity/scenarios1/3_P01_Village.cfg:563 msgid "You don't need to worry about them..." msgstr "" #. [message]: speaker=Bresda_ #: Trinity/scenarios1/3_P01_Village.cfg:571 msgid "" "I'm wondering where you got that ship that you parasites managed to ruin. " "Who are the honest sea-folk that we shall avenge?" msgstr "" #. [message]: speaker=Garrasca #: Trinity/scenarios1/3_P01_Village.cfg:575 msgid "You are a chatty little whench..." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P01_Village.cfg:579 msgid "(Indeed she is, but I think there is a purpose to it...)" msgstr "" #. [message]: speaker=Bresda_ #: Trinity/scenarios1/3_P01_Village.cfg:587 msgid "" "The other thing I'm wondering is where you got that lizard-man you were " "eating. Did you steal the ship from lizards?" msgstr "" #. [message]: speaker=Garrasca #: Trinity/scenarios1/3_P01_Village.cfg:591 msgid "Don't be ridiculous..." msgstr "" #. [message]: speaker=Bresda_ #: Trinity/scenarios1/3_P01_Village.cfg:595 msgid "" "Ridiculous is stealing a ship, eating the crew, then back-stabbing your " "rescuers." msgstr "" #. [message]: speaker=Garrasca #: Trinity/scenarios1/3_P01_Village.cfg:599 msgid "That's not what happened, there was no lizard." msgstr "" #. [message]: speaker=Garrasca #: Trinity/scenarios1/3_P01_Village.cfg:603 msgid "" "Izara, there was no lizard, surely you can see what she is trying to do." msgstr "" #. [message]: speaker=Izara #: Trinity/scenarios1/3_P01_Village.cfg:607 msgid "We don't ssail. Whoever you ate was not one of usss." msgstr "" #. [message]: speaker=Bresda_ #: Trinity/scenarios1/3_P01_Village.cfg:616 msgid "" "You know what, it's making sense to me now. You didn't put the lizard man " "in chains, you probably found him like that." msgstr "" #. [message]: speaker=Garrasca #: Trinity/scenarios1/3_P01_Village.cfg:620 msgid "Will someone please remove her tongue?" msgstr "" #. [message]: speaker=Bresda_ #: Trinity/scenarios1/3_P01_Village.cfg:624 msgid "" "Now, a normal person would have let the prisoner go to shore, but that is " "not your way. You saw the lizard as fresh meat." msgstr "" #. [message]: speaker=Garrasca #: Trinity/scenarios1/3_P01_Village.cfg:628 msgid "Grr..." msgstr "" #. [message]: speaker=Izara #: Trinity/scenarios1/3_P01_Village.cfg:632 msgid "" "Several moons ago, we were attacked by oness who did not look like you. " "They had a ship, and took several of our Oracles..." msgstr "" #. [message]: speaker=Garrasca #: Trinity/scenarios1/3_P01_Village.cfg:636 msgid "Don't listen to her lies! We didn't eat anybody!" msgstr "" #. [message]: type=Thug #: Trinity/scenarios1/3_P01_Village.cfg:640 msgid "" "'We didn't eat anybody'? Do you know how pathetic you sound? You are a " "fool, Garrasca! Many of us think you need to go." msgstr "" #. [message]: speaker=Garrasca #: Trinity/scenarios1/3_P01_Village.cfg:646 msgid "I do not need this... Dispatch the traitors." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P01_Village.cfg:657 msgid "That's too bad... I found him amusing." msgstr "" #. [message]: speaker=Avatar #. [message]: speaker=Bresda #. [message]: speaker=Bresda_ #: Trinity/scenarios1/3_P01_Village.cfg:661 #: Trinity/scenarios1/3_P03_Cave.cfg:729 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1588 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1757 msgid "No!" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P01_Village.cfg:675 msgid "I wish I ..." msgstr "" #. [message] #: Trinity/scenarios1/3_P01_Village.cfg:689 msgid "Haha! A new home..." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P01_Village.cfg:693 msgid "These lizards know nothing, I stumble blindly..." msgstr "" #. [message]: speaker=Garrasca #: Trinity/scenarios1/3_P01_Village.cfg:707 msgid "This isn't going well..." msgstr "" #. [message]: speaker=Izara #: Trinity/scenarios1/3_P01_Village.cfg:718 msgid "This changes nothing! We will still remove you from this land!" msgstr "" #. [message]: speaker=Bresda_ #: Trinity/scenarios1/3_P01_Village.cfg:722 msgid "" "Garrasca was a bastard. We had picked up those rogues on a rock not far from " "here, their joke of a ship had taken on too much water." msgstr "" #. [message]: speaker=Bresda_ #: Trinity/scenarios1/3_P01_Village.cfg:730 msgid "" "We're clear! I never liked Garrasca, and there had been a schism in our " "group, but I never thought it would come to this... Thank you for your help, " "Masked One." msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios1/3_P01_Village.cfg:734 msgid "She-" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P01_Village.cfg:738 msgid "" "(Ahem!) You are most welcome, however now you can help me. Have you seen any " "structures or caverns on this island?" msgstr "" #. [message]: speaker=Bresda_ #: Trinity/scenarios1/3_P01_Village.cfg:742 msgid "" "Yes, we have seen a cavern, but we did not have a chance to investigate it." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P01_Village.cfg:746 msgid "You will show me this cave..." msgstr "" #. [message]: speaker=Bresda_ #: Trinity/scenarios1/3_P01_Village.cfg:750 msgid "" "Well, we need to establish our camp, but I suppose we have time to show you." msgstr "" #. [message]: speaker=second_unit #: Trinity/scenarios1/3_P01_Village.cfg:794 msgid "Grrrah! What are you?" msgstr "" #. [message] #: Trinity/scenarios1/3_P01_Village.cfg:806 #: Trinity/scenarios1/3_P02_Entrance.cfg:534 msgid "" "Our friends from the hills have come to assist. Not even the Angel of Death " "can save them now..." msgstr "" #. [scenario]: id=3_P02 #: Trinity/scenarios1/3_P02_Entrance.cfg:7 msgid "Cavern Entrance" msgstr "" #. [part] #: Trinity/scenarios1/3_P02_Entrance.cfg:23 msgid "" "Bresda and the shipwrecked sailors showed Nemesis the entrance to the cave. " "The sailors wanted to head back to their camp and set about mending their " "ship (it had not gone unnoticed that Nemesis wore pieces of their sail), but " "it soon became clear that that would not be possible..." msgstr "" #. [objective]: condition=win #: Trinity/scenarios1/3_P02_Entrance.cfg:34 msgid "Reach the Entrance" msgstr "" #. [side]: type=Drake Flare, id=Augre #: Trinity/scenarios1/3_P02_Entrance.cfg:104 msgid "Augre Toah" msgstr "" #. [side]: type=Drake Arbiter, id=Gragtan #: Trinity/scenarios1/3_P02_Entrance.cfg:138 msgid "Gragtan Toah" msgstr "" #. [side]: type=Saurian Ambusher, id=Zyzzyx #: Trinity/scenarios1/3_P02_Entrance.cfg:191 msgid "Zyzzyx" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_P02_Entrance.cfg:213 msgid "" "That's the cave entrance up ahead. Good luck exploring. We should be going " "back to the shore." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P02_Entrance.cfg:217 msgid "(No, you will not...)" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios1/3_P02_Entrance.cfg:221 msgid "There are more lizards!" msgstr "" #. [message]: speaker=Augre #: Trinity/scenarios1/3_P02_Entrance.cfg:225 msgid "They keep pressing inward, they will not go away..." msgstr "" #. [message]: speaker=Gragtan #: Trinity/scenarios1/3_P02_Entrance.cfg:230 msgid "Then we will make them disappear." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_P02_Entrance.cfg:234 msgid "" "This island is full of hostile natives. I guess we should stick together for " "now." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P02_Entrance.cfg:239 msgid "Then we will head into the cavern!" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios1/3_P02_Entrance.cfg:268 msgid "Fire-breathers? Two can play that game." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_P02_Entrance.cfg:272 msgid "Yes, fight fire with fire!" msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios1/3_P02_Entrance.cfg:276 msgid "You can now recruit Arsonists." msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios1/3_P02_Entrance.cfg:295 msgid "Fire doesn't appear to be so effective..." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_P02_Entrance.cfg:299 msgid "At least our Lore-Casters can still deal real damage to those things." msgstr "" #. [message]: speaker=Zyzzyx #: Trinity/scenarios1/3_P02_Entrance.cfg:406 msgid "Though beat, we were not broken... " msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios1/3_P02_Entrance.cfg:410 msgid "Them again!" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_P02_Entrance.cfg:414 msgid "" "If we can get to the cave, we'll be able to hold them. Or they can hold us, " "depends upon our new friend's plan." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P02_Entrance.cfg:418 msgid "" "(She almost sounds like a person capable of reason...) Right, we will be on " "safer ground once we reach that cave." msgstr "" #. [message]: speaker=Gragtan #: Trinity/scenarios1/3_P02_Entrance.cfg:429 msgid "Brother, if you must leave this land, don't forget the Clashers..." msgstr "" #. [message]: speaker=Augre #: Trinity/scenarios1/3_P02_Entrance.cfg:433 msgid "Never! And we will not have to leave this land!" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P02_Entrance.cfg:463 msgid "Come this way, all of you!" msgstr "" #. [message]: speaker=second_unit #: Trinity/scenarios1/3_P02_Entrance.cfg:480 msgid "Damn you, Evil One!" msgstr "" #. [message] #: Trinity/scenarios1/3_P02_Entrance.cfg:491 msgid "Haha! Vermin die!" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P02_Entrance.cfg:505 msgid "That was unfortunate..." msgstr "" #. [message] #: Trinity/scenarios1/3_P02_Entrance.cfg:519 msgid "What the hell is this thing?" msgstr "" #. [scenario]: id=3_P03 #: Trinity/scenarios1/3_P03_Cave.cfg:7 msgid "The Cave" msgstr "" #. [part] #: Trinity/scenarios1/3_P03_Cave.cfg:24 msgid "" "Once the sailors had made it into the cave, Nemesis moved large boulders to " "cause the entrance to collapse. They were safe from Drakes and Saurians, but " "could not leave the cavern the way they came." msgstr "" #. [part] #: Trinity/scenarios1/3_P03_Cave.cfg:28 msgid "" "At a short distance into the cave, the path forked into two equally large " "passages, and Nemesis took the one to the right. This symmetry was common in " "the Pantheon structures." msgstr "" #. [part] #: Trinity/scenarios1/3_P03_Cave.cfg:32 msgid "" "The path dropped down sharply, heading deep underground, before it ended in " "a polished marble slab. Nemesis' hopes were confirmed, this was a Pantheon " "structure. She was a little concerned that the slab did not move aside when " "she approached." msgstr "" #. [part] #: Trinity/scenarios1/3_P03_Cave.cfg:36 msgid "" "Somewhere off to the side, one of the sailors called out. Word was passed " "along that he had found and enlarged a hole in the wall that led to a " "parallel tunnel. While this was a possible way around the slab, parallel " "tunnels were not in keeping with Pantheon architecture..." msgstr "" #. [objective]: condition=win #: Trinity/scenarios1/3_P03_Cave.cfg:47 msgid "Explore the Cave" msgstr "" #. [side]: type=Dwarvish Steelclad, id=Aitel #: Trinity/scenarios1/3_P03_Cave.cfg:171 msgid "Aitel" msgstr "" #. [side]: type=Dwarvish Runemaster, id=Methalas #: Trinity/scenarios1/3_P03_Cave.cfg:192 msgid "Methalas" msgstr "" #. [message] #: Trinity/scenarios1/3_P03_Cave.cfg:248 msgid "" "It looks like this tunnel was carved out more recently than the earlier one." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P03_Cave.cfg:252 msgid "Yes... I don't like this, but let us see where it leads." msgstr "" #. [message]: speaker=Aitel #: Trinity/scenarios1/3_P03_Cave.cfg:256 msgid "I hear voices, we have company..." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_P03_Cave.cfg:260 msgid "Sounds like a dwarf." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P03_Cave.cfg:264 msgid "" "What's a 'dwarf'? That name doesn't sound familiar. But they are intruders." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios1/3_P03_Cave.cfg:276 msgid "This abandoned camp gives us a place to gather..." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios1/3_P03_Cave.cfg:292 msgid "A Dwarf mining operation! That would explain things!" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P03_Cave.cfg:296 msgid "How does that explain 'things'?" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios1/3_P03_Cave.cfg:300 msgid "They are carving out the metals and ores in this earth-" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P03_Cave.cfg:304 msgid "Carving out metals!?" msgstr "" #. [message]: speaker=Aitel #: Trinity/scenarios1/3_P03_Cave.cfg:308 msgid "Of course, this ground is full of veins of copper!" msgstr "" #. [message]: speaker=Methalas #: Trinity/scenarios1/3_P03_Cave.cfg:312 msgid "Be silent, Aitel!" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P03_Cave.cfg:316 msgid "(I need to interrogate the loose-lipped leader...)" msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios1/3_P03_Cave.cfg:320 msgid "And of course, by 'interrogate', Nemesis meant 'kill'." msgstr "" #. [message]: speaker=second_unit #: Trinity/scenarios1/3_P03_Cave.cfg:332 msgid "Some of these little guys are very hard to kill." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P03_Cave.cfg:336 msgid "They are all still trash..." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P03_Cave.cfg:354 msgid "What is THAT?" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P03_Cave.cfg:364 msgid "Where did you get that?" msgstr "" #. [message]: speaker=Methalas #: Trinity/scenarios1/3_P03_Cave.cfg:368 msgid "We found it... Why should I tell you?" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P03_Cave.cfg:372 msgid "" "You didn't just pull metal out of the wall, you plundered the dead! That's " "what the other one meant by 'live one'!" msgstr "" #. [message]: speaker=Methalas #: Trinity/scenarios1/3_P03_Cave.cfg:376 msgid "There were dead, but-" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P03_Cave.cfg:380 msgid "" "CEASE YOUR NOISE! All of your kind will be a sacrifice to the wronged souls " "of the dead! Not one of you shall leave this cave!" msgstr "" #. [objective]: condition=win #: Trinity/scenarios1/3_P03_Cave.cfg:396 msgid "Exterminate all Dwarves." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P03_Cave.cfg:431 msgid "Flooding... That is a bad sign..." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios1/3_P03_Cave.cfg:435 msgid "It looks like there was a bridge, but it has been destroyed." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P03_Cave.cfg:439 msgid "" "The floodwater is deep, but there are a couple of large rocks on the other " "side." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P03_Cave.cfg:456 msgid "I wonder..." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios1/3_P03_Cave.cfg:472 msgid "Something looks odd about this wall..." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios1/3_P03_Cave.cfg:485 msgid "This isn't a wall, this is a cave-in. I think I can clear it..." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios1/3_P03_Cave.cfg:504 Trinity/scenarios1/3_P03_Cave.cfg:532 msgid "(Grmph!)" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P03_Cave.cfg:519 Trinity/scenarios1/3_P03_Cave.cfg:547 msgid "A way for the others to cross..." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios1/3_P03_Cave.cfg:560 msgid "" "This looks like some sort of workshop for forging the metal into ingots for " "transport..." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios1/3_P03_Cave.cfg:573 msgid "Another temporary structure we can use to ready forces." msgstr "" #. [message]: speaker=Aitel #: Trinity/scenarios1/3_P03_Cave.cfg:584 msgid "Ah, I guess I'll never get back to Knalga, for now I die." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P03_Cave.cfg:588 msgid "Don't be silly, think not of death... Now what are you doing here?" msgstr "" #. [message]: speaker=Aitel #: Trinity/scenarios1/3_P03_Cave.cfg:592 msgid "" "We're taking copper out of the walls, this place is loaded with it! It'll be " "worth a fortune if we can get it back to the Continent!" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P03_Cave.cfg:596 msgid "" "How much copper have you taken? What else have you done here, aside from " "destroy the copper web?" msgstr "" #. [message]: speaker=Aitel #: Trinity/scenarios1/3_P03_Cave.cfg:600 msgid "" "There was a small chamber with jewels. It almost looked like it would be " "magical, like it served some purpose, but there were no runes. I'll split it " "with you, 50/50?" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P03_Cave.cfg:604 msgid "" "You destroyed...ARGH! (How many died because of this little rat's actions?)" msgstr "" #. [message]: speaker=Aitel #: Trinity/scenarios1/3_P03_Cave.cfg:608 msgid "Ow! You said you wouldn't kill me." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P03_Cave.cfg:612 msgid "I never said any such thing!" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P03_Cave.cfg:632 msgid "" "The greed and ... audacity of the little hairy ones has caused such damage - " "they will pay for this!" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P03_Cave.cfg:654 msgid "" "Death was too pleasant a fate for them, but there were few options " "available. Behind the great stone slab is a tomb for those who were killed " "in their sleep. Let us hope the other path leads to a happier story..." msgstr "" #. [message]: speaker=second_unit #: Trinity/scenarios1/3_P03_Cave.cfg:673 msgid "It's a live one!" msgstr "" #. [message]: speaker=Haldrad #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P03_Cave.cfg:677 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1465 msgid "What do you mean?" msgstr "" #. [message]: speaker=Methalas #: Trinity/scenarios1/3_P03_Cave.cfg:681 msgid "Don't answer, $second_unit.name|!" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P03_Cave.cfg:696 msgid "A tremor..." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios1/3_P03_Cave.cfg:700 msgid "It wasn't me, I swear I didn't touch anything!" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios1/3_P03_Cave.cfg:715 msgid "If only ..." msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios1/3_P03_Cave.cfg:743 msgid "Bresda!" msgstr "" #. [message] #: Trinity/scenarios1/3_P03_Cave.cfg:758 msgid "" "A fresh supply of miners have arrived, and none too soon. We'll show these " "harpies!" msgstr "" #. [scenario]: id=3_P04 #: Trinity/scenarios1/3_P04_Engine.cfg:4 msgid "Island Surface" msgstr "" #. [part] #: Trinity/scenarios1/3_P04_Engine.cfg:17 msgid "" "While Nemesis and the sailors were busy clearing out the dwarf infestation, " "the reptilian denizens of the island surface were busy trying to re-open the " "cavern entrance." msgstr "" #. [objective]: condition=lose #. [objective]: condition=win #: Trinity/scenarios1/3_P04_Engine.cfg:28 #: Trinity/scenarios2/F0_Prologue.cfg:40 Trinity/scenarios2/F0_Prologue.cfg:44 #: Trinity/scenarios2/Tower_2_sub1.cfg:32 #: Trinity/scenarios2/Tower_2_sub1.cfg:736 #: Trinity/scenarios2/Tower_2_sub2.cfg:32 #: Trinity/scenarios2/Tower_2_sub3.cfg:32 #: Trinity/scenarios2/Tower_3_pII.cfg:470 #: Trinity/scenarios2/Tower_3_pII.cfg:474 #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:33 #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:253 #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:507 msgid "Dummy" msgstr "" #. [message]: speaker=Saurian2 #: Trinity/scenarios1/3_P04_Engine.cfg:104 msgid "Are we getting any closer to breaking through?" msgstr "" #. [message]: speaker=Drake1 #: Trinity/scenarios1/3_P04_Engine.cfg:109 msgid "We'd be a lot closer if you didn't just stand back there!" msgstr "" #. [message]: speaker=Saurian2 #: Trinity/scenarios1/3_P04_Engine.cfg:113 msgid "" "I need to save my strength to slip in when you have the entrance cleared!" msgstr "" #. [message]: speaker=Drake2 #: Trinity/scenarios1/3_P04_Engine.cfg:117 msgid "" "(*snort*) Right, because you are such a fine speciemen for a strike force..." msgstr "" #. [message]: speaker=Saurian2 #: Trinity/scenarios1/3_P04_Engine.cfg:121 msgid "Is that sarcasm? Do I need to tell your leader that you-" msgstr "" #. [message]: speaker=Saurian1 #: Trinity/scenarios1/3_P04_Engine.cfg:126 msgid "Silence! I saw something move... Over there, by those trees!" msgstr "" #. [message]: speaker=Drake1 #: Trinity/scenarios1/3_P04_Engine.cfg:131 msgid "I see it!" msgstr "" #. [message]: speaker=Drake1 #: Trinity/scenarios1/3_P04_Engine.cfg:143 msgid "It looks like some sort of bird, but there is something wrong... I ..." msgstr "" #. [message]: speaker=Drake2 #: Trinity/scenarios1/3_P04_Engine.cfg:147 msgid "" "Get back here then, it may be a trick of the strange one who sealed the cave!" msgstr "" #. [message]: speaker=Saurian2 #: Trinity/scenarios1/3_P04_Engine.cfg:152 msgid "" "I sense something... Something I've never sensed before... My friends, I " "think we are in danger..." msgstr "" #. [message]: speaker=Saurian1 #: Trinity/scenarios1/3_P04_Engine.cfg:157 msgid "I feel it too! We need to leave this island!" msgstr "" #. [message]: speaker=Drake1 #: Trinity/scenarios1/3_P04_Engine.cfg:162 msgid "I - I have to agree..." msgstr "" #. [message]: speaker=Drake2 #: Trinity/scenarios1/3_P04_Engine.cfg:166 msgid "There is that atoll visible to the south, maybe we can retreat there?" msgstr "" #. [message]: speaker=Drake1 #: Trinity/scenarios1/3_P04_Engine.cfg:175 msgid "Wait, I hear a voice ... " msgstr "" #. [message]: speaker=Drake1 #: Trinity/scenarios1/3_P04_Engine.cfg:180 msgid "What are you? You are no bird..." msgstr "" #. [message]: speaker=Drake1 #: Trinity/scenarios1/3_P04_Engine.cfg:187 msgid "Arghh!" msgstr "" #. [message]: speaker=Saurian2 #: Trinity/scenarios1/3_P04_Engine.cfg:195 msgid "That thing just killed him..." msgstr "" #. [message]: speaker=Drake2 #: Trinity/scenarios1/3_P04_Engine.cfg:199 msgid "Don't just stand there, run for your lives!" msgstr "" #. [scenario]: id=3_P04b #: Trinity/scenarios1/3_P04_Engine.cfg:224 msgid "Engine Room" msgstr "" #. [part] #: Trinity/scenarios1/3_P04_Engine.cfg:239 msgid "" "After the dwarves had been completely exterminated, Nemesis headed back up " "to original path fork with a heavy heart and an unpleasant metallic taste in " "her mouth. The second path also ended in a marble slab, but this one did " "slide down into the ground as Nemesis approached." msgstr "" #. [part] #: Trinity/scenarios1/3_P04_Engine.cfg:243 msgid "" "Nemesis rushed through the vacant hall to an altar constructed of a variety " "of gems and metals. A brief ceremony caused the hall and the gems on the " "altar to glow with an unnatural blue light. Nemesis explained to that the " "gems formed a map, indicating the status of other godly installations. Most " "gems were faint, indicating a loss, but some were strong blue indicating " "they were intact but dormant. Four were glowing white, indicating activity. " "The center white gem represented the one in which Nemesis stood. Two of the " "others probably represented the chambers that had until recently housed " "Athanta and Ares and herself." msgstr "" #. [part] #: Trinity/scenarios1/3_P04_Engine.cfg:247 msgid "" "But the fourth? They would have to find out; the altar indicated that it " "was to the East. Ponce and Bresda watched Nemesis move her hands over the " "gems in a repetitive way for a while before she told them something was " "wrong and to follow her deeper into the blue-lit cavern... " msgstr "" #. [part] #: Trinity/scenarios1/3_P04_Engine.cfg:251 msgid "" "Along the way, Nemesis stopped at a small alcove to retrieve some supplies. " "Bresda inhaled sharply as Nemesis shed her cloth shroud and donned the new " "gold plates and rock-wool toga, revealing dark feathered wings." msgstr "" #. [part] #: Trinity/scenarios1/3_P04_Engine.cfg:255 msgid "" "Ponce also inhaled sharply, when he saw the look on Breda's face as she " "gazed upon the winged one. 'Bresda is no fool, but she is far too " "fascinated with our new friend,' he thought to himself. 'I begin to " "fear she would not just kill for her, die for her, but would throw the rest " "of us upon that same altar...'" msgstr "" #. [objective]: condition=win #: Trinity/scenarios1/3_P04_Engine.cfg:266 msgid "Clear out the Engine Room" msgstr "" #. [side]: type=Dwarvish Lord, id=Brunin #: Trinity/scenarios1/3_P04_Engine.cfg:337 msgid "Brunin" msgstr "" #. [side]: type=Naga Myrmidon, id=Sahrza #: Trinity/scenarios1/3_P04_Engine.cfg:367 msgid "Sahrza" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P04_Engine.cfg:418 msgid "" "This is the Engine Room, all accessible parts of this structure's Engine are " "here-" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_P04_Engine.cfg:422 msgid "This island has an Engine? What does that mean?" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios1/3_P04_Engine.cfg:426 msgid "(Hush, Bresda! Do you want her to turn on us?)" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P04_Engine.cfg:430 msgid "" "No, I do not mind the questions. Our structures can move, they would be " "crushed over the centuries if they could not. The Engine is like a sail that " "needs no wind, but it is not working now. If we fix it, we move this island " "East." msgstr "" #. [message]: speaker=Brunin #: Trinity/scenarios1/3_P04_Engine.cfg:439 msgid "" "You are not going anywhere! Brutal killers such as yourselves belong at the " "bottom of the sea." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P04_Engine.cfg:443 msgid "More of them! The little hairy ones have caused so much trouble..." msgstr "" #. [message]: speaker=Sahrza #: Trinity/scenarios1/3_P04_Engine.cfg:447 msgid "Hssss...." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P04_Engine.cfg:451 msgid "There is something else out there." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_P04_Engine.cfg:455 msgid "We shall destroy all who damage our Engine!" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_P04_Engine.cfg:471 msgid "All of this water, we could use the skills of-" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios1/3_P04_Engine.cfg:475 msgid "Bresda! What are you doing?" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_P04_Engine.cfg:479 msgid "See those wings? What if that is Ishtu?" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios1/3_P04_Engine.cfg:483 msgid "Foolish girl..." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P04_Engine.cfg:487 msgid "What are you two talking about?" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_P04_Engine.cfg:491 msgid "We were discussing strategy. Some of us can swim in this water." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios1/3_P04_Engine.cfg:499 msgid "You can now recruit Swimmers" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios1/3_P04_Engine.cfg:552 msgid "" "Murderous beasts! I only wish had had taken down more of ya. If there be any " "justice in this world, you will never make it past the reefs..." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_P04_Engine.cfg:556 msgid "Stop babbling!" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P04_Engine.cfg:560 msgid "" "They have done so much damage, but now we can think about moving onward." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_P04_Engine.cfg:564 msgid "Yes! We will strike out and crush those who stand in our way!" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios1/3_P04_Engine.cfg:568 msgid "(whispers: Bresda, what are you doing...)" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_P04_Engine.cfg:593 msgid "That is the last of them. The cavern is clear." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P04_Engine.cfg:597 msgid "Well done. Let us see find out why the Engine is dormant." msgstr "" #. [message]: speaker=second_unit #: Trinity/scenarios1/3_P04_Engine.cfg:616 #: Trinity/scenarios1/3_P04p2_Blockage.cfg:356 msgid "Hhhissss!" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios1/3_P04_Engine.cfg:620 msgid "What the hell are these things?" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P04_Engine.cfg:624 msgid "Like nothing I've ever seen, but the world has changed..." msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios1/3_P04_Engine.cfg:628 msgid "I've seen these before, they can die like anything else." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_P04_Engine.cfg:632 msgid "This island really has been over-run by reptiles." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P04_Engine.cfg:643 #: Trinity/scenarios1/3_P04p2_Blockage.cfg:379 #: Trinity/scenarios1/3_P05_Landing.cfg:546 msgid "How could this happen..." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P04_Engine.cfg:657 #: Trinity/scenarios1/3_P04_Engine.cfg:671 #: Trinity/scenarios1/3_P04p2_Blockage.cfg:393 #: Trinity/scenarios1/3_P04p2_Blockage.cfg:407 msgid "They have fought bravely, I should have taken better care..." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P04_Engine.cfg:687 msgid "What is happening? What have the little hairy beasts managed to do?" msgstr "" #. [scenario]: id=3_P04p2 #: Trinity/scenarios1/3_P04p2_Blockage.cfg:4 msgid "Blockage" msgstr "" #. [part] #: Trinity/scenarios1/3_P04p2_Blockage.cfg:23 msgid "" "Nemesis and the sailors scoured the machinery, looking for signs of damage. " "As they did so, Ponce surreptitiously spoke to some of the more senior " "sailors to see if they were as taken with Nemesis as Bresda was. Some, like " "Bresda, believed Nemesis was one of their old gods come to help. Others " "shared Ponce's concerns, and were also suspicious of their new friend's " "motives. Unfortunately, word of Ponce's activity reached Bresda, who in " "turn alerted Nemesis." msgstr "" #. [part] #: Trinity/scenarios1/3_P04p2_Blockage.cfg:27 msgid "" "After concluding that there was no damage above the waterline, Nemesis " "directed the divers to enter the Engine intake and scout for damage below. " "The lighting was poor, but the divers found a small pocket of dry rock where " "a camp could be set up and the individuals less agile in the water could " "rest..." msgstr "" #. [objective]: condition=win #: Trinity/scenarios1/3_P04p2_Blockage.cfg:38 msgid "Clear out the Engine intake" msgstr "" #. [side]: type=Kraken, id=Kraken #. [unit_type]: id=Kraken, race=monster #: Trinity/scenarios1/3_P04p2_Blockage.cfg:98 #: Trinity/units/monsters/Sea-Monsters.cfg:4 msgid "Kraken" msgstr "" #. [side]: type=Naga Myrmidon, id=Zakzah #: Trinity/scenarios1/3_P04p2_Blockage.cfg:128 msgid "Zakzah" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios1/3_P04p2_Blockage.cfg:179 msgid "It is too dark to see anything. We can't take torches underwater..." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P04p2_Blockage.cfg:183 msgid "" "I sometimes forget the limitations of your eyes... I suppose we can use " "flares, though I will need to pace their use." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_P04p2_Blockage.cfg:187 msgid "Flares?" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P04p2_Blockage.cfg:191 msgid "One of these!" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios1/3_P04p2_Blockage.cfg:196 msgid "There is something big moving under the water!" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P04p2_Blockage.cfg:201 msgid "" "It may have to do with why the Engine is stalled. We will need to remove it." msgstr "" #. [print] #: Trinity/scenarios1/3_P04p2_Blockage.cfg:235 msgid "New Flare" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios1/3_P04p2_Blockage.cfg:253 msgid "I think I see what is blocking the Engine channel!" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P04p2_Blockage.cfg:257 msgid "We need to get it out of there." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_P04p2_Blockage.cfg:273 msgid "I think we've killed it!" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P04p2_Blockage.cfg:277 msgid "" "It is still in the way, you will need to cut it up into smaller pieces. The " "shell will be tough to break apart..." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P04p2_Blockage.cfg:281 msgid "" "Ponce, assemble a team and get started on the tentacles. Bresda, come with " "me, we will get something for cutting that shell." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P04p2_Blockage.cfg:288 msgid "" "*whispers*: The Engine should be able to handle the beast now that it " "cannot cling to the rock. We will not be coming back down here...)" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_P04p2_Blockage.cfg:301 msgid "" "*mutters to self*: (Ponce, old friend... I'm sorry you doubted and " "could not share in our glory...)" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios1/3_P04p2_Blockage.cfg:312 msgid "This is going to be messy... Well, let's get started." msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios1/3_P04p2_Blockage.cfg:317 msgid "What was that?! They are starting the Engine!" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios1/3_P04p2_Blockage.cfg:360 msgid "These things have followed us. What do they want?" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios1/3_P04p2_Blockage.cfg:364 msgid "" "They probably just like this place as a home and don't want us disturbing " "things." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_P04p2_Blockage.cfg:368 msgid "That is just too bad for them!" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P04p2_Blockage.cfg:422 msgid "" "I've run out of flares. I can't start this Engine by myself, and you who " "can't see are going to be eaten... This is the end." msgstr "" #. [scenario]: id=3_P05 #: Trinity/scenarios1/3_P05_Landing.cfg:5 msgid "Landing" msgstr "" #. [part] #: Trinity/scenarios1/3_P05_Landing.cfg:20 msgid "" "When Ponce regained consciousness, he was on his back, looking up at the " "blue sky. He tried to sit up, but could not - he was tied down by white " "cloth and the pain in his back. As he sank back down, he felt the gentle " "rocking and heard the slow creaking of a ship in dock." msgstr "" #. [part] #: Trinity/scenarios1/3_P05_Landing.cfg:24 msgid "" "Someone must have seen his movement, for soon there were faces peering down " "into his. Some were the sun-and-salt weathered faces of fishermen. Others " "were the haggard and pale faces of inland soldiers from a land not his own. " "Well, at least he was alive and at least they were human ... He passed out." msgstr "" #. [part] #: Trinity/scenarios1/3_P05_Landing.cfg:28 msgid "" "When he regained conciousness, he was on a veranda overlooking the sea. A " "well-dressed man to his left across a small table was also facing the sea. " "'Welcome back to the land of the living!', he exclaimed." msgstr "" #. [part] #: Trinity/scenarios1/3_P05_Landing.cfg:32 msgid "" "You feel better, yes? Good! You said we needed to be prepared for something " "- something about red-eyed demons... Care to elaborate?" msgstr "" #. [part] #: Trinity/scenarios1/3_P05_Landing.cfg:36 msgid "" "Ponce struggled to recollect his thoughts. He knew the well-dressed man was " "witholding something, but he was too disoriented to figure out what. He told " "what he knew of the red-eyed monster named Nemesis and the island with an " "engine. The well-dressed man nodded and stared out at sea." msgstr "" #. [part] #: Trinity/scenarios1/3_P05_Landing.cfg:40 msgid "" "Ponce followed the man's gaze and saw for the first time an island that did " "not fit with the others. A river ran into the sea, forming a fertile delta " "where hard-wood trees took root on several small islands made of silt and " "sand. But one island had few hard-woods, many palm trees, and sharp granite " "ridges - It was all too familiar..." msgstr "" #. [part] #: Trinity/scenarios1/3_P05_Landing.cfg:44 msgid "" "'You must come with me to see the Queen, your experiences could be of use. " "Do not worry, you will be handsomely compensated.', said the well-dressed " "man as he stood up to leave. Ponce found he could also stand, so he followed " "the well-dressed man out to a waiting carriage." msgstr "" #. [part] #: Trinity/scenarios1/3_P05_Landing.cfg:48 msgid "" "Meanwhile, Nemesis was moving the island into a range close enough to make " "landfall..." msgstr "" #. [objectives] #: Trinity/scenarios1/3_P05_Landing.cfg:73 msgid "" "Stay out of the cross-hairs of the defender's rockets. Destroying the " "rocket-mortars will get rid of the cross-hairs." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_P05_Landing.cfg:241 msgid "I can see lights of a city..." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_P05_Landing.cfg:246 msgid "And I think I see figures." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P05_Landing.cfg:250 msgid "" "That city is in the way, but we really need to keep moving east and that " "river looks like it should be large enough for us to continue inland." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios1/3_P05_Landing.cfg:261 msgid "" "As if on cue, a brass sparrow flew up to Nemesis and landed on her " "outstretched hand. Bresda and the sailors heard a tinny melody, but Nemesis " "must have heard something else." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P05_Landing.cfg:267 msgid "" "Yes, we must head inland, and we must wrest control of this city from those " "coming to intercept us." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_P05_Landing.cfg:271 msgid "Alright, you heard her! To arms!" msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios1/3_P05_Landing.cfg:275 msgid "" "The defenses of Elensefar include artillary that will kill any unit that " "does not move out of the cross-hairs." msgstr "" #. [message]: speaker=Raemyr #: Trinity/scenarios1/3_P05_Landing.cfg:312 msgid "" "The invaders are attacking the Northern District! Don't let them gain a " "foot-hold!" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P05_Landing.cfg:316 msgid "" "It might make things easier for us if we can destroy their rocket mortars." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P05_Landing.cfg:331 #: Trinity/scenarios1/3_P05_Landing.cfg:420 msgid "" "Now we take control of their castle. Bring the sceptre of their leader to me." msgstr "" #. [message]: speaker=Caldera #: Trinity/scenarios1/3_P05_Landing.cfg:354 #: Trinity/scenarios1/3_P05_Landing.cfg:443 msgid "The people of Wesnoth are not easily defeated, intruders!" msgstr "" #. [message]: speaker=Caldera #: Trinity/scenarios1/3_P05_Landing.cfg:397 msgid "(They are heading for the castle...)" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P05_Landing.cfg:401 msgid "We will gain possession of that sceptre." msgstr "" #. [message]: speaker=Caldera #: Trinity/scenarios1/3_P05_Landing.cfg:405 msgid "You will not! We will drive you back into the sea!" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_P05_Landing.cfg:465 msgid "We are defeating them!" msgstr "" #. [message]: speaker=Faro #: Trinity/scenarios1/3_P05_Landing.cfg:476 msgid "" "I don't regret trying to defend the city, they have helped us in the past." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_P05_Landing.cfg:480 msgid "How touching... Now that's enough out of you." msgstr "" #. [message]: speaker=Caldera #: Trinity/scenarios1/3_P05_Landing.cfg:496 msgid "No ..." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios1/3_P05_Landing.cfg:500 msgid "We've defeated their Queen! We have the sceptre!" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P05_Landing.cfg:504 msgid "" "Don't kill her. We may need high-value hostages, depending upon how strong " "the rest of their forces are..." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P05_Landing.cfg:520 msgid "" "I feel as strong as my old self... We should think about heading east, but " "let us consolidate our triumph first..." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P05_Landing.cfg:524 msgid "" "The defeated people should know that we do not hold grudges, and anyone " "willing to join us is welcome. Just set aside your previous understandings, " "for they are wrong, and know that I can save you." msgstr "" #. [message]: speaker=Caldera #: Trinity/scenarios1/3_P05_Landing.cfg:528 msgid "Never!" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P05_Landing.cfg:532 msgid "" "You are no longer the leader of your people, I am not talking to you. Take " "her away!" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P05_Landing.cfg:560 msgid "I should have taken better care..." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios1/3_P05_Landing.cfg:575 msgid "" "There is something wrong, I think I see Khthon. Echidna has taken control..." msgstr "" #. [scenario]: id=F1_0 #: Trinity/scenarios2/F0_Prologue.cfg:5 msgid "Prologue" msgstr "" #. [part] #: Trinity/scenarios2/F0_Prologue.cfg:21 msgid "" "Note: This Part 2 campaign can be played without having first gone " "through Part 1, but it will make more sense if you go through Part 1." msgstr "" #. [part] #: Trinity/scenarios2/F0_Prologue.cfg:25 msgid "" "Weldyn had fallen to the Khthonic spirits, and the human leadership had been " "captured at Elensefar by invaders from the west." msgstr "" #. [part] #: Trinity/scenarios2/F0_Prologue.cfg:29 msgid "" "Some say it is darkest before the dawn. Others say it is darkest before the " "storm. Either way, these were desparate times..." msgstr "" #. [scenario]: id=F1_P #: Trinity/scenarios2/F1_P.cfg:5 msgid "Dark Heart" msgstr "" #. [part] #: Trinity/scenarios2/F1_P.cfg:24 msgid "" "Bresda and Dardrus lead the sailors and fighters out of Elensefar, with " "Nemesis circling overhead. The sailors preferred to be lead by Bresda, but " "the Primevalists showed a clear preference for one that they considered a " "godlike race, so they followed Dardrus." msgstr "" #. [part] #: Trinity/scenarios2/F1_P.cfg:29 msgid "" "They had not gone far, when the skies darkened in an unusual manner. " "Everyone felt unease, as they had encountered neither man nor beast - not " "even green-eyed daemon beasts." msgstr "" #. [part] #: Trinity/scenarios2/F1_P.cfg:37 msgid "" "The motley army eventually reached the outskirts of Weldyn. What they saw " "was not encouraging." msgstr "" #. [objective]: condition=win #: Trinity/scenarios2/F1_P.cfg:48 msgid "Reach southern edge of map" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/F1_P.cfg:201 msgid "We've definately reached the perimeter of the earth's rot." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/F1_P.cfg:205 msgid "Indeed, I've been through here before, and it was not this... dry..." msgstr "" #. [message]: speaker=Nemesis_ #: Trinity/scenarios2/F1_P.cfg:209 msgid "This is not what I expected... I doubt this is the work of Echidna." msgstr "" #. [message]: speaker=Nemesis_ #: Trinity/scenarios2/F1_P.cfg:214 msgid "" "Press onward, but I shall continue further inland. This war has expanded, " "now I must claim something which will secure our power over our numerous " "enemies. I shall return." msgstr "" #. [message]: speaker=Leader1 #: Trinity/scenarios2/F1_P.cfg:222 msgid "" "Turn around... By Order of The *wheeze*, go away! If you persist " "upon your trespass... I will be forced to... destroy you..." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/F1_P.cfg:226 msgid "" "We must persist, Dead One. Tell me, who is your master? Is Dolevan around?" msgstr "" #. [message]: speaker=Leader2 #: Trinity/scenarios2/F1_P.cfg:230 msgid "Grauph!" msgstr "" #. [message]: speaker=Leader1 #: Trinity/scenarios2/F1_P.cfg:234 msgid "Do not mention that name! He will not... speak to you." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/F1_P.cfg:238 msgid "(I suppose he never did like me.)" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/F1_P.cfg:242 msgid "" "(Ishtu will save us, if we do our part. We must move past these husks!)" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/F1_P.cfg:246 msgid "(Agreed! Let's go.)" msgstr "" #. [message]: speaker=Elf1 #: Trinity/scenarios2/F1_P.cfg:275 Trinity/scenarios2/F1_P.cfg:313 msgid "Be calm, I am not your enemy!" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/F1_P.cfg:279 msgid "*Squeak*?" msgstr "" #. [message]: speaker=Elf1 #: Trinity/scenarios2/F1_P.cfg:283 Trinity/scenarios2/F1_P.cfg:321 msgid "" "I have been keeping watch. Our leader, Lord Ullien-Del, was defeated in a " "manner most strange, and my countrymen were consumed by a strange curse. " "Bad as that was, at least the forest was unharmed. But now, all is being " "killed! I see that your forces attempt to strike into the heart of whatever " "is causing this, that must be my mission as well! Come, sister, we need to " "assist these ones!" msgstr "" #. [message]: speaker=Elf2 #: Trinity/scenarios2/F1_P.cfg:296 Trinity/scenarios2/F1_P.cfg:334 msgid "" "Very well. We wouldn't be able to stay here much longer anyway, the way the " "desert rot has been progressing!" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/F1_P.cfg:302 Trinity/scenarios2/F1_P.cfg:351 msgid "Whoa!" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/F1_P.cfg:317 msgid "Who are you then?" msgstr "" #. [message] #: Trinity/scenarios2/F1_P.cfg:380 msgid "Must... defend the homeland..." msgstr "" #. [message]: speaker=Leader1 #: Trinity/scenarios2/F1_P.cfg:388 msgid "I told you to turn around..." msgstr "" #. [message]: speaker=Leader1 #: Trinity/scenarios2/F1_P.cfg:401 msgid "I warned you... Now I must... wheeze... Come, Ancient One!" msgstr "" #. [message]: speaker=ZDragon #: Trinity/scenarios2/F1_P.cfg:420 msgid "Rhaassp!" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/F1_P.cfg:424 msgid "" "They must have access to all the resources Dolevan had squirreled away..." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/F1_P.cfg:428 msgid "Who's Dolevan?" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/F1_P.cfg:436 msgid "" "We fight to go into some nightmare, but what does it have to do with the " "green-eyed beasts, and why isn't Nemesis here?" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/F1_P.cfg:440 msgid "" "I am shocked that you even have to ask that! What business is it of yours? " "Do you not have faith in Ishtu, or Nemesis, as she seems to prefer these " "days?" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/F1_P.cfg:444 msgid "" "I have faith that Nemesis, or Ishtu, is doing what she can, but she put us " "in charge of these forces because she trusted our sense of leadership. So " "we must ask these questions. There is something foul happening here, but " "maybe it is a battle for another day." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/F1_P.cfg:448 msgid "" "No! I will not fail her! We shall destroy the abominations that push back " "against us!" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/F1_P.cfg:452 msgid "" "Ishtu would be proud to hear that, Commander. But as we carry on, let us " "consider that she is not here, and we must make our own decisions. Now ask " "yourself, what are we doing here?" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/F1_P.cfg:456 msgid "" "We are going to strike into the heart of evil, destroy those who oppose us, " "and bring as much glory to our goddess as we can!" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/F1_P.cfg:460 msgid "(*sigh*) We will talk about this later." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/F1_P.cfg:472 msgid "We've made it! The land ahead is barren, but gives us more cover." msgstr "" #. [message]: speaker=ZDragon #: Trinity/scenarios2/F1_P.cfg:504 msgid "Grrrr..." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/F1_P.cfg:512 msgid "That was strange..." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/F1_P.cfg:516 msgid "That is surely not the last we've seen of that charming fellow." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/F1_P.cfg:540 Trinity/scenarios2/F2_P.cfg:1165 #: Trinity/scenarios2/Tower_1_p.cfg:881 Trinity/scenarios2/Tower_2_p.cfg:693 #: Trinity/scenarios2/Tower_2_sub1.cfg:699 #: Trinity/scenarios2/Tower_2_sub2.cfg:644 #: Trinity/scenarios2/Tower_2_sub3.cfg:800 #: Trinity/scenarios2/Tower_3_pII.cfg:2171 #: Trinity/scenarios2/Tower_Pushback.cfg:1200 #: Trinity/scenarios2/Tower_Pushback.cfg:1325 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1692 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1706 msgid "Oh, what a world..." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/F1_P.cfg:555 msgid "A shadow blocks the sky..." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/F1_P.cfg:559 msgid "A growing dark cloud..." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/F1_P.cfg:563 msgid "" "All combatants looked up as the sky was blotted out by a gathering " "darkness. Then there was a screeching sound, as a great wind was whipped " "up, and everything and everyone was thrown southward. Bresda, Dardrus, and " "everyone else lost conciousness immediately, as their bodies were pulled " "into the mighty vortex growing out of Weldyn." msgstr "" #. [scenario]: id=F2_P_pre #: Trinity/scenarios2/F2_P.cfg:5 msgid "Redirection" msgstr "" #. [part] #: Trinity/scenarios2/F2_P.cfg:21 msgid "" "While the followers of Nemesis moved deeper into the ruins of Weldyn, the " "former rulers of the land sat in their odd prison." msgstr "" #. [objective]: condition=lose #. [objective]: condition=win #: Trinity/scenarios2/F2_P.cfg:32 Trinity/scenarios2/F2_P.cfg:36 #: Trinity/scenarios2/Tower_1_p.cfg:34 Trinity/scenarios2/Tower_2_p.cfg:32 #: Trinity/scenarios2/Tower_3_p.cfg:31 msgid "dummy" msgstr "" #. [side]: type=Spearman, id=Haldrad_ #: Trinity/scenarios2/F2_P.cfg:84 Trinity/scenarios2/Tower_Pushback.cfg:206 msgid "Haldrad2" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/F2_P.cfg:114 msgid "How could I have been so stupid, I walked right into this..." msgstr "" #. [message]: speaker=Caldera #: Trinity/scenarios2/F2_P.cfg:119 msgid "" "I've been in some bad positions before, but never let that stop me. We're " "not dead yet, and no son of mine is going to sit around moping." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/F2_P.cfg:124 msgid "" "Haldrad knew he should say something, but couldn't help but dwell upon how " "he had screwed up, and walked into his current imprisonment." msgstr "" #. [message] #: Trinity/scenarios2/F2_P.cfg:128 msgid "I hear voices coming this way!" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/F2_P.cfg:175 msgid "Advisor Lyron! What is going on?" msgstr "" #. [message]: speaker=Lyron #: Trinity/scenarios2/F2_P.cfg:179 msgid "I was interrogating this gentleman-" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios2/F2_P.cfg:183 msgid "Name's Ponce." msgstr "" #. [message]: speaker=Lyron #: Trinity/scenarios2/F2_P.cfg:187 msgid "" "... when the attackers brought this floating island to our coast. I had " "planned to escort Ponce and his companion to safety before assisting with " "the defenses, but the city fell so quickly, there was no time." msgstr "" #. [message]: speaker=Caldera #: Trinity/scenarios2/F2_P.cfg:191 msgid "" "The city did not fall quickly, Lyron, you coward. But all shall be forgiven " "if you free us..." msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios2/F2_P.cfg:195 msgid "" "We certainly intend to free you! I am no friend of the ones who imprisoned " "you - their leader is a foul daemon!" msgstr "" #. [message]: speaker=Bhen #: Trinity/scenarios2/F2_P.cfg:206 msgid "" "We came to this island with them, with our misguided brothers and sisters, " "but they disposed of us when we recognized them for what they are." msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios2/F2_P.cfg:210 msgid "" "We have a boat waiting outside, we can pursue those back-stabbers up the " "river." msgstr "" #. [message]: speaker=Caldera #: Trinity/scenarios2/F2_P.cfg:214 msgid "" "Our forces have been depleted to a mere handful, how can we hope to " "effectively strike them?" msgstr "" #. [message]: speaker=Lyron #: Trinity/scenarios2/F2_P.cfg:218 msgid "" "They did not stop to subdue the surrounding countryside, we shall be able to " "enlist the aid of those who wish our protection." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/F2_P.cfg:222 msgid "" "Not all my forces were imprisoned, I at least had the foresight to leave " "most of them outside the city as I foolishly followed Dardrus into the city " "gates." msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios2/F2_P.cfg:226 msgid "Good, well, enough talking. Follow me!" msgstr "" #. [scenario]: id=F2_P #: Trinity/scenarios2/F2_P.cfg:239 msgid "Tower - Outside" msgstr "" #. [part] #: Trinity/scenarios2/F2_P.cfg:258 msgid "" "The Primevalists and Sailors moved past the undead and deeper into the " "devastated land. Soon they came upon a large tower, which stood near where " "the throne of Weldyn used to be, though the land was almost unrecognizeable " "and no trace of the old castle was apparent." msgstr "" #. [objective]: condition=win #: Trinity/scenarios2/F2_P.cfg:269 msgid "Gain entrance to the tower." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/F2_P.cfg:532 msgid "This tower... It's as immense as it is sinister!" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/F2_P.cfg:536 msgid "Indeed. And it's as if all the dead of the land have gathered here!" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/F2_P.cfg:540 msgid "" "Let's find a way in, I don't want to stay out here! What's that written on " "the arch?" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/F2_P.cfg:544 msgid "" "Oddly enough, it is written in a language I can understand:\n" "\n" "I stand against the cold and the dark, the weak and cowardly may not pass." "\n" "\n" "It must be a message for us. I wonder what it means..." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/F2_P.cfg:583 msgid "The entrance is blocked by a stone slab... I can't move it." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/F2_P.cfg:587 msgid "If we can't go in through the front door, is there another way in?" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/F2_P.cfg:591 msgid "I don't see anything. But maybe there's a door in back?" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/F2_P.cfg:595 msgid "" "Wait! There is some writing on the door: I keep out the dark and the " "cold." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/F2_P.cfg:599 msgid "If we can read the writing, it must have been intended for us." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/F2_P.cfg:603 msgid "" "Right! It must be a clue. Maybe holding a torch up to the door would open " "it?" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/F2_P.cfg:607 msgid "" "That would almost seem too easy, though I guess it wouldn't hurt to try. I " "think you are right that fire is the key." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/F2_P.cfg:611 msgid "" "The lettering is changing before my very eyes... Now it says: I also " "keep out the weak and cowardly. What the heck are we supposed to do " "with that?" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/F2_P.cfg:615 msgid "" "Hrmm... I'm not sure. Keep looking for another entrance or at least " "another clue." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/F2_P.cfg:639 msgid "Made it." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/F2_P.cfg:664 msgid "I'm at the door! Bresda, hurry up, so we can continue!" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/F2_P.cfg:678 Trinity/scenarios2/F2_P.cfg:723 msgid "I'm at the door! We'll see where this leads!" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/F2_P.cfg:709 msgid "I'm at the door! Dardrus! Move it!" msgstr "" #. [message]: speaker=second_unit #: Trinity/scenarios2/F2_P.cfg:748 msgid "" "The ground is littered with remains, this is like an undead breeding-" "ground. Disgusting." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/F2_P.cfg:783 msgid "" "That pile of wood has burst into flames... Have we proved that we are not " "'weak and cowardly'?" msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/F2_P.cfg:809 msgid "Not weak and cowardly..." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/F2_P.cfg:859 msgid "" "That pile of wood has burst into flames... Will that help keep out the " "'dark and cold'?" msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/F2_P.cfg:885 msgid "Must escape dark and cold..." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/F2_P.cfg:956 msgid "" "Well, we've got two glowing skulls but the door is still blocked. I wish we " "knew what we were supposed to do..." msgstr "" #. [message]: speaker=Dragon1 #: Trinity/scenarios2/F2_P.cfg:968 msgid "Rhhassp..." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/F2_P.cfg:972 msgid "Careful what you wish for." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/F2_P.cfg:986 msgid "" "The brazier on the eastern little tower is unlit. Something tells me " "changing that is the next step..." msgstr "" #. [message]: speaker=Dragon2 #: Trinity/scenarios2/F2_P.cfg:1004 msgid "Grrr..." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/F2_P.cfg:1008 msgid "Yep, I knew it. Kill - uh - Destroy that thing!" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/F2_P.cfg:1038 msgid "Where was the skeleton hiding these? But hey, I'm not complaining..." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/F2_P.cfg:1059 msgid "The brazier on the western little tower has been lit." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/F2_P.cfg:1069 msgid "Let us hope we are getting closer to opening that slab." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/F2_P.cfg:1103 msgid "" "Who knows why that dragon dropped gold coins, but we could certainly use " "them..." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/F2_P.cfg:1124 msgid "The brazier on the eastern little tower has been lit." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/F2_P.cfg:1134 msgid "How many more hoops do we need to jump through..." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/F2_P.cfg:1145 msgid "" "... No more, it seems, the door is open. I doubt we can bring the whole of " "our forces through it. Those who are able, should follow Bresda and me." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/F2_P.cfg:1149 msgid "The rest of you will need to withdraw and wait for Nemesis to return." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/F2_P.cfg:1154 msgid "" "Only the units that enter the tower will be available in subsequent " "scenarios. Once both Bresda and Dardrus have entered the tower, the recall " "and recruit list will be cleared." msgstr "" #. [scenario]: id=Tower_1_P #: Trinity/scenarios2/Tower_1_p.cfg:5 msgid "Interlude" msgstr "" #. [part] #: Trinity/scenarios2/Tower_1_p.cfg:23 msgid "Keldan rushed back to his master, to report his recent observations." msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_1_p.cfg:136 msgid "" "So, I regretfully report that the powerful artifact is beyond our reach, for " "now, and Nemesis has gained more followers." msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios2/Tower_1_p.cfg:140 msgid "" "But you say she separated from her forces? She must feel the same revulsion " "for that tower that I do..." msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios2/Tower_1_p.cfg:148 msgid "" "I cannot go near that tower, but I can pursue my old foe. If she is alone " "as you say, I may be able to overwhelm her, even if she has the powerful " "gem. In the meantime, I need you to pursue her followers into the tower. " "That tower is pure evil, and we must not let it remain unmolested." msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios2/Tower_1_p.cfg:163 msgid "" "If you can eliminate the tower, along with the followers of Nemesis, our " "ultimate triumph will be secure." msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_1_p.cfg:167 msgid "Then I shall do so." msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios2/Tower_1_p.cfg:171 msgid "" "The task I burden you with is difficult, but I face constraints in how I can " "assist you - you must be strong." msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_1_p.cfg:176 msgid "" "Allow me to take some of the mages we defeated in their capital city. " "Though much of their minds are gone, they retain much skill in their arts, " "and I know how to direct them." msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios2/Tower_1_p.cfg:180 msgid "" "Yes, that sounds wise. Take those mages, and a couple of our bretheren. I, " "and the rest of our kin, shall hunt down Nemesis. May victory be ours!" msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_1_p.cfg:198 msgid "May victory be ours." msgstr "" #. [scenario]: id=Tower_1_Pb #: Trinity/scenarios2/Tower_1_p.cfg:226 msgid "Tower: First Floor" msgstr "" #. [objective]: condition=win #: Trinity/scenarios2/Tower_1_p.cfg:264 Trinity/scenarios2/Tower_3_p.cfg:247 #: Trinity/scenarios2/Tower_3_pII.cfg:953 msgid "Stop or delay the destruction spreading form the tower." msgstr "" #. [side]: type=Primeval Nemesislow, id=Nemesis_ #: Trinity/scenarios2/Tower_1_p.cfg:389 Trinity/scenarios2/Tower_2_p.cfg:353 #: Trinity/scenarios2/Tower_2_sub1.cfg:286 #: Trinity/scenarios2/Tower_2_sub2.cfg:297 #: Trinity/scenarios2/Tower_2_sub3.cfg:414 #: Trinity/scenarios2/Tower_3_pII.cfg:1192 msgid "Nemesis2" msgstr "" #. [set_menu_item]: id=crawl_ai_on #: Trinity/scenarios2/Tower_1_p.cfg:429 Trinity/utils/utils.cfg:105 msgid "Give AI control of unit" msgstr "" #. [set_menu_item]: id=crawl_ai_off #: Trinity/scenarios2/Tower_1_p.cfg:453 Trinity/utils/utils.cfg:131 msgid "Take control of unit" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_1_p.cfg:541 msgid "" "Ha! Remember us? Thought you'd wiped us all out, I'll bet. Well no! We " "get one more crack at yah!" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_1_p.cfg:646 msgid "This is the way up!" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_1_p.cfg:661 msgid "I think this is the way up, but I can't get this gate open!" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_1_p.cfg:675 msgid "I'm getting really tired of seeing that thing!" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_1_p.cfg:679 msgid "How do you know it's the same one?" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_1_p.cfg:683 msgid "That does not matter, I'm sick of them all!" msgstr "" #. [message] #: Trinity/scenarios2/Tower_1_p.cfg:699 msgid "That seems to have done the trick! The gate opened!" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_1_p.cfg:703 msgid "Let's move on then." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_1_p.cfg:717 msgid "" "This fountain is so refreshing... I'd like to stay here, to wash in its " "cool water." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_1_p.cfg:810 msgid "So... We have visitors..." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_1_p.cfg:814 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:580 msgid "Who are you?" msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_1_p.cfg:818 msgid "You may call me Seth, and I am the builder of this tower." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_1_p.cfg:822 msgid "Then you are evil, and we will destroy you!" msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_1_p.cfg:826 msgid "" "Such spirit! But how can you call me evil, when you really have no idea of " "my motives?" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_1_p.cfg:830 msgid "" "This tower rises out of the wounded countryside like a bloody spear, you " "cannot tell me you are not evil!" msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_1_p.cfg:834 msgid "" "I've built this tower to filter out the dross of this world, and recover " "what I can of the scattered spirit." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_1_p.cfg:838 msgid "" "But please, do explore my handywork. Your only chance of stopping me lies " "at the top of tower..." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_1_p.cfg:842 msgid "Why would you inform us of that?" msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_1_p.cfg:846 msgid "I have my reasons..." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_1_p.cfg:866 msgid "It's as if he wants us to reach the top..." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_1_p.cfg:870 msgid "" "What else are we going to do though? We must try bring this evil thing down!" msgstr "" #. [scenario]: id=Tower_2_Pa #: Trinity/scenarios2/Tower_2_p.cfg:5 msgid "Shipwreck" msgstr "" #. [part] #: Trinity/scenarios2/Tower_2_p.cfg:21 msgid "" "The voyage up the river was fairly uneventful, if somewhat exhausting for " "those who had to man the oars. But then, in the early, dark hours of the " "morning, the water developed a strange current, and the air a strange wind, " "which slammed the ship into the rocks and shallows. Haldrad heard the sharp " "cracking of breaking beams, then he was pitched into the water. After he " "pulled himself to shore, he saw the ship was destroyed, but there didn't " "seem to be many injured. If they were lucky, the ship would be then only " "casualty." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/Tower_2_p.cfg:67 msgid "So, what happened? I thought you knew how to steer a ship?" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios2/Tower_2_p.cfg:71 msgid "" "I do, but it wasn't a normal storm that hit us. The disease that rots the " "land we stand on must affect the air and water as well." msgstr "" #. [message]: speaker=Caldera #: Trinity/scenarios2/Tower_2_p.cfg:75 msgid "Well, at least no one drowned." msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios2/Tower_2_p.cfg:79 msgid "" "We were at the end of the range of the boat anyway. We'd scraped the keel a " "few times, and the channel was only getting narrower." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/Tower_2_p.cfg:83 msgid "" "So we journey on foot, following the river? We're barely past Weldyn... " "Hrm, if we're near Weldyn, why haven't we seen any of the green-eyed " "monsters?" msgstr "" #. [message]: speaker=Lyron #: Trinity/scenarios2/Tower_2_p.cfg:92 msgid "" "There was a battle here, and fairly recently. I've found the rusty weapons " "and dry bones of Dolevan's warriors, as well as a few fresher corpses!" msgstr "" #. [message]: speaker=Caldera #: Trinity/scenarios2/Tower_2_p.cfg:96 msgid "See? We are hot on their heels." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/Tower_2_p.cfg:100 msgid "" "In that case, mother, we shall need to resume our journey. Gather the " "scouts, Lyron, we're striking out immediately." msgstr "" #. [scenario]: id=Tower_2_P #: Trinity/scenarios2/Tower_2_p.cfg:115 msgid "Tower - Second Floor Landing" msgstr "" #. [part] #: Trinity/scenarios2/Tower_2_p.cfg:141 msgid "" "Meanwhile, back at the tower, Bresda and Dardrus emerged on the outside of " "the second floor." msgstr "" #. [objective]: condition=win #: Trinity/scenarios2/Tower_2_p.cfg:154 #: Trinity/scenarios2/Tower_2_sub1.cfg:213 #: Trinity/scenarios2/Tower_2_sub2.cfg:208 #: Trinity/scenarios2/Tower_2_sub3.cfg:196 msgid "Stop or delay the destruction spreading from the tower." msgstr "" #. [objectives] #: Trinity/scenarios2/Tower_2_p.cfg:164 msgid "This scenario is under construction, but it should be functional." msgstr "" #. [side]: type=Keldan, id=Keldan_ #: Trinity/scenarios2/Tower_2_p.cfg:377 Trinity/scenarios2/Tower_3_p.cfg:368 msgid "Keldan2" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_2_p.cfg:422 msgid "I know not the individuals, but I recognize the green-eyed enemy." msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_2_p.cfg:426 msgid "" "I see you, you red-eyed daemon! If this infernal tower doesn't kill you, I " "will." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_2_p.cfg:430 msgid "" "You do not know the enemy, Bresda, but that is the enemy - the enemy " "that your god Nemesis seeks to destroy." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_2_p.cfg:434 msgid "So, then, do we need to kill them, or destroy this tower?" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_2_p.cfg:438 msgid "" "They will be on our tails, we need to be aware of that. But I believe we " "should continue up this tower." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_2_p.cfg:442 msgid "" "Well, it looks like he'll have to go through the same crap we did to gain " "entrance - the fires are out." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_2_p.cfg:455 msgid "" "Our enemies have made some progress on lighting those fires, but it looks " "like they haven't defeated the dragons yet." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_2_p.cfg:459 msgid "" "Then we need to get through this level as quickly as possible. One of those " "doors is open, let's see where it leads." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_2_p.cfg:472 msgid "It looks like the enemy has made it through the front door." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_2_p.cfg:476 msgid "That last door is open, hopefully it is the path beyond this level-" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_2_p.cfg:486 msgid "We are a bit exposed up here..." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_2_p.cfg:490 msgid "What was that, and where was it going?" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_2_p.cfg:498 msgid "What do you think Ishtu is doing right now?" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_2_p.cfg:502 msgid "She is doing what she must, I can only guess." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_2_p.cfg:506 msgid "Then, what do you guess?" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_2_p.cfg:510 msgid "" "I guess that she is going to rally the resources of the gods, to destroy the " "green-eyed enemy, as well as destroy this tower. I really cannot say more " "than that." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_2_p.cfg:514 msgid "" "Have some imagination, Dardrus! You are one of her children, surely you can " "do better than that!" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_2_p.cfg:518 msgid "Please to do not push this, Bresda. I really do not have answers." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_2_p.cfg:522 msgid "Hrmph. Very well then." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_2_p.cfg:543 msgid "" "This doorway is open. I don't see how this can be the way up, but it " "doesn't seem like we have many options." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_2_p.cfg:558 Trinity/scenarios2/Tower_2_p.cfg:601 msgid "" "We don't have time to spare, I don't see any reason to go back in there." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_2_p.cfg:576 Trinity/scenarios2/Tower_2_p.cfg:680 msgid "" "There is another stone slab closing off the doorway... It is smooth, " "featureless, and impassable." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_2_p.cfg:583 msgid "This doorway is open, is it the way up?" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_2_p.cfg:621 msgid "The doorway is open, I hope this is the way up..." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_2_p.cfg:625 msgid "" "Wait! Our forces got separated the last time we went through one of these " "doors... Let's make sure we have the right people up front this time." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_2_p.cfg:629 msgid "" "Very well... Let's get this all sorted out. I'll recall those we want up " "with us." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/Tower_2_p.cfg:633 msgid "" "Recall whoever you want no (don't worry about finding a keep) then end turn " "to continue." msgstr "" #. [scenario]: id=Tower_2_Psub1 #: Trinity/scenarios2/Tower_2_sub1.cfg:5 msgid "Interlude - Deep Cover" msgstr "" #. [part] #: Trinity/scenarios2/Tower_2_sub1.cfg:21 msgid "" "Back on the outside, the other Sailors and Primevalists held their position " "at the outskirts of the ruined neighbourhood of Weldyn." msgstr "" #. [message]: speaker=Fighter1 #: Trinity/scenarios2/Tower_2_sub1.cfg:87 msgid "I wish we weren't stuck out here, all the action is in that tower." msgstr "" #. [message]: speaker=Seaman1 #: Trinity/scenarios2/Tower_2_sub1.cfg:91 msgid "" "Well, I'm actually glad to be out here - I wouldn't want to be cooped up in " "there, and I'm not sure how much impact I'd have anyway. There is one thing " "I'm sure of though, and that is... That I need to answer the call of nature." msgstr "" #. [message]: speaker=Fighter1 #: Trinity/scenarios2/Tower_2_sub1.cfg:95 msgid "Bah, get out of here!" msgstr "" #. [message]: speaker=Fighter1 #: Trinity/scenarios2/Tower_2_sub1.cfg:100 msgid "And don't let me hear you go!" msgstr "" #. [message]: speaker=Seaman1 #: Trinity/scenarios2/Tower_2_sub1.cfg:104 msgid "Heh! Go stick yourself." msgstr "" #. [message]: speaker=Echidna_ #: Trinity/scenarios2/Tower_2_sub1.cfg:110 msgid "Hello..." msgstr "" #. [message]: speaker=Seaman1 #: Trinity/scenarios2/Tower_2_sub1.cfg:114 msgid "What in the deep blue sea am I looking at?" msgstr "" #. [message]: speaker=Echidna_ #: Trinity/scenarios2/Tower_2_sub1.cfg:119 msgid "I need your body." msgstr "" #. [message]: speaker=Seaman1 #: Trinity/scenarios2/Tower_2_sub1.cfg:123 msgid "Uh, I'm not interested!" msgstr "" #. [message]: speaker=Echidna_ #: Trinity/scenarios2/Tower_2_sub1.cfg:129 msgid "Does not matter." msgstr "" #. [message]: speaker=Fighter1 #: Trinity/scenarios2/Tower_2_sub1.cfg:150 msgid "" "If you're ready, we should think about shifting the camp. I see some " "skeletons shambling this way." msgstr "" #. [message]: speaker=Seaman1 #: Trinity/scenarios2/Tower_2_sub1.cfg:154 msgid "" "Yes, let us move. In fact... Let us head east. We are not doing anything " "useful, and Nem-Ishtu may need us." msgstr "" #. [message]: speaker=Fighter1 #: Trinity/scenarios2/Tower_2_sub1.cfg:158 msgid "" "Count me in, you know I don't like sitting out here. Besides, it's not like " "we'd really be deserters." msgstr "" #. [scenario]: id=Tower_2_Psub1_b #: Trinity/scenarios2/Tower_2_sub1.cfg:174 msgid "Tower - Second Floor (I)" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_2_sub1.cfg:302 msgid "" "This tower seemed small from the outside, hopefully this won't take too long!" msgstr "" #. [message]: speaker=$unit1_id #: Trinity/scenarios2/Tower_2_sub1.cfg:346 msgid "What is your read on this place?" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_2_sub1.cfg:350 msgid "" "I think we should try to get through this little test as quickly as " "possible, so it would be best if everybody got held back for now." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_2_sub1.cfg:367 msgid "" "These books and scrolls are flammable, maybe we could use them to carry " "flame over to the unlit brazier..." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_2_sub1.cfg:371 msgid "" "But then all that knowledge will be lost. No, I'd rather not do that. " "Let's try to find another way." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_2_sub1.cfg:378 msgid "I doubt we'll be back this way again, I think I'll take a souvenier..." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/Tower_2_sub1.cfg:383 msgid "$unit.name| pulled out a scroll and held it for later." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_2_sub1.cfg:387 msgid "" "I can't read it, but might get someone more learned than me to translate it " "some day. Or maybe I can sell it." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_2_sub1.cfg:397 msgid "" "These books and scrolls are written in a language I can almost recognize, " "but I can't read them..." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_2_sub1.cfg:442 msgid "This key is covered in muck, but I have a feeling we will need it..." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_2_sub1.cfg:463 msgid "That muck-covered key fits in this rusty gate..." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_2_sub1.cfg:481 msgid "" "Hey, this trash has lots of wood in it! We can use this to carry fire to " "the unlit brazier." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/Tower_2_sub1.cfg:486 msgid "" "Everyone grabbed a piece of wood from the trash strewn about the chamber, " "and carried it to the lit brazier." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_2_sub1.cfg:540 msgid "" "It's an unlit brazier... These things seem to be key around here, and I " "suspect we need to set this one on fire." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_2_sub1.cfg:565 msgid "" "There is a large crack in this wall... The brick is quite loose, I think I " "can open up this wall. Only question is, should I?" msgstr "" #. [option]: speaker=unit #: Trinity/scenarios2/Tower_2_sub1.cfg:567 msgid "Yes, I think I should..." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_2_sub1.cfg:580 msgid "" "Aha! I see the dancing of a flame! I also see the shine of spider silk all " "over the floor..." msgstr "" #. [option]: speaker=unit #: Trinity/scenarios2/Tower_2_sub1.cfg:594 msgid "No, let's hold back for now..." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_2_sub1.cfg:620 msgid "I've lit the fire, now let's get out of here!" msgstr "" #. [message]: speaker=Shield1 #: Trinity/scenarios2/Tower_2_sub1.cfg:624 msgid "Are you sure that's all you have to do here? Come this way..." msgstr "" #. [message]: speaker=Shield1 #: Trinity/scenarios2/Tower_2_sub1.cfg:643 msgid "Hahahaha...." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_2_sub1.cfg:651 msgid "The ghost is gone..." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_2_sub1.cfg:655 msgid "" "Anti-climactic as it seems, I think we've cleared this small tower, let's " "see if we can continue up the main shaft." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_2_sub1.cfg:681 msgid "Let's see if we passed this little game..." msgstr "" #. [scenario]: id=Tower_2_P2 #: Trinity/scenarios2/Tower_2_sub1.cfg:709 msgid "Interlude - Gateway (I)" msgstr "" #. [part] #: Trinity/scenarios2/Tower_2_sub1.cfg:725 msgid "" "While Bresda and Dardrus were slowly making their way up the tower, the " "tower's malevolent architect stood in a secure chamber with his guest..." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_2_sub1.cfg:787 msgid "" "This is a gateway to my world. Or, rather, it will be once Echidna and I " "have been united. Interesting, yes?" msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_2_sub1.cfg:795 msgid "" "Still not talking, eh? Doesn't matter - I was just being polite. You are " "nothing special, Dolevan, I have many others like you. But I do not need " "your services at the moment, so why not lighten up?" msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios2/Tower_2_sub1.cfg:799 msgid "" "If you have many others like me, if that is your army, you are quite weak. " "I will destroy you, or destroy myself, long before I take part in your " "conquests." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_2_sub1.cfg:803 msgid "" "Heh. You have no idea what I am capable of... I shall wear down the " "tower's attackers, recruiting who I can, killing who I must. But Echidna is " "coming, and we shall be ready to greet her - ravage her - consume her - " "unite with her!" msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios2/Tower_2_sub1.cfg:807 msgid "You are insane!" msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_2_sub1.cfg:811 msgid "" "Oh, it only appears that way now... You are really pissing away an " "opportunity here, Dolevan. We were known as 'The Destroyer', Echidna and " "me, back when we were one, but really I destroy nothing - I preserve it all, " "all in this tower! Watch, and behold!" msgstr "" #. [scenario]: id=Tower_2_Psub2 #: Trinity/scenarios2/Tower_2_sub2.cfg:5 msgid "Interlude - Sky Mountain" msgstr "" #. [part] #: Trinity/scenarios2/Tower_2_sub2.cfg:21 msgid "" "Echidna and her unwitting companion headed east and north, guided by a " "strong visceral feeling. As they came up to an isolated mountain, Echidna " "saw what she had been searching for..." msgstr "" #. [message]: speaker=Fighter1 #: Trinity/scenarios2/Tower_2_sub2.cfg:96 msgid "Hold up!" msgstr "" #. [message]: speaker=Fighter1 #: Trinity/scenarios2/Tower_2_sub2.cfg:102 msgid "" "Are you possessed or something, how do you move so fast? My lungs are on " "fire!" msgstr "" #. [message]: speaker=Seaman1 #: Trinity/scenarios2/Tower_2_sub2.cfg:106 msgid "Your lungs can get a rest, I think we've found something..." msgstr "" #. [message]: speaker=Seaman1 #: Trinity/scenarios2/Tower_2_sub2.cfg:116 msgid "It is an artificial structure... I think our goddess... is here..." msgstr "" #. [message]: speaker=Fighter1 #: Trinity/scenarios2/Tower_2_sub2.cfg:120 msgid "Is something wrong, Haider? You're acting like you are touched." msgstr "" #. [message]: speaker=Seaman1 #: Trinity/scenarios2/Tower_2_sub2.cfg:124 msgid "I am fine, my fast pace has left me winded as well, that is all." msgstr "" #. [message]: speaker=Nemesis_ #: Trinity/scenarios2/Tower_2_sub2.cfg:135 msgid "What are you two doing here?" msgstr "" #. [message]: speaker=Seaman1 #: Trinity/scenarios2/Tower_2_sub2.cfg:141 msgid "Our commanders went into that evil tower, we were camped outside." msgstr "" #. [message]: speaker=Fighter1 #: Trinity/scenarios2/Tower_2_sub2.cfg:145 msgid "" "We couldn't do anything where we were. We figured we might be able to offer " "our service to you, so we headed east." msgstr "" #. [message]: speaker=Seaman1 #: Trinity/scenarios2/Tower_2_sub2.cfg:149 msgid "And so here we are." msgstr "" #. [message]: speaker=Nemesis_ #: Trinity/scenarios2/Tower_2_sub2.cfg:153 msgid "" "Yes, here you are... I suppose you can be of assistance. We are standing " "on a flying mountain - it is similar to the island that brought us to this " "land, but it flies instead of floating. Let us get it airborne." msgstr "" #. [scenario]: id=Tower_2_Psub2_b #: Trinity/scenarios2/Tower_2_sub2.cfg:169 msgid "Tower - Second Floor (II)" msgstr "" #. [part] #: Trinity/scenarios2/Tower_2_sub2.cfg:197 #: Trinity/scenarios2/Tower_2_sub3.cfg:180 msgid "Meanwhile, back at the tower..." msgstr "" #. [message]: speaker=Dardrus #. [message]: speaker=Haldrad #: Trinity/scenarios2/Tower_2_sub2.cfg:317 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:365 msgid "What have we here?" msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_2_sub2.cfg:321 msgid "" "I thought you might like a feast before you start on the next stage of your " "travels through my creation..." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_2_sub2.cfg:325 msgid "A feast?" msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_2_sub2.cfg:329 msgid "" "Yes, a feast. I'll admit, it wasn't my idea, I got it from one of your " "own..." msgstr "" #. [message]: race=south-seas_human #: Trinity/scenarios2/Tower_2_sub2.cfg:368 msgid "" "Uh, it may have been me. I was just wishing I was somewhere else... sorry." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_2_sub2.cfg:372 msgid "" "It was not your fault, that evil one toys with us, and would have come up " "with something in any case." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_2_sub2.cfg:376 msgid "" "Oh, I am not toying with you. I assure you, there is a purpose. But for " "now, enjoy..." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_2_sub2.cfg:385 msgid "Looks like we'd better dig in, the entrance has closed behind us." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_2_sub2.cfg:504 msgid "The roast pig is alive? Disgusting!" msgstr "" #. [message]: speaker=second_unit #: Trinity/scenarios2/Tower_2_sub2.cfg:529 msgid "" "If these things were constructed from our thoughts, I can't help but feel a " "little bit responsible for this. My mind wanders sometimes..." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_2_sub2.cfg:533 #: Trinity/scenarios2/Tower_2_sub2.cfg:574 msgid "So you fantasize about being attacked by sybarites?" msgstr "" #. [message]: speaker=second_unit #: Trinity/scenarios2/Tower_2_sub2.cfg:537 msgid "" "No, not attacked... Look here, I'm a soldier, what do you think I wanted?" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_2_sub2.cfg:541 msgid "" "Right, say no more. Just in case anyone was considering it, don't eat the " "meat of that large pig." msgstr "" #. [message]: speaker=second_unit #: Trinity/scenarios2/Tower_2_sub2.cfg:570 msgid "" "If these things were constructed from our thoughts, I can't help but feel a " "little bit responsible for this. My mind wanders sometimes." msgstr "" #. [message]: speaker=second_unit #: Trinity/scenarios2/Tower_2_sub2.cfg:578 msgid "" "No, I just wanted to relax in the shade and be cooled of by - look, what " "does it matter?" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_2_sub2.cfg:582 msgid "" "It doesn't really. Just in case anyone was considering it, don't eat the " "meat of that large pig." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_2_sub2.cfg:606 msgid "Well, that was strange." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_2_sub2.cfg:610 msgid "The entrance has reopened, we can leave." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_2_sub2.cfg:628 msgid "Let's get out of here!" msgstr "" #. [scenario]: id=Tower_2_Pb #: Trinity/scenarios2/Tower_2_sub3.cfg:5 msgid "Interlude - Sky Mountain (II)" msgstr "" #. [part] #: Trinity/scenarios2/Tower_2_sub3.cfg:21 msgid "" "Echidna and her unwitting companion followed Nemesis into the cold halls of " "the Sky Mountain..." msgstr "" #. [message]: speaker=Nemesis_ #: Trinity/scenarios2/Tower_2_sub3.cfg:88 msgid "" "Do not go down that hallway to the west, for that is where sleeping gods " "sleep." msgstr "" #. [message]: speaker=Fighter1 #: Trinity/scenarios2/Tower_2_sub3.cfg:99 msgid "No, my goddess, I will not." msgstr "" #. [message]: speaker=Seaman1 #: Trinity/scenarios2/Tower_2_sub3.cfg:103 msgid "As you command, my ... goddess." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/Tower_2_sub3.cfg:108 msgid "Echidna had some difficult grovelling to her enemy." msgstr "" #. [message]: speaker=Nemesis_ #: Trinity/scenarios2/Tower_2_sub3.cfg:113 msgid "" "From this next room, I shall raise this mountain into the sky, and we shall " "fly it back to our forces. With this, we shall smite our enemies. I will " "need the two of you to stand guard." msgstr "" #. [message]: speaker=Fighter1 #: Trinity/scenarios2/Tower_2_sub3.cfg:118 msgid "Yes, my goddess!" msgstr "" #. [message]: speaker=Seaman1 #: Trinity/scenarios2/Tower_2_sub3.cfg:122 msgid "My goddess, may I make a suggestion?" msgstr "" #. [message]: speaker=Nemesis_ #: Trinity/scenarios2/Tower_2_sub3.cfg:126 msgid "I am listening..." msgstr "" #. [message]: speaker=Seaman1 #: Trinity/scenarios2/Tower_2_sub3.cfg:131 msgid "" "I've been a sailor all my life, and I've seen that it is wise to have more " "than one aboard who is capable of steering the ship. Of course, as a god, " "you do not suffer the frailties that the rest of us do, but it would still " "give you tactical options, if you are free to leave the helm to someone " "else. May I watch and learn from you, so that I may be your second shift?" msgstr "" #. [message]: speaker=Nemesis_ #: Trinity/scenarios2/Tower_2_sub3.cfg:135 msgid "" "There is some wisedom in what you say. Very well, you shall come with me so " "that you may learn to steer this vessal." msgstr "" #. [scenario]: id=Tower_2_Pb_exit #: Trinity/scenarios2/Tower_2_sub3.cfg:152 msgid "Tower - Second Floor (III)" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_2_sub3.cfg:459 msgid "Why, look who it is! How have you been, Demented One?" msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_2_sub3.cfg:463 msgid "" "Be nice, I could squash you like insects if I wished. But I need to learn " "some things from you, and maybe you can learn something from me." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_2_sub3.cfg:467 msgid "What could we learn from you?" msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_2_sub3.cfg:471 msgid "" "I am from a place far, far away. In my travels, I have come across many " "civilizations, and many were quite powerful or clever - much more so than " "your benighted people." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_2_sub3.cfg:475 msgid "" "One such kingdom could effortlessly transport people and objects instantly. " "Do you have any idea what that would mean? No more delays in shipping, no " "more battlefield confusion... Trade would flourish, geographic boundaries " "would vanish..." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_2_sub3.cfg:479 msgid "" "These people had grown quite powerful, but they were not a challenge for " "me. Still, I had to admire what they had accomplished. Now I would like to " "share that with you..." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_2_sub3.cfg:497 msgid "Unsurprisingly, the entrance has closed behind us." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_2_sub3.cfg:501 msgid "Well then, let's get past this latest little game of his..." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_2_sub3.cfg:549 msgid "" "Some books, and I can read the titles... Tale of Two Villages, " "The Great Gaspy, Trollnado... Nothing I recognize. And now " "is not the time to sit down with a book anyway." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_2_sub3.cfg:553 msgid "" "But wait, there's this: Magnellian Almanac... (*thumbs through the " "pages*) Ah, there's a section on dragons! (*skims over the section on " "dragons*) It talks about breeding and selling them... They are beasts of " "labour, it seems... These Magnellians must have been powerful!" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_2_sub3.cfg:565 msgid "" "Don't ask me how, but I am able to read these things... Quantum " "Phlogistics... Modern Psyonics... Principles of Mesmerism... These titles mean nothing to me." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_2_sub3.cfg:569 msgid "" "Aha! A book on Dragons. (*thumbs through the pages*) Dragons were once a " "proud, sentient race. But they were dangerous and solitary, and could not " "be integrated into society. So they were 'broken' - not quite sure what " "that means, but it sounds like they were defeated." msgstr "" #. [message]: speaker=B_Dragon #: Trinity/scenarios2/Tower_2_sub3.cfg:713 msgid "Roar!" msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/Tower_2_sub3.cfg:718 msgid "" "$unit.name| had stumbled into the holding pen of a captive beast. As the " "beast rattled its chains, $unit.name| noticed that those chains had been " "torn from the eye-bolt that used to keep the beast in place." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_2_sub3.cfg:722 msgid "I can't fight that thing, not by myself! I'd better get out of here!" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_2_sub3.cfg:748 msgid "" "This way leads back to the outside! I think we're out of this crazy maze!" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_2_sub3.cfg:752 msgid "And away from that chained dragon." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_2_sub3.cfg:781 msgid "So, what do you think?" msgstr "" #. [message]: speaker=Tristien #: Trinity/scenarios2/Tower_2_sub3.cfg:785 msgid "" "They aren't at all like us... We could have killed them easily, if you had " "let me. I think the other one is more interesting." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_2_sub3.cfg:789 msgid "Really! Well, let's take a look..." msgstr "" #. [scenario]: id=Tower_3_P #: Trinity/scenarios2/Tower_3_p.cfg:5 msgid "Triumph" msgstr "" #. [part] #: Trinity/scenarios2/Tower_3_p.cfg:20 msgid "" "Nemesis explained what she was doing, as she raised the mountain facility " "into the air. Echidna listened intently, then approached as the mountain " "leveled off to a constant drift back south and west, toward the tower and " "those they had left behind." msgstr "" #. [message]: speaker=Seaman1 #: Trinity/scenarios2/Tower_3_p.cfg:81 msgid "My Goddess, what keeps this mountain in the air?" msgstr "" #. [message]: speaker=Nemesis_ #: Trinity/scenarios2/Tower_3_p.cfg:85 msgid "" "The power of your gods keeps it in the air, you would not understand. All " "you need to know is that it works." msgstr "" #. [message]: speaker=Seaman1 #: Trinity/scenarios2/Tower_3_p.cfg:91 msgid "My Goddess, what will we do when we have returned?" msgstr "" #. [message]: speaker=Nemesis_ #: Trinity/scenarios2/Tower_3_p.cfg:95 msgid "" "We shall take some of our forces aboard, then transfer them higher on the " "tower. If they can take control of it, then I shall be pleased. If not, I " "shall bring down the tower." msgstr "" #. [message]: speaker=Seaman1 #: Trinity/scenarios2/Tower_3_p.cfg:101 msgid "" "I am in awe of your decisiveness and power, My Goddess. One more question..." msgstr "" #. [message]: speaker=Nemesis_ #: Trinity/scenarios2/Tower_3_p.cfg:105 msgid "I am listening." msgstr "" #. [message]: speaker=Seaman1 #: Trinity/scenarios2/Tower_3_p.cfg:117 msgid "Do you know who I am?" msgstr "" #. [message]: speaker=Seaman1 #: Trinity/scenarios2/Tower_3_p.cfg:122 msgid "I've been saving this for you!" msgstr "" #. [message]: speaker=Nemesis_ #: Trinity/scenarios2/Tower_3_p.cfg:138 msgid "Damn you..." msgstr "" #. [message]: speaker=Fighter1 #: Trinity/scenarios2/Tower_3_p.cfg:151 msgid "No! What have you done?!" msgstr "" #. [message]: speaker=Seaman1 #: Trinity/scenarios2/Tower_3_p.cfg:159 msgid "Where do you thing you're going..." msgstr "" #. [scenario]: id=Tower_3_K #: Trinity/scenarios2/Tower_3_p.cfg:178 msgid "Bitter Truth" msgstr "" #. [part] #: Trinity/scenarios2/Tower_3_p.cfg:236 msgid "" "Back at the tower, Keldan and his forces were progressing up the tower, on " "the heels of Bresda and Dardrus." msgstr "" #. [objectives] #: Trinity/scenarios2/Tower_3_p.cfg:253 msgid "Keldan can recall/recruit at the entrance." msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_3_p.cfg:401 msgid "I feel the trail has grown cold... We should turn back..." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_3_p.cfg:408 msgid "" "No, you are on the right track - I simply changed this floor when you " "arrived. I have something to show you, Keldan." msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_3_p.cfg:412 msgid "How do you know my name..." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_3_p.cfg:416 msgid "" "I know many things, Keldan. And I know Echidna better than you ever " "could...\n" "\n" "I have a problem, and I know that you are the one who can solve it. Keldan, " "I need your help." msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_3_p.cfg:422 msgid "" "I would never help you! This tower is an abomination, you are an " "abomination! We will destroy you!" msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_3_p.cfg:426 msgid "" "Now, now - easy there! I could destroy you with the flick of a " "finger, but as I said I need your help.\n" "\n" "You do not believe I am worth helping, and to be honest, I thought this " "would be the case." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_3_p.cfg:432 msgid "" "That is why I brought you here. You think you fight for the principle of " "Life, but you are wrong...\n" "\n" "Life evolves, Life is followed by Death. What happends when Life evolves " "into Death?" msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_3_p.cfg:438 msgid "Do not try to cloud my mind with your sophistry, I know what you are!" msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_3_p.cfg:442 msgid "" "You know nothing of me, and you will not understand until I have shown you. " "Your lesson begins now..." msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_3_p.cfg:453 msgid "Lies and distractions! Let's get through this! C'mon up, onward!" msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/Tower_3_p.cfg:458 msgid "" "Keldan can call his troops up from the lower floor when he is at the entrance" msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_3_p.cfg:567 msgid "" "What is that floating machine, why does it just sit there? I sense a trap, " "let's be very cautious... $lamb.name|! Go investigate!" msgstr "" #. [message]: speaker=$lamb.id #: Trinity/scenarios2/Tower_3_p.cfg:571 msgid "Yes, master..." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/Tower_3_p.cfg:591 msgid "" "$unit.name| peered into the metal chest and was confronted with some " "unidentifiable contraption... At least it doesn't appear to be a trap." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_3_p.cfg:595 msgid "" "I see little embers glowing on this plate... What is this thing? ... If I " "push these little plate, the embers dance... Ghrah, I'll never figure this " "out. I'll just take this with me..." msgstr "" #. [message]: speaker=$cyborg_killer #: Trinity/scenarios2/Tower_3_p.cfg:623 msgid "Ow! This odd plate is starting to get real hot!" msgstr "" #. [message]: speaker=$cyborg_killer #: Trinity/scenarios2/Tower_3_p.cfg:639 msgid "" "Well, the embers have gone cold... Did I break it? This odd plate seems to " "be dead, just a piece of junk..." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/Tower_3_p.cfg:664 msgid "" "$unit.name| peered into the metal chest and was confronted with some " "unidentifiable contraption..." msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_3_p.cfg:668 msgid "" "Let's just bring that thing with us, maybe we can figure out what it is for " "later." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/Tower_3_p.cfg:687 msgid "$unit.name| felt a comforting warmth coming from the platform." msgstr "" #. [print] #: Trinity/scenarios2/Tower_3_p.cfg:701 msgid "Alert! Danger! Alert!" msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_3_p.cfg:746 msgid "" "That was nice and loud! Every one of that evil wizard's puppets must know " "we are here now..." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/Tower_3_p.cfg:752 msgid "Haha..." msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_3_p.cfg:811 msgid "" "I sensed something especially sinister about that one... It was like an " "animated corpse being ridden around by one of these metal bugs." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/Tower_3_p.cfg:817 msgid "" "Right you are, it was much like your Thralls. Take a good look around you, " "Keldan, see the Khthon through the eyes of your victims." msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_3_p.cfg:821 msgid "Lies! Echidna and all Khthon cherish life, not this emptiness!" msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/Tower_3_p.cfg:827 msgid "" "No, not lies! Who are you to judge what is Life and what is Emptiness? No " "doubt, in your past life, you and your kin abhored the Khthon and saw them " "as sinister." msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_3_p.cfg:831 Trinity/scenarios2/Tower_3_p.cfg:1026 msgid "Grrr..." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/Tower_3_p.cfg:837 msgid "Just think about it for now, Keldan." msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_3_p.cfg:849 Trinity/scenarios2/Tower_3_p.cfg:1016 msgid "We've made it!" msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_3_p.cfg:853 msgid "Wait! The door won't open! Damn you, shriveled evil one!" msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/Tower_3_p.cfg:859 msgid "" "Heh! You didn't think I'd simply let you wander out of here, did you? You " "still have a lot to learn..." msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_3_p.cfg:866 msgid "Grrr... Show yourself!" msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/Tower_3_p.cfg:872 msgid "I really don't want to kill you, Keldan. I wish you would join me -" msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_3_p.cfg:876 msgid "" "I'm not here to talk, I'm here to destroy the red-eyed daemons and destroy " "you!" msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/Tower_3_p.cfg:882 msgid "" "*(Dramatic sigh...)* You are trying my patience, but that is your " "way, I suppose... Just like Echidna, you Khthon are so full of mindless " "passion and violence. But one of my generals wants to meet you, he thinks " "you have something to offer..." msgstr "" #. [message]: speaker=Tristien #: Trinity/scenarios2/Tower_3_p.cfg:916 msgid "" "Hello, Khthon. I have told my lord and master that you would be a valuable " "ally. I can sympathize with your blood-lust - I feel the same way. Why " "don't we have a contest? If I defeat you, you join us; if you defeat me, " "you continue on in your pursuit and I shall assist you. What do you say?" msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_3_p.cfg:920 msgid "" "(I don't have time for this!) Very well, Dead One, I shall defeat your toy " "soldiers, since you are too cowardly to show yourself!" msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_3_p.cfg:931 msgid "What is that?" msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_3_p.cfg:948 msgid "" "This thing is getting weaker, but so are we. This is not a trial we can " "pass..." msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_3_p.cfg:952 msgid "" "But if I am to die, I will do what damage I can to this mechanical brute! I " "will show that dead thing that the Khthon spirit is strong, stronger than " "his craven, brittle spine!" msgstr "" #. [message]: speaker=Tristien #: Trinity/scenarios2/Tower_3_p.cfg:975 msgid "My fight is not with you, be gone!" msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_3_p.cfg:993 msgid "You do not fight fair..." msgstr "" #. [message]: speaker=Tristien #: Trinity/scenarios2/Tower_3_p.cfg:997 msgid "All is fair, and I do not intend to lose." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/Tower_3_p.cfg:1022 msgid "" "Remember, Keldan, you do not want a world of metal. Help me bring Echidna " "in..." msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_3_p.cfg:1055 msgid "Damn you! ... *(grunt)* ... (This is it... Echidna, I am sorry...)" msgstr "" #. [message]: speaker=Tristien #: Trinity/scenarios2/Tower_3_p.cfg:1059 msgid "" "Now, now, Khthon, don't be so dramatic. I'm not going to kill you. But we " "did have an agreement, and I have bested you." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/Tower_3_p.cfg:1065 msgid "Let's get back on our feet, Keldan, we have a lot of work ahead of us." msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_3_p.cfg:1088 msgid "I have failed..." msgstr "" #. [scenario]: id=Tower_3_Pb #: Trinity/scenarios2/Tower_3_pII.cfg:5 msgid "A Different Triumph" msgstr "" #. [part] #: Trinity/scenarios2/Tower_3_pII.cfg:20 msgid "" "As Keldan fell into the cold clutches of Seth, the flying mountain drifted " "closer to the ominous tower. Within the mountain, Echidna was busy trying " "to tie up a loose end..." msgstr "" #. [objective]: condition=win #: Trinity/scenarios2/Tower_3_pII.cfg:31 msgid "Survive to end of turns" msgstr "" #. [objective]: condition=lose #: Trinity/scenarios2/Tower_3_pII.cfg:35 msgid "Death of Kerrnyn" msgstr "" #. [message]: speaker=Echidna_ #: Trinity/scenarios2/Tower_3_pII.cfg:177 msgid "Come here!" msgstr "" #. [message]: speaker=Kerrnyn #: Trinity/scenarios2/Tower_3_pII.cfg:181 msgid "Hah! I'm not so stupid, you daemon!" msgstr "" #. [message]: speaker=Echidna_ #: Trinity/scenarios2/Tower_3_pII.cfg:187 msgid "I've slain your beloved 'goddess', you cannot hope to prevail..." msgstr "" #. [message]: speaker=Echidna_ #: Trinity/scenarios2/Tower_3_pII.cfg:193 msgid "You are simply wasting time!" msgstr "" #. [message]: speaker=Kerrnyn #: Trinity/scenarios2/Tower_3_pII.cfg:201 msgid "If wasting your time is what I can do, then I will waste your time!" msgstr "" #. [message]: speaker=Echidna_ #: Trinity/scenarios2/Tower_3_pII.cfg:207 msgid "(*snarl*)" msgstr "" #. [message]: speaker=Echidna_ #: Trinity/scenarios2/Tower_3_pII.cfg:213 msgid "" "Fortunately, there is wildlife, even in this frozen hell. I need your help, " "little winged one..." msgstr "" #. [message]: speaker=Kerrnyn #: Trinity/scenarios2/Tower_3_pII.cfg:232 msgid "Oh, that's not good..." msgstr "" #. [message]: speaker=Kerrnyn #: Trinity/scenarios2/Tower_3_pII.cfg:278 msgid "(My Goddess, what am I supposed to do? I beg you to give me a sign.)" msgstr "" #. [message]: speaker=Kerrnyn #: Trinity/scenarios2/Tower_3_pII.cfg:306 msgid "" "(I've seen one of those before...) Yes, Goddess, with the help of your " "winged gifts, I will face this daemon!" msgstr "" #. [message]: speaker=Echidna_ #: Trinity/scenarios2/Tower_3_pII.cfg:310 msgid "Oh please! Little mechaincal toys will not help you!" msgstr "" #. [message]: speaker=Kerrnyn #: Trinity/scenarios2/Tower_3_pII.cfg:329 msgid "My Goddess, if you can hear me, I could use a little more help..." msgstr "" #. [message]: speaker=Kerrnyn #: Trinity/scenarios2/Tower_3_pII.cfg:344 msgid "Thank you." msgstr "" #. [message]: speaker=Echidna_ #: Trinity/scenarios2/Tower_3_pII.cfg:362 msgid "What was that?" msgstr "" #. [message]: speaker=Nemesis_ #: Trinity/scenarios2/Tower_3_pII.cfg:378 msgid "That... was us... reaching our... destination..." msgstr "" #. [message]: speaker=Echidna_ #: Trinity/scenarios2/Tower_3_pII.cfg:382 msgid "What have you done? Why aren't you dead?" msgstr "" #. [message]: speaker=Nemesis_ #: Trinity/scenarios2/Tower_3_pII.cfg:391 msgid "You cannot kill... a god!" msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/Tower_3_pII.cfg:400 msgid "" "The airbourne combatants were thrown into the walls and ceiling, those on " "the ground were thrown from their feet, as a jarring series of impacts shook " "the entire cavern." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/Tower_3_pII.cfg:415 msgid "" "Kerrnyn suffered a head-wound, and knew his time was over, but as his vision " "faded, he had the satisfaction of seeing the evil green-eyed daemon " "disappear under a collapsing section of the cavern. He had served his " "goddess well...\n" "\n" "So he was a little surprised to see his goddess staring down at him, blood " "trickling down the side of her head, and an angry look on her face. 'Don't " "die now, we are not finished here!' Then she grabbed him by the collar and " "dragged him deeper into the cold caverns." msgstr "" #. [scenario]: id=Tower_3_Pb2 #: Trinity/scenarios2/Tower_3_pII.cfg:444 msgid "Battle Plans" msgstr "" #. [part] #: Trinity/scenarios2/Tower_3_pII.cfg:459 msgid "" "While Echidna had been effecting her plans to destroy her old Nemesis, the " "forces on the ground at the tower continued about their respective tasks." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/Tower_3_pII.cfg:547 msgid "We've just about circled the entire vicinity of Weldyn-" msgstr "" #. [message]: speaker=Lyron #: Trinity/scenarios2/Tower_3_pII.cfg:551 msgid "Or at least where Weldyn used to be." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/Tower_3_pII.cfg:555 msgid "" "Right, well, as I was saying: we've made a complete circle and there seems " "to be no way in." msgstr "" #. [message]: speaker=Caldera #: Trinity/scenarios2/Tower_3_pII.cfg:559 msgid "Wherever the undead aren't amassed, there are these foreign fighters..." msgstr "" #. [message]: speaker=Prime1 #: Trinity/scenarios2/Tower_3_pII.cfg:563 msgid "Hey, you there! Move along!" msgstr "" #. [message]: speaker=Prime3 #: Trinity/scenarios2/Tower_3_pII.cfg:567 msgid "Or we'll split ye from bow to stern!" msgstr "" #. [message]: speaker=Prime4 #: Trinity/scenarios2/Tower_3_pII.cfg:571 msgid "Heh." msgstr "" #. [message]: speaker=Prime2 #: Trinity/scenarios2/Tower_3_pII.cfg:575 msgid "" "Don't you recognize them? Those are the deposed rulers of this land! They " "should be back at the port, what are they doing here?" msgstr "" #. [message]: speaker=Caldera #: Trinity/scenarios2/Tower_3_pII.cfg:579 msgid "" "I don't like how they are talking and looking at us, we should get away from " "here." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/Tower_3_pII.cfg:583 msgid "Agreed. We don't have the army to fight them. ... Or that tower." msgstr "" #. [message]: speaker=Caldera #: Trinity/scenarios2/Tower_3_pII.cfg:587 msgid "You seem thoughtful, what is on your mind?" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/Tower_3_pII.cfg:591 msgid "" "Our forces are decimated, and we face some sort of invasion. If the " "refugees are to be believed, the elves have been enslaved, and can offer no " "assitance. But the dwarves may still be free. We should send an ambassador " "to enlist their aid." msgstr "" #. [message]: speaker=Caldera #: Trinity/scenarios2/Tower_3_pII.cfg:595 msgid "" "The dwarves, huh? We aren't on such good terms with them lately. ... " "Ponce! You're clearly not from around here, they might listen to you!" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios2/Tower_3_pII.cfg:599 msgid "" "Oh no! I've met the dwarves before, I will not be any more welcome than " "you. No, none of us sailors will be going to visit the dwarves in their " "burrows." msgstr "" #. [message]: speaker=Lyron #: Trinity/scenarios2/Tower_3_pII.cfg:603 msgid "" "If I may... There is another force we are overlooking. The orcs. And " "Ponce would be the perfect envoy to the Frozen North." msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios2/Tower_3_pII.cfg:607 msgid "" "Frozen North!? And just why would we be the perfect envoys for that?" msgstr "" #. [message]: speaker=Lyron #: Trinity/scenarios2/Tower_3_pII.cfg:611 msgid "" "The Royal House and the orcs have a hostile relationship, but you are " "clearly not one of us-" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios2/Tower_3_pII.cfg:615 msgid "(So you keep reminding me.)" msgstr "" #. [message]: speaker=Lyron #: Trinity/scenarios2/Tower_3_pII.cfg:619 msgid "" "-so they may listen to you. Be sure to let them know that the elf-land " "woods could be available, if we are triumphant." msgstr "" #. [message]: speaker=Caldera #: Trinity/scenarios2/Tower_3_pII.cfg:623 msgid "Advisor! We wouldn't betray the Elves like that!" msgstr "" #. [message]: speaker=Lyron #: Trinity/scenarios2/Tower_3_pII.cfg:627 msgid "The orcs don't know that!" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/Tower_3_pII.cfg:631 msgid "" "Enough! Ponce, please make plans to head north as quickly as possible. " "Lyron, since you have such a silver tongue and crafty mind, you are the " "perfect man to visit the Dwarves." msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios2/Tower_3_pII.cfg:635 msgid "" "How far away is the Frozen North? How long will this take? I don't have " "any warm clothes-" msgstr "" #. [message]: speaker=Lyron #: Trinity/scenarios2/Tower_3_pII.cfg:639 msgid "Uh, I'm not the best envoy, but I know someone who-" msgstr "" #. [message]: speaker=Caldera #: Trinity/scenarios2/Tower_3_pII.cfg:643 msgid "" "Silence! You will work out the details and be on your way as soon as you " "are able. The rest of our forces will circle those laying siege to our " "former home." msgstr "" #. [scenario]: id=Tower_3_P_main #: Trinity/scenarios2/Tower_3_pII.cfg:654 msgid "Tower - Upper Levels" msgstr "" #. [part] #: Trinity/scenarios2/Tower_3_pII.cfg:942 msgid "" "Meanwhile, back in the tower, Bresda and Dardrus were continuing their trek " "to the upper levels." msgstr "" #. [objectives] #: Trinity/scenarios2/Tower_3_pII.cfg:963 msgid "" "The veterans on the recall list are waiting on the floor below, you can " "recall them if Dardrus or Bresda is near the starting doorway.\n" "Author's Note: The inside/outside map-switching is a work in progress, it " "currently uses a menu item that is available when appropriate." msgstr "" #. [set_menu_item]: id=tri_tower_go_outside #: Trinity/scenarios2/Tower_3_pII.cfg:1093 msgid "Return to Outside Map" msgstr "" #. [set_menu_item]: id=tri_tower_go_inside #: Trinity/scenarios2/Tower_3_pII.cfg:1121 msgid "Return to Inside Map" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_3_pII.cfg:1236 msgid "The fog has cleared!" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_3_pII.cfg:1240 msgid "" "I would be glad, but I suspect it means our host has something planned..." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_3_pII.cfg:1244 msgid "" "Hrm, I think you are right, let us proceed with caution. If we need to call " "our followers, they await our signal at the door we just came from." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/Tower_3_pII.cfg:1248 msgid "" "Two units can be recalled at the doorway under the red banner. Recall cost " "is reduced, because the veterans are mostly equipped already, they are just " "waiting to be called out." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_3_pII.cfg:1277 msgid "" "These dragons do seem to love collecting gold... There must be 2,000 pieces " "here!" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_3_pII.cfg:1281 msgid "" "Or the tower maker likes to portray them that way. Remember that this is " "all a construct." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_3_pII.cfg:1314 msgid "" "Some sort of blocky thing is in here... It has wheels, it's like a little " "cart... It's kind of heavy, I don't think I want to carry it." msgstr "" #. [message]: speaker=MScout #: Trinity/scenarios2/Tower_3_pII.cfg:1324 msgid "Beep! whirrrrr" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_3_pII.cfg:1328 msgid "" "It moves when I make a gesture... Ha! It's waiting for orders! This could " "be fun!" msgstr "" #. [message]: speaker=MScout #: Trinity/scenarios2/Tower_3_pII.cfg:1332 msgid "Beep!" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_3_pII.cfg:1691 #: Trinity/scenarios2/Tower_3_pII.cfg:1725 msgid "I can use the water from the fountain to quench this brazier." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_3_pII.cfg:1753 msgid "" "There's a small candle tucked in the corner... I can use it to light that " "brazier." msgstr "" #. [message]: speaker=B_Dragon #: Trinity/scenarios2/Tower_3_pII.cfg:1772 msgid "*Snarl!*" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_3_pII.cfg:1784 msgid "Great, that thing's on the loose again..." msgstr "" #. [message] #: Trinity/scenarios2/Tower_3_pII.cfg:2055 msgid "" "If nothing else, the lord of this tower should be slain for pushing that " "giant pile of rotting carrion upon us!" msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/Tower_3_pII.cfg:2068 msgid "" "NOTE: Due to a bug, side 3 will be screwed up if you go out through this " "door and leave both Bresda & Dardrus inside. - Get one of them through first." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_3_pII.cfg:2081 msgid "What do I have to do to open this door?" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_3_pII.cfg:2117 msgid "Maybe there was something we missed in the levels below..." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_3_pII.cfg:2121 msgid "I'll be pretty angry if this is just a dead-end!" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_3_pII.cfg:2130 msgid "Well, that was convenient..." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_3_pII.cfg:2134 msgid "Let's go!" msgstr "" #. [scenario]: id=Tower_Peak #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:5 msgid "Tower Peak" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:123 msgid "Some sort of magic..." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:128 msgid "This is what we've come all this way for?" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:132 msgid "" "I've not seen anything like this myself, but there are plenty of tales of " "gateways that have a similar description. It's like those panels we used in " "the halls with the Blue Dragon." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:136 msgid "A gateway to where?" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:140 msgid "I have no idea." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:144 msgid "Well then! Only one way to find out!" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:156 msgid "(That seems a little brash...)" msgstr "" #. [message] #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:165 msgid "Dardrus, Bresda! We need to leave!" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:169 msgid "Why? What do you see?" msgstr "" #. [message] #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:177 msgid "" "There's a flying mountain headed straight for this tower! It'll knock us " "down!" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:181 msgid "Flying mountain? I wonder..." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:206 msgid "" "It looks like you were right, this tower is going down! Everyone follow me!" msgstr "" #. [scenario]: id=Tower_Finale_pre1 #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:226 msgid "Interlude - Gateway (II)" msgstr "" #. [part] #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:242 msgid "" "As the various enemies were closing in, Seth was busy cementing his latest " "alliance..." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:324 msgid "" "This is what all of the fighting is for, Keldan. This is what Echidna " "fears, this is why she has mislead you so." msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:328 msgid "A mausoleum of some sort... I don't understand." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:332 msgid "" "No, it's not a mausoleum, it's a gateway. Keldan, through this gateway lies " "my homeland. We wish to form an alliance, bring you and your people in from " "the cold." msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:336 msgid "... And just who are my people?" msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:341 msgid "" "Everyone! Khthon, once free of Echidna's influence, won't be the ancestors " "to the soulless things I showed you earlier. The others of this world, such " "as the Elves, Humans, and Animals, would be embraced by my people." msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:345 msgid "Those are very vague statements..." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:349 msgid "Careful, Daemon Commander! We cannot-" msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:353 msgid "" "No, Dolevan, I understand, it is a lot for him to take in. Here's a more " "concrete offer: What if I could restore you to you former self - what if " "you could be an Elf again?" msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:358 msgid "" "Keldan was paralyzed by his conflicting thoughts. He was a proud Khthon, " "but he was still made of the memories of his former self, and that former " "self was an elf." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:363 msgid "" "You cannot defeat him, Daemon. He has several foreign armies under his " "command, I have seen them with my own eyes. Resist and you will be " "destroyed! We must form an alliance, swear our alligience. It is our only " "hope." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:367 msgid "Don't be so negative, Advisor Dolevan. What do you say, Keldan?" msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:371 msgid "... I wish to be an Elf again. I will join you." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:376 msgid "Excellent choice, Keldan. You shall not regret it. Now, I-" msgstr "" #. [message]: speaker=Mummy #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:392 msgid "Highest One! I have news..." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:396 msgid "Yes...?" msgstr "" #. [message]: speaker=Mummy #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:401 msgid "" "Please forgive me, for my grim news... Our foothold has been ... " "compromised. The tower has fallen..." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:405 msgid "" "The primitive ones have managed to bring down our tower? That is unlikely, " "they are getting help... General Tristien!" msgstr "" #. [message]: speaker=Tristien #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:423 msgid "Yes, my lord?" msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:427 msgid "" "Our foothold has been assaulted. I want you and Dolevan to go back to the " "base of our tower and destroy the attackers. In the event that you cannot " "dominate the enemy, destroy the gate so that the attackers cannot follow us." msgstr "" #. [message]: speaker=Tristien #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:431 msgid "Gladly, Master Seth. As you command." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:435 msgid "I do command. I shall supply reinforcements when possible." msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:444 msgid "Shall I be so defeated and obsequeous some day?" msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:448 msgid "" "You try my patience, Advisor... You are defeated, do you not " "understand...?" msgstr "" #. [message]: speaker=Dolevan #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:452 msgid "Aye, I get your point!" msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:461 msgid "" "Well, Keldan. This was not how I had planned this to go, but we are " "prepared." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:466 msgid "However, the next few days shall be... interesting." msgstr "" #. [scenario]: id=Tower_Finale_pre2 #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:480 msgid "Interlude - Northern Journey" msgstr "" #. [part] #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:496 msgid "" "And, while all that was going on, Ponce and his entourage made their way " "north, in search of Orcish leadership." msgstr "" #. [message]: speaker=Cavalryman1 #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:587 msgid "Uh-oh. The road's blocked!" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:591 msgid "Let us hope our message falls upon wise ears." msgstr "" #. [message]: speaker=Cavalryman1 #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:595 msgid "*(snort!)* You have not met an orc before, have you?" msgstr "" #. [message]: speaker=Ghoren #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:599 msgid "" "Halt, Southern whelps! Why do you press into our lands? Do you wish to " "die?" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:604 msgid "" "No! Orcish Officer, we come in peace! We are messangers of important news, " "we must speak with your Sovereign!" msgstr "" #. [message]: speaker=Warrior1 #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:608 msgid "They are assassins! We must kill them!" msgstr "" #. [message]: speaker=Ghoren #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:612 msgid "" "*(Snarl!)* Stay your hands, grunts! You, Southerner, are not like " "the others. Do they force you?" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:616 msgid "" "No, no one forces me. You are correct, my escort are not my countrymen. " "Indeed, we were former foes. But there is a new threat, one that should " "alarm you and your kind. The 'Southerners', as you call them, have fallen " "to this new threat." msgstr "" #. [message]: speaker=Ghoren #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:620 msgid "" "Then this new foe sounds like a friend of ours, if they have eliminated the " "rapacious Southerners..." msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:624 msgid "" "No! They are not your friends! They will come for you, slay you and take " "your lands! Our only hope is to forget past offenses, and unite to drive " "back this new foe." msgstr "" #. [message]: speaker=Ghoren #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:628 msgid "" "Grrr... This is above my rank to decide, but I believe our Lord needs to " "hear your words. Lay down your weapons, and come with us." msgstr "" #. [message] #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:632 msgid "We'll end up in their stew-pots! Don't trust him, Ponce!" msgstr "" #. [message]: speaker=Warrior1 #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:636 msgid "Look! What's that in the air over there?" msgstr "" #. [message]: speaker=Cavalryman1 #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:640 msgid "What, where?" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:645 msgid "" "I only saw movement, but that was where the Enemy fortress stands. In the " "former capitol of the 'Southerners'." msgstr "" #. [message]: speaker=Ghoren #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:649 msgid "" "I believe you speak some truth, Southerner. As I said, come with us. I, " "and these four slobs, will ensure that you are not harmed." msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios2/Tower_Pushback-cutscenes.cfg:653 msgid "(Lay down your pikes. Foolish as it may be, this is our only hope.)" msgstr "" #. [scenario]: id=Pushback #: Trinity/scenarios2/Tower_Pushback.cfg:9 msgid "Pushback" msgstr "" #. [part] #: Trinity/scenarios2/Tower_Pushback.cfg:28 msgid "" "The flying mountain crashed into the evil tower. Dust and ash flew up " "around the tower as it collapsed, enveloping all in darkness and confusion. " "When the dust had settled, the tower was in ruins, as was the surrounding " "countryside. The flying mountain had come to rest in the ruins, without any " "obvious damage." msgstr "" #. [objective]: condition=win #: Trinity/scenarios2/Tower_Pushback.cfg:41 msgid "Explore Tower Ruins" msgstr "" #. [objective]: condition=lose #: Trinity/scenarios2/Tower_Pushback.cfg:49 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:329 msgid "Death of Caldera" msgstr "" #. [side]: type=Tri_Cyan_Wizard, id=Tristien #: Trinity/scenarios2/Tower_Pushback.cfg:277 msgid "Tristien" msgstr "" #. [side]: type=Dwarvish Lord, id=Alcital #: Trinity/scenarios2/Tower_Pushback.cfg:361 msgid "Lord Alcital" msgstr "" #. [side]: type=Orcish Sovereign, id=Senkar #: Trinity/scenarios2/Tower_Pushback.cfg:399 msgid "Senkar Teora" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/Tower_Pushback.cfg:447 msgid "" "Good thing we didn't get to that tower. We'd have been crushed! When the " "dust settles, we should search the ruins." msgstr "" #. [message]: speaker=Underling #: Trinity/scenarios2/Tower_Pushback.cfg:453 msgid "Join me..." msgstr "" #. [message]: speaker=Caldera #: Trinity/scenarios2/Tower_Pushback.cfg:457 msgid "It appears we shall not have the luxury of waiting." msgstr "" #. [message]: speaker=P_Leader #: Trinity/scenarios2/Tower_Pushback.cfg:462 msgid "" "Stand strong, men! Our goddess demands that we try to hold this ground! No " "matter how grim the odds, remember that we have her at our backs." msgstr "" #. [objective]: condition=win #: Trinity/scenarios2/Tower_Pushback.cfg:722 msgid "Defeat Dolevan" msgstr "" #. [message]: speaker=Tristien #: Trinity/scenarios2/Tower_Pushback.cfg:843 msgid "" "I come bearing the word of my lord. Kneel down, so that he may know your " "acceptance of his grace! Woe be to the those who would stand in defiance, " "for He shall rule them with an iron rod!" msgstr "" #. [objective]: condition=win #: Trinity/scenarios2/Tower_Pushback.cfg:854 msgid "Defeat Seth's minions Dolevan and Tristien" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/Tower_Pushback.cfg:949 msgid "" "Wait there Mother. You have been lying in swamp water and are probably not " "at your strongest. I insist that I go in first, in case there are any " "surprises." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/Tower_Pushback.cfg:953 msgid "(mutters: I also don't trust you right now.)" msgstr "" #. [message]: speaker=E_Caldera #: Trinity/scenarios2/Tower_Pushback.cfg:958 msgid "Very well, I'll bring up the rear..." msgstr "" #. [message]: speaker=Senkar #: Trinity/scenarios2/Tower_Pushback.cfg:962 msgid "" "I'd love to go with you, but my place is here. My soldiers that have fought " "along side you may go, but someone needs to watch over the homefront." msgstr "" #. [message]: speaker=Alcital #: Trinity/scenarios2/Tower_Pushback.cfg:966 msgid "" "Similarly, I should stay to keep an eye on things here - all has not been " "well in our highlands. But the veterans of this battle may assist you." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_Pushback.cfg:989 msgid "" "You have proved stronger than I thought, maybe you have the strength to " "defeat that bastard Seth after all..." msgstr "" #. [message]: speaker=second_unit #: Trinity/scenarios2/Tower_Pushback.cfg:993 msgid "Yes, we will defeat Seth! You chose the wrong side, old man!" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/Tower_Pushback.cfg:997 msgid "" "You are right, I did choose the wrong side, and it's too late to do anything " "about it. I can give you my ring though. It will keep you safe from the " "heat and cold used by us magicians..." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/Tower_Pushback.cfg:1017 msgid "Does this unit take Dolevan's ring?" msgstr "" #. [option]: speaker=narrator #: Trinity/scenarios2/Tower_Pushback.cfg:1020 msgid "Yes." msgstr "" #. [object]: id=dead_ring #: Trinity/scenarios2/Tower_Pushback.cfg:1025 msgid "Dolevan's Ring" msgstr "" #. [object]: id=dead_ring #: Trinity/scenarios2/Tower_Pushback.cfg:1028 msgid "This ring protects wearer from fire and cold attacks." msgstr "" #. [option]: speaker=narrator #: Trinity/scenarios2/Tower_Pushback.cfg:1052 msgid "No, leave it." msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios2/Tower_Pushback.cfg:1109 msgid "Prince, I've returned, with the Northmen!" msgstr "" #. [message]: speaker=Senkar #: Trinity/scenarios2/Tower_Pushback.cfg:1113 msgid "" "As much as we despise the old kingdom, we recognize a real threat when we " "see one. We've recently suffered at the hands of the odd invaders, I will " "not let them overrun this world!" msgstr "" #. [message]: speaker=Alcital #: Trinity/scenarios2/Tower_Pushback.cfg:1147 msgid "" "We can't let the beasts from the North upshow us! We dwarves will also put " "aside our current differences, and unite with the defenders against these " "monsters. Your ambassador has quite the silver tongue." msgstr "" #. [message]: speaker=Lyron #: Trinity/scenarios2/Tower_Pushback.cfg:1151 msgid "" "All I did was tell the truth, I knew dwarven courage would guide your " "subsequent actions." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/Tower_Pushback.cfg:1155 msgid "" "It is good to see all of you have risen to the challenge. Let us drive out " "these daemons and ghosts!" msgstr "" #. [scenario]: id=Lift_Off #: Trinity/scenarios2/Tower_Pushback.cfg:1210 msgid "Dark_Planet" msgstr "" #. [part] #: Trinity/scenarios2/Tower_Pushback.cfg:1229 msgid "The forces of Weldyn entered the strange mountain." msgstr "" #. [objective]: condition=win #: Trinity/scenarios2/Tower_Pushback.cfg:1240 msgid "Stuff" msgstr "" #. [objective]: condition=lose #: Trinity/scenarios2/Tower_Pushback.cfg:1244 msgid "Death of Santa Claus" msgstr "" #. [message]: speaker=E_Caldera #: Trinity/scenarios2/Tower_Pushback.cfg:1281 msgid "This way, we'll be able to pilot this mountain-" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/Tower_Pushback.cfg:1285 msgid "Stop right there! Lyron, don't let her go any further!" msgstr "" #. [message]: speaker=Lyron #: Trinity/scenarios2/Tower_Pushback.cfg:1291 msgid "I'm sorry, my lady, but you heard him." msgstr "" #. [message]: speaker=E_Caldera #: Trinity/scenarios2/Tower_Pushback.cfg:1296 msgid "My son, we do not have time for this!" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/Tower_Pushback.cfg:1301 msgid "" "No, we have to do this right, and you are not yourself. Until we can get " "some answers, I cannot let you out of my sight!" msgstr "" #. [message]: speaker=E_Caldera #: Trinity/scenarios2/Tower_Pushback.cfg:1305 msgid "" "Very well, I understand... I am not quite feeling myself. But these " "visions I have must serve a purpose... And right now they show me how we " "can pilot this mountain to assault the mastermind of Weldyn's destruction." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/Tower_Pushback.cfg:1309 msgid "Then let us proceed slowly, and don't try anything clever." msgstr "" #. [scenario]: id=Dark_Planet #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:5 msgid "Dark Planet" msgstr "" #. [part] #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:25 msgid "" "Queen Caldera directed the party through the icy caverns, and into a hall " "made of metal and marble. As the queen drew their attention to a " "complicated-looking metal and glass altar, Ponce noticed some damage to the " "structures, as well as some splashes of blood. Blood that was still wet...\n" "\n" "He followed a trail of this blood to an alcove full of metal contraptions. " "They reminded him of something he once saw in a sawmill. Then he spied " "something that was a dead-ringer for the crest Haldrad wore on his chest - " "the others would want to know about this!" msgstr "" #. [part] #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:33 msgid "" "Ponce barely had time to rejoin the party at the altar before a minor quake " "shook the mountain. Queen Caldera explained that she was lifting the Sky " "Mountain up into the night sky, beyond the night sky, to the home of the " "enemy." msgstr "" #. [part] #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:39 msgid "" "'The enemy is from a land so distant, it is amongst the stars,' explained " "Caldera. 'It moved from star to star, conquering and devouring all who it " "encountered. But then it came to our lands, and our ancestors were able to " "repulse its attack.'\n" "\n" "Haldrad knew that it was not his mother speaking, but rather the thing " "possessing her, be it daemon or angel. As he and his officers stared slack-" "jawed at the strange, stary visions revealed on the glass wall, Queen " "Caldera continued her story." msgstr "" #. [part] #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:47 msgid "" "'Though the enemy was unsuccessful, it was not really defeated, and it has " "been lurking in our shadow, biding its time.' Caldera motioned toward the " "image of the dark moon that was gradually engulfing the entire panel of " "glass. 'Now it tries to devour us once more, and it is up to us to finish " "the work that our ancestors were forced to start so many years ago.'" msgstr "" #. [part] #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:54 msgid "" "The image of the dark moon filled the entire glass panel, and details of the " "surface were becoming evident. It was mostly a dark and grey desert-scape, " "barren of anything resembling life. But then Haldrad saw there was a small " "collection of structures, in various states of ruin, and it was towards " "these that the Sky Mountain was headed. Queen Caldera made some quick " "movements over the altar, then stepped away and crouched against the wall. " "'You will want to brace yourself against a stable surface, we are about to " "land.'" msgstr "" #. [side]: type=Spearman, id=Fooby #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:108 #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:37 msgid "Haldrad" msgstr "" #. [objective]: condition=win #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:321 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:337 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:352 #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:167 msgid "Find and Defeat Enemy Leaders" msgstr "" #. [objectives] #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:331 msgid "" "These last scenarios are under construction. This one should work, but the " "next one isn't written yet." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:471 msgid "" "Haha! I must be the first orc to set foot on this new land! ... Hmmm ... " "It's a cursed land - I think I like my homeland better, despite all the ices." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:483 msgid "" "It may be one small step for a man, orc, or elf, but it's one giant step for " "dwarf kin! Ah... Hrmh... This place is dark and rocky like a cave, but it " "is drier and more open... I don't like it." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:539 msgid "Where are we?" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:543 msgid "" "I don't know, but I recognize some of the architecture. This is territory " "of The Pantheon, or at least it once was." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:548 msgid "That's fascinating..." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:554 msgid "How do we open these doors and get out?" msgstr "" #. [message]: speaker=Tanyche #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:565 msgid "You have come! Let us be on our way!" msgstr "" #. [message]: speaker=Tanyche #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:584 msgid "" "Why, I am the scout to guide you, the vanguard of our revenge against the " "pilot!" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:588 msgid "(Dardrus, what is she talking about?)" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:592 msgid "(I have no idea...)" msgstr "" #. [message]: speaker=Tanyche #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:596 msgid "What are you waiting for? You are our vanguard, are you not?" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:600 msgid "Yes, of course we are! Now, let us find and destroy this ... pilot." msgstr "" #. [message]: speaker=Tanyche #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:604 msgid "" "We'll need to get to the lower level of the main structure to the north." msgstr "" #. [message]: speaker=E_Caldera #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:617 msgid "" "So, my red-eyed enemies are here... Keldan, we will soon be trapped " "between a hammer and an anvil, if we don't act now..." msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:621 msgid "Yes, Echidna. What do you wish me to do?" msgstr "" #. [message]: speaker=E_Caldera #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:625 msgid "" "Create a distraction, just like when we destroyed the human capital." msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:629 msgid "Yes, Echidna, as you command..." msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:633 msgid "" "So, Red-eyed daemon! You have joined our little adventure! No doubt you " "have come to the aid of your evil master! Prince, we must destroy these " "newcomers!" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:640 msgid "(What is he doing here?)" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:644 msgid "" "Prince Haldrad! Don't be fooled, we are not enemies! It is the green-eyed " "ones such as him that are not to be trusted." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:648 msgid "" "It has been a while, Dardrus, and you did leave me in prison. But I still " "trust you more than these evil elves, let us join forces." msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:652 msgid "Speaking of 'trust', where did the Queen go?" msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:696 msgid "" "I'm right here! I need this Sceptre, 'my son', you shall soon " "understand..." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:702 msgid "" "No, Echidna... We are not here for your amusement - you shall join me..." msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:707 msgid "" "You've made a mistake in your little game, Seth! You thought to lure me in, " "but you are getting weaker, while I've grown stronger!" msgstr "" #. [objective]: condition=win #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:744 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:763 msgid "Defeat Khthon Leaders" msgstr "" #. [objective]: condition=lose #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:756 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1659 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1802 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1503 msgid "Death of Lyron" msgstr "" #. [message]: speaker=Tristien #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:873 msgid "" "Remember me?! I've been given a chance to show you how wrong you " "were to reject our master!" msgstr "" #. [message]: speaker=Tristien #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:894 msgid "" "My people could have crushed you like the primitive heathens you are, yet " "even we were nothing compared to Seth... And now, well, enough talk!" msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1038 msgid "I see movement in that strange ice-mountain." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1044 msgid "" "Those are the enemy. I sense... We must lure them into my chambers. For " "now, assist my Ancient Servants and put up a good fight, until I give the " "signal." msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1048 msgid "As you wish." msgstr "" #. [message]: speaker=E_Caldera #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1078 msgid "There, we need to get into the larger building!" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1082 msgid "" "Hrm... I see the Elves, or whatever used to be Elves, have beat us here!" msgstr "" #. [message]: speaker=E_Caldera #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1087 msgid "" "Really! I did not expect to see them here. (mutters: What in all the " "void is Keldan doing here?) " msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1092 msgid "Who did you expect to see?" msgstr "" #. [message]: speaker=E_Caldera #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1096 msgid "" "Just more of those who fought us at the Tower Ruins. We are clearly " "fighting forces the likes of which we have never seen, we should make useof " "every weapon we have! Haldrad, my son, let me have the Sceptre, I- " msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1100 msgid "" "No! Mother, we've gone over this several times already! The Sceptre stays " "hidden and under my control until I know more about our situation." msgstr "" #. [message]: speaker=Lyron #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1104 msgid "Should I put her in the brig, Your Excellency?" msgstr "" #. [message]: speaker=E_Caldera #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1108 msgid "Why are you so eager to get me out of the way, Advisor?!" msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1112 msgid "" "(They squabble amongst themselves... Can they not be united even in this " "battle? ... Seth will surely triumph.)" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1123 msgid "" "My Liege, we veterans and trainees have been talking, and we recognize there " "is nothing waiting for us if we fail. We will fight as long as we have the " "resources and rations to do so." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1127 msgid "" "Thank you, $unit.name|. Let the forces know that their sacrifices shall not " "go unnoticed. With such dedication in our forces, we shall prevail." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1132 msgid "" "Recalling and supporting units is not as expensive in this scenario as in " "standard scenarios." msgstr "" #. [message]: speaker=Kerrnyn #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1172 msgid "Who are you!?" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1177 msgid "No, who are you?" msgstr "" #. [message]: speaker=Kerrnyn #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1181 msgid "" "I am a loyal servant to the winged Goddess of Vengeance! If you are " "friends, I offer my allegience, but if you are her foes, I bring sharp " "steel! Again, who are you?" msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1186 msgid "" "The disheveled fighter's gaze lingered on Queen Caldera for a moment, as if " "he recognized her, then he turned his eyes back to the one who had addressed " "him." msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1190 msgid "Winged goddess, huh? If she is the one who-" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1194 msgid "" "Easy, Sir Ponce! We have no quarrel with the Goddess of Vengeance, Stranger-" msgstr "" #. [message]: speaker=Lyron #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1198 msgid "Indeed, an enemy of the Goddess of Vengeance is an enemy of ours!" msgstr "" #. [message]: speaker=Kerrnyn #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1202 msgid "" "Glad I am to hear that, this has been a very strange day... Let us kill " "some green-eyed daemons!" msgstr "" #. [message]: speaker=Lyron #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1212 msgid "" "So tell me, faithful servant of the Goddess, where were you hiding? Why did " "we not see you, and are there any others?" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1216 msgid "(I knew I should have pushed us to follow the blood-trails...)" msgstr "" #. [message]: speaker=Kerrnyn #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1220 msgid "" "My name is Kerrnyn. I was alone, save for my Goddess and her brass-winged " "agents. I was tricked by a green-eyed daemon into the Ice Mountain, where " "it wanted to assassinate Her! But we were too strong for the daemon, and " "Our Goddess crashed the mountain into the daemon's infernal tower. After " "that, I don't remember so much... But now we're here, so let's finish this " "and make Our Goddess proud!" msgstr "" #. [message]: speaker=Lyron #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1224 msgid "" "I see... So there are no reinforcements coming? Prince Haldrad, now you " "know where we stand..." msgstr "" #. [message]: speaker=Kerrnyn #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1228 msgid "" "Well, there was some water stored in the back chambers, just follow the " "light-colored tiles..." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1232 msgid "Really! Thank you-" msgstr "" #. [message]: speaker=Lyron #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1236 msgid "" "Brother Kerrnyn! This is valuable information you give, and Our " "Goddess shall be proud of your efforts!" msgstr "" #. [message]: speaker=Kerrnyn #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1240 msgid "I sense you mock me... Do you really serve Our Goddess?" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1244 msgid "" "Kerrnyn, it is true, we are not of your faith... But I have fought side-by-" "side with a man of your goddess's stock, I considered him my friend. " "Believe me when I say we are united in purpose to destroy the green-eyed " "daemons!" msgstr "" #. [message]: speaker=Kerrnyn #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1248 msgid "" "I see... It is all I could hope for, I'm sure my Goddess will forgive me if " "I share the supplies that I know are in the mountain... I shall return." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1260 msgid "" "Haldrad and his officers exchanged glances, but he decided to give the " "crazed fighter a chance to return of his own accord." msgstr "" #. [message]: speaker=Lyron #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1278 msgid "Look who's back..." msgstr "" #. [message]: speaker=Kerrnyn #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1282 msgid "" "Yes, I'm back, with supplies! The Goddess had instructed us on how to clean " "and dress wounds, these two medical tents have all the instruments needed " "for that." msgstr "" #. [message]: speaker=E_Caldera #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1310 msgid "Stop this! Why are we fighting?" msgstr "" #. [message]: speaker=E_Caldera #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1340 msgid "(*hisses*Keldan, look at me!)" msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1344 msgid "... Echidna? Is that you?" msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1349 msgid "" "Keldan felt very conflicted. He knew Seth's promise was empty, so he was " "biding his time to see if there was another possible winning side. The part " "of him that was still Elf wanted that side to be the human-led defenders, " "and strike down both Seth and Echidna. The part of him that was Khthon " "wanted to rejoin Echidna, defeat Seth and consume the humans..." msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1353 msgid "Keep your cover for now, I will-" msgstr "" #. [message]: speaker=Minder #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1363 msgid "ALERT! Betrayal! ALERT-" msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1368 msgid "Silence you!" msgstr "" #. [message]: speaker=Keldan #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1395 msgid "" "Damnation! They see my true colors! Human Prince, I fight for you now! We " "are enemies, and I'll admit I razed your capitol, but we must unite now to " "confront this threat!" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1399 msgid "" "You seem to have the trust of my mother. ( Or whoever that is...) I " "accept your offer, let us join forces for now." msgstr "" #. [message] #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1436 msgid "The slaves revolt! Seek and destroy!" msgstr "" #. [message]: id=Imambyses #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1440 msgid "Indeed... We no longer require your services, Keldan ..." msgstr "" #. [message] #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1460 msgid "The enemy generals are falling, we are winning!" msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1466 msgid "Your arrogance shall be your downfall..." msgstr "" #. [message]: speaker=Mech_D #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1500 msgid "*ROAR!*" msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1505 msgid "" "The mechanical monster made a strange, ear-splitting noise that was like " "nothing the humans or khthon had ever heard before..." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1516 msgid "So this is the end... I'll never know..." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1520 msgid "" "He was a good man back when he was an elf, but the elves have suffered a " "very strange illness. I hope that in death, they find peace and freedom " "from the green-eyed daemons." msgstr "" #. [message]: speaker=Echidna #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1524 msgid "" "We are not daemons! But you are sad little animals, and your silly " "little kingdoms fold when confronted, just like how my dear Seth's little " "circus-show is now collapsing!" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1528 msgid "" "No... Don't be fooled... Seth will win... unless you destroy... the " "source." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1532 msgid "What source, where? What are you saying?" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1536 msgid "Underground... *rasp* ..." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1544 msgid "So... we need to destroy something underground." msgstr "" #. [message]: speaker=second_unit #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1548 msgid "Or it is a trap, his last attempt to harm us." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1552 msgid "Hrmm..." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1567 msgid "This is not the end of me..." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1571 msgid "Sure looks like the end to me!" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1575 msgid "I wouldn't be so sure, Prince Haldrad. Keep your guard up!" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1616 msgid "" "This mighty wand can shoot explosive fire, I've seen it with my own eyes! " "We'll fry the enemy now!" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1620 msgid "" "We could do that, but that thing also attracts all sorts of attention, and " "if we lose it, we can't go home. We need to keep it hidden." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1624 msgid "Right, I see. I'll pass it along as soon as I can." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1630 msgid "" "We need the Sceptre to power the flying mountain to get home. It's a " "powerful weapon, but we'll need to keep it under wraps for now." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1636 msgid "" "Now we have to focus our efforts on defeating the lord of this strange " "world, lest it come back to attack us again." msgstr "" #. [objective]: condition=win #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1647 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1666 #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:138 msgid "Find and Defeat Seth" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1772 msgid "" "We are just going to get overwhelmed by these machines if we stay here - I " "don't see how we can defeat them!" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1776 msgid "" "You're right... We need to get into Seth's compound and take this fight to " "him! Everyone, head to the large building, we're going in!" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1780 msgid "" "Prince! There is that smaller building that also has passage to the " "underground, shouldn't some of us check that out as well?" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1784 msgid "" "I don't like the idea of splitting our forces, but it might be for the best, " "since we don't know the layout of Seth's lair... Very well, you take the " "small compound, I'll take the larger one." msgstr "" #. [objective]: condition=win #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1790 msgid "Haldrad reaches north-most stairwell" msgstr "" #. [objectives] #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1804 msgid "" "Any unit from Side 3 that goes to the north-most stairwell before Haldrad " "will join Side 1." msgstr "" #. [objective]: condition=win #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1810 msgid "Dardrus or Bresda reaches east-most stairwell" msgstr "" #. [objectives] #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1820 msgid "" "Any unit from Side 1 that goes to the east-most stairwell before Dardrus or " "Bresda will join Side 3." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1847 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1886 msgid "Now, let us put an end to that evil Seth!" msgstr "" #. [message] #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1851 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1890 msgid "We are in position. Fate be with you!" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1860 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1899 msgid "" "Hurry up! We need to storm the lower level at the same time, lest the first " "give away the element of surprise for the second." msgstr "" #. [message]: speaker=Bresda #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1864 #: Trinity/scenarios2/ZA1_Dark_Planet-I.cfg:1903 msgid "We are trying!" msgstr "" #. [scenario]: id=Dark_Planet_2 #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:5 msgid "Dark Planet (II)" msgstr "" #. [objective]: condition=lose #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:142 msgid "Death of Haldrad, Ponce, or Lyron" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:173 msgid "" "This skeleton is even bigger and denser than that of an orc... Whoever this " "was, he or she was pretty big." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:198 msgid "" "This chest is filled with dust and what was once long hair, probably padding " "that has rotted away long ago ... Aha! I think I've found the treasure! " "It's a bronze ball with a thumb-sized red jewel set into it." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:202 msgid "" "Well, maybe it's a bomb - Press that red jewel and we can blow up Seth like " "we did with the door to his chamber..." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:206 msgid "" "Maybe. There is an etching of what looks like an hour-glass, just to one " "side of the jewel. The rest of the ball is smooth." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:210 msgid "" "To use this mystery device, use the right-click menu over the unit carrying " "it, and select 'Press Jewel'. Prince Haldrad has no idea what this device " "does, so don't take his comment as a hint." msgstr "" #. [set_menu_item]: id=tri_time_jewel #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:252 msgid "Press Jewel" msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:352 msgid "" "After the red jewel was pressed, a blue light radiated from the brass ball. " "Those who were standing outside the radius of the blue light seemed to slow " "down, at least from the perspective of those inside." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:377 msgid "" "This chest is full of a smelly powder... It smells a little bit like lava " "pits, a little like swamp water, and something else... It's difficult to " "explain." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:381 msgid "" "It is either the rotted dust of something organic, or it is a useful " "substance... I'll collect it, just in case." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:386 msgid "$unit.name| collected the dust in a bottle." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:448 msgid "" "These gold coins have a strange stamp, but gold is gold, right? I'd say we " "have the equivilent of 200 gold here." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:475 msgid "" "Is this some sort of joke? There's just a scrap of paper, with a badly " "drawn animal..." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:479 msgid "" "$unit.name| put the scrap back into the chest, and felt a hot, rasping " "breath from behind..." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:499 msgid "There's no monster behind me... Just my mind playing tricks on me..." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:504 msgid " Haha... " msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:567 msgid "" "We haven't much time! Those metal monsters won't be content to stay up " "there." msgstr "" #. [message]: speaker=Seth_ #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:587 msgid "" "Well, well, well... Hello, Prince Haldrad! I would apologize for what I " "did to your palace, but I am not really sorry, and my dear Echidna had " "trashed the place anyway. Your kingdom was quite unimpressive, compared to " "those that I have previously vanquished... But I like you, for some reason-" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:591 msgid "Enough! I do not have the time to listen to your-" msgstr "" #. [message]: speaker=Seth_ #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:595 msgid "" "Silence! You have all the time in the world, as far as I am " "concerned! Now, where were we? Ah yes, have you heard the parable of the " "rich man and the tiger?" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:599 msgid "... I have no idea what a 'tiger' is, so no, I have not ..." msgstr "" #. [message]: speaker=Seth_ #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:603 msgid "" "Well, a tiger is a beast that can easily kill a man, that is all you need to " "know. ... Actually, forget it, no stories for you! Just choose a path, " "and accept the consequneces!" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:781 msgid "" "What was that thing? It was a beast, but it wore clothing, armor, gold, and " "jewelry, it seems..." msgstr "" #. [message] #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:796 msgid "" "The beast dropped some coins... Strange, but gold is gold, and with this, " "we'll be able to secure some contracts for supplies. There's also this " "golden ring..." msgstr "" #. [object]: id=gold_ring, description=The wearer of this ring can move more quickly than before (gains 1MP, cave terrain move costs set to 1). #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:814 msgid "Gold Ring" msgstr "" #. [message]: speaker=Seth_S #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:995 msgid "Your journey ends here..." msgstr "" #. [message]: speaker=second_unit #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:1010 msgid "Well, that was strange..." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:1014 msgid "I don't think that's the last we've seen of him." msgstr "" #. [message]: speaker=Cyborg #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:1153 msgid "Ghuunng... (mummble)..." msgstr "" #. [message]: speaker=Mech #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:1157 msgid "" "Error!*Bzzt* too much *Bzzzt interference! *Bzzzt " "Cannot report! *Bzzzt Returning to base!" msgstr "" #. [message]: speaker=Cyborg #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:1166 msgid "Whrumph? ... (mummble)..." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:1182 msgid "" "This is clearly the main passage, but it is walled off, and I don't see any " "way to open it." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:1195 msgid "" "This is clearly the main passage, but it is walled off... Hey, I can use " "that rocket powder to blow it open!" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:1199 msgid "Rocket powder?" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:1203 msgid "" "Right, that foul-smelling powder I found, I knew it was familiar. It's what " "the cannons in Elensefar used! If we toss it into this brazier, it could " "blow these doors wide open!" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:1207 msgid "Sounds dangerous. Well, go ahead. Everyone else, get down!" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:1241 msgid "" "This wall has been patched over, and not very well. I think I can claw the " "rubble aside..." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:1410 msgid "You've made a big mistake coming here... " msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:1414 msgid "" "No, you've made the mistake! Your foul presence should never have darkened " "our skies!" msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:1418 msgid "" "They will be my skies soon. You brought me Echidna, and now I shall extract " "what I need from you so that I may free her." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:1422 msgid "" "That means nothing to me, but then, I do not care to have a chat with an " "evil madman. Enough talking, now we fight!" msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:1436 msgid "On that last remark, we both agree..." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:1493 msgid "You are stronger than I gave you credit for... " msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA2_Dark_Planet-II.cfg:1501 msgid "" "The evil one is defeated! Let's get back to the Sky Mountain and be rid of " "this place!" msgstr "" #. [scenario]: id=Dark_Planet_2b #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:9 msgid "Dark Planet (IIb) " msgstr "" #. [part] #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:27 msgid "" "While the leadership of Weldyn was busy clearing out Seth's lair, the other " "travelers entered a quite different section of the compound." msgstr "" #. [side]: type=Tri_Mech_Android_Leader, id=Mech_187 #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:41 msgid "MS 187" msgstr "" #. [side]: type=Tri_Azure_Mage, id=Sayers #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:76 msgid "Sayers" msgstr "" #. [side]: type=Spearman, id=Fooby #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:149 #: Trinity/scenarios2/ZA3_Dark_Planet-III.cfg:65 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:50 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:103 #: Trinity/scenarios2/ZZ_Epilogue.cfg:86 msgid "Fooby" msgstr "" #. [objective]: condition=lose #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:171 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:256 msgid "Death of Bresda or Dardrus" msgstr "" #. [objectives] #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:178 msgid "" "These last scenarios are under construction. This one is mostly written, " "but is not really balanced." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:392 msgid "There is something strange about this place." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:396 msgid "Yes, I think I hear a steady droning or hum..." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:415 msgid "We need to set up a staging area for our forces. Fall back!" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:432 msgid "This looks like it would be a good staging area." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:486 msgid "" "This door is thick, solid steel! There is no way we can force our way in..." msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:512 msgid "Scanning complete!" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:517 msgid "Hrmph... Strange..." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:521 msgid "It is indeed." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:533 msgid "" "There's a steel plate on the floor here... It could be a patch, but ... It " "clicked when I touched it." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:561 msgid "There appears to be some damage to the hallway here." msgstr "" #. [message]: speaker=Sayers #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:575 msgid "" "I was told to be expecting you. Please, drop your weapons and surrender. " "There is something you must see." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:579 msgid "" "We shall not drop our weapons to surrender! If you have something to show " "us, so be it, but we came here to cleanse our land of you and your master!" msgstr "" #. [message]: speaker=Sayers #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:583 msgid "" "*Sigh!* I understand, I once felt that way too... Very well, we " "shall continue to fight." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:598 msgid "Now, what was it that you wanted us to surrender to see?" msgstr "" #. [message]: speaker=Sayers #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:602 msgid "" "You shall find it for yourself ... just head east of here, then north ..." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:606 msgid "I've no patience for games! Surely you can say more than that!" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:614 msgid "He shall say no more. He is dead." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:655 msgid "" "This place seems more grand than the halls I've just been wandering... I " "think I'm on the correct path." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:679 msgid "A metal plate, not much larger than my hand..." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:690 msgid "I guess it is used to open that door." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:714 msgid "" "I suspect we are supposed to head north. Whether we should go in " "there, that is another question." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:718 msgid "We should, where else are we going to go?" msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:795 msgid "" "The problem with your type is that you are so capricious and " "unpredictable... Just like Echidna. I have something to correct that. " "Meet your new, improved selves!" msgstr "" #. [message]: speaker=Mech_Bresda #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:800 msgid "We will drain the red ichor from your soft bodies!" msgstr "" #. [message]: speaker=Mech_Dardrus #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:804 msgid "Indeed... You have outlived your usefulness." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:808 msgid "" "We sound nothing like that, Evil One! We will destroy you and your metal " "toys!" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:812 msgid "Indeed... This has gone on long enough." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:893 msgid "Good riddance! That was an odd experience." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:914 msgid "Well! It is odd to kill your evil metal twin!" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:920 msgid "You seemed to enjoy that a little too much, $second_unit.name|!" msgstr "" #. [message]: speaker=second_unit #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:924 msgid "I swear, it was just the robot!" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:953 msgid "It's quieting down in here. We've defeated the guardians!" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:957 msgid "" "Indeed, it does appear that way. If this chamber is a giant machine in the " "service of our enemy, it cannot be for any good benign purpose. Now that it " "is unprotected, we should shut it down." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:961 msgid "I agree!" msgstr "" #. [animate_unit] #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:974 msgid "Clang!" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:989 msgid "" "You certainly succeeded in doing something. We should get out of here " "before we are trapped!" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/ZA2b_Dark_Planet-IIb.cfg:993 msgid "Right! Get to the surface, everyone!" msgstr "" #. [scenario]: id=Dark_Planet_3 #: Trinity/scenarios2/ZA3_Dark_Planet-III.cfg:5 msgid "Dark Planet (III) - Interlude " msgstr "" #. [part] #: Trinity/scenarios2/ZA3_Dark_Planet-III.cfg:24 msgid "" "The silence in the ancient stone halls after Prince Haldrad's forces had " "withdrawn from Seth's lair lasted but a few minutes. Then a frustrated " "groan floated out over the main hall..." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/ZA3_Dark_Planet-III.cfg:104 msgid "Aaaarrgh...." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/ZA3_Dark_Planet-III.cfg:110 msgid "" "That went very poorly. We'd gotten out of shape over the years, hadn't we?" msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/ZA3_Dark_Planet-III.cfg:126 msgid "" "The enemy is wrecking all that my allies have built over the years... This " "cannot continue... I sense..." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/ZA3_Dark_Planet-III.cfg:134 msgid "" "I know you are there, Echidna. We're both out of options, and we both know " "it. Come here, lurking in the shadows does neither of us any good." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/ZA3_Dark_Planet-III.cfg:150 msgid "Being forced to hide in a bug's body must be humiliating..." msgstr "" #. [message]: speaker=Seth #: Trinity/scenarios2/ZA3_Dark_Planet-III.cfg:156 msgid "" "This would have been so much better if we weren't in such pathetic " "conditions, but it will have to do.... Well, come with me, old girl." msgstr "" #. [message]: speaker=Avatar #: Trinity/scenarios2/ZA3_Dark_Planet-III.cfg:208 msgid "We are whole again! Words cannot do this moment justice!" msgstr "" #. [message]: speaker=Avatar #: Trinity/scenarios2/ZA3_Dark_Planet-III.cfg:222 msgid "" "We are not strong enough to break the ancient chains, but we can use them to " "our advantage; we shall wield the curses and weaknesses of our jailors " "descendants against them!" msgstr "" #. [message]: speaker=Avatar #: Trinity/scenarios2/ZA3_Dark_Planet-III.cfg:227 msgid "Come, Icy Fear! Bane of the timid and common!" msgstr "" #. [message]: speaker=Fear #: Trinity/scenarios2/ZA3_Dark_Planet-III.cfg:245 msgid "*(whispher)* ... *(hiss!)*" msgstr "" #. [message]: speaker=Avatar #: Trinity/scenarios2/ZA3_Dark_Planet-III.cfg:250 msgid "Come, Unstoppable Stupidity! Crusher of vision and bane of action!" msgstr "" #. [message]: speaker=Stupid #: Trinity/scenarios2/ZA3_Dark_Planet-III.cfg:268 msgid "Ghuha! Ghuha! Ghuha!" msgstr "" #. [message]: speaker=Avatar #: Trinity/scenarios2/ZA3_Dark_Planet-III.cfg:273 msgid "Come, Violent Cruelty! Slayer of trust and father of rage!" msgstr "" #. [message]: speaker=Cruel #: Trinity/scenarios2/ZA3_Dark_Planet-III.cfg:291 msgid "I look forward to meeting our hosts, I have much to ... discuss." msgstr "" #. [message]: speaker=Avatar #: Trinity/scenarios2/ZA3_Dark_Planet-III.cfg:296 msgid "" "Hahaha, yes, you shall meet our hosts - Let us bring our blessings to the " "animals on the surface! Then you may run rampant upon the blue planet " "below... The damned planet that has kept us here for so long!" msgstr "" #. [message]: speaker=Avatar #: Trinity/scenarios2/ZA3_Dark_Planet-III.cfg:301 msgid "" "This is our first taste of freedom... For so long, we have been stripped " "and degraded... Now, we bring divine justice, and we shall show no mercy to " "our enemies!" msgstr "" #. [message]: speaker=Cruel #: Trinity/scenarios2/ZA3_Dark_Planet-III.cfg:305 msgid "I can almost taste their blood..." msgstr "" #. [message]: speaker=Stupid #: Trinity/scenarios2/ZA3_Dark_Planet-III.cfg:309 msgid "Ghuhahahaha!" msgstr "" #. [message]: speaker=Fear #: Trinity/scenarios2/ZA3_Dark_Planet-III.cfg:313 msgid "*(whispher)*" msgstr "" #. [scenario]: id=Dark_Planet_3b #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:11 msgid "Dark Planet (III)" msgstr "" #. [part] #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:31 msgid "" "Haldrad's forces escaped from Seth's lair via a back chamber. Haldrad was " "pleased with how his forces had fought the unfamiliar enemy, but had an " "itching feeling that though he had won that battle, the war was not over. " "He hoped Dardrus, and his fiery new companion Bresda, were having success in " "their assault..." msgstr "" #. [part] #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:37 msgid "" "Dardrus, Bresda, and the sailors fled down the metal hallways, well aware " "that the rising ambient rumble, as well as the occasional siren or hissing " "pipe, was a harbinger of coming destruction. They reached the entrance and " "fled back to the surface, where they were confronted with an odd sight." msgstr "" #. [side]: type=Trinity Avatar, id=Avatar #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:77 msgid "The Destroyer" msgstr "" #. [side]: type=Tri_Cyan_Cyborg_Flyer, id=Tristien #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:121 msgid "General Tristien" msgstr "" #. [objective]: condition=lose #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:235 msgid "Death of Haldrad or allied heroes" msgstr "" #. [objective]: condition=lose #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:239 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:260 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:272 msgid "" "Enemy captures Sky Mountain (the snow terrain region in southeast corner)" msgstr "" #. [objectives] #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:246 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:262 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:274 msgid "" "These last scenarios are under construction. This one is a work in " "progress, though it is playable." msgstr "" #. [message]: speaker=Tristien #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:381 msgid "What's the hold-up?!" msgstr "" #. [message]: speaker=Mech_Captain #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:385 msgid "There is ... an ... obstacle..." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:389 msgid "*(snort!)* I'm more than an obstacle... I am a God!" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:393 msgid "Isht- I mean- Nemesis! You're here!" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:399 msgid "Prince! We need to leave this place! Right now!" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:403 msgid "" "We've destroyed the nest of the machines, but, ah, there have been " "complications." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:407 msgid "" "Bresda, Dardrus ... I don't know how you got here, but the Sky Mountain is " "the only way I know of off this rock, and we must defend it at all costs. " "However, before we leave, we must destroy the evil spirit that calls himself " "'Seth'." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:411 msgid "" "We've defeated that evil lord! He won't be causing us any more trouble." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:415 msgid "I find it hard to believe Seth could fall to the likes of you..." msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:422 msgid "" "But I've seen powerful gods fall to inferior beings because of the vice of " "pride. Very well, let's get out of here. Make your way to the Sky Mountain." msgstr "" #. [message]: speaker=Tristien #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:436 msgid "Stop them!" msgstr "" #. [message]: speaker=Mech_D #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:440 msgid "Acquiring targets..." msgstr "" #. [message]: speaker=Mech1 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:469 msgid "Core has been compromised! Link is down!" msgstr "" #. [message]: speaker=Tristien #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:473 msgid "" "... Confirmed! Link is down! All units, attack the enemy, continue to " "make your way to the foreign mountain! It may be our only escape!" msgstr "" #. [message]: speaker=Mech_D #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:477 msgid "Orders confirmed..." msgstr "" #. [message]: speaker=Mech2 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:510 msgid "We are the last, the others will not make it!" msgstr "" #. [message]: speaker=Tristien #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:515 msgid "All units, cut standard transmissions and switch to local link only." msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:519 msgid "He says such strange things..." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:529 msgid "What is that?" msgstr "" #. [message]: id=Mech2 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:553 msgid "System flood... cannot ..." msgstr "" #. [message]: speaker=Tristien #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:577 msgid "" "I said to sever standard transmissions! The core is on fire, anyone " "linked to it will be overwhelmed!" msgstr "" #. [message]: speaker=Avatar #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:593 msgid "General Tristien... I hadn't expected you to still be here." msgstr "" #. [message]: speaker=Tristien #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:597 msgid "Lord Seth, is that you?" msgstr "" #. [message]: speaker=Avatar #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:601 msgid "In a sense, yes..." msgstr "" #. [message]: speaker=Tristien #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:605 msgid "They've damaged the core, we are unstable... Can you help?" msgstr "" #. [message]: speaker=Avatar #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:609 msgid "We no longer need the core." msgstr "" #. [message]: speaker=Tristien #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:613 msgid "" "No longer need the core? We need the core! You are leaving us to " "die!" msgstr "" #. [message]: speaker=Avatar #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:617 msgid "" "If you are going to be such a pest, Tristien, I must thank you for all your " "hard work and send you on your way..." msgstr "" #. [message]: speaker=Tristien #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:621 msgid "I see... " msgstr "" #. [message]: speaker=Tristien #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:628 msgid "(Oh, Creator, what have I done? ...)" msgstr "" #. [message]: speaker=Tristien #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:635 msgid "" "Attention all units! We've been mislead by lies and false promises! The " "enemy are the ghosts and phantoms, not the invaders! Change targets!" msgstr "" #. [message]: speaker=Mech_D #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:639 msgid "Understood! Acquiring new targets..." msgstr "" #. [message]: speaker=Avatar #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:862 msgid "Immovable Stupidity, show these people your power!" msgstr "" #. [message]: speaker=Avatar #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:903 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:986 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1073 msgid "Hahaha..." msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:907 msgid "(I wonder what it finds so amusing...)" msgstr "" #. [message]: speaker=Avatar #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:945 msgid "Paralyzing Fear, show these people your power!" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:990 msgid "The leading daemon is getting stronger as we kill off its minions." msgstr "" #. [message]: speaker=Avatar #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1032 msgid "Crushing Cruelty, show these people your power!" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1084 msgid "Uh-oh, we may have made a mistake." msgstr "" #. [message]: speaker=Avatar #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1088 msgid "You certainly have! Now you're mine!" msgstr "" #. [message]: speaker=Tristien #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1255 msgid "Argh, what are you doing to me?" msgstr "" #. [message]: speaker=Avatar #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1259 msgid "*laughs*" msgstr "" #. [message]: speaker=Tristien #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1263 msgid "It's reconnecting me to the dying core..." msgstr "" #. [message]: speaker=Avatar #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1296 msgid "" "The machines were necessary at the time, but now you are getting in the way!" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1346 msgid "So, this is how I end ... But I will take you down with me!" msgstr "" #. [message]: speaker=narrator #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1350 msgid "" "The wounded metal-man started to emit a strange hum, that did not seem to " "come from his head. It got louder and louder, until-" msgstr "" #. [message]: speaker=Avatar #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1384 msgid "General Tristien has made his exit, in the manner of all who oppose me!" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1388 msgid "(His death was spectacular...)" msgstr "" #. [message]: speaker=Bresda #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1392 msgid "(I wonder if that big monster machine can do the same thing?)" msgstr "" #. [message]: speaker=Avatar #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1396 msgid "So long, robots!" msgstr "" #. [message]: speaker=Mech_D #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1405 msgid "*BZZZZZ!*" msgstr "" #. [message]: speaker=Dardrus #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1414 msgid "(Can the big machine also explode? We may be about to find out...)" msgstr "" #. [message]: speaker=Avatar #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1453 msgid "*(laughter)*" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1457 msgid "How are we ever going to defeat this thing?" msgstr "" #. [message]: speaker=Lyron #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1461 msgid "Maybe we don't need to..." msgstr "" #. [message]: speaker=Lyron #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1469 msgid "" "That building in the north seems to be a kind of gate. What if we direct " "our attack against that?" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1473 msgid "And just how do we do that?" msgstr "" #. [message]: speaker=Ponce #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1477 msgid "Ah-ha! We send an unstable war machine through the portal!" msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1481 msgid "Hrmm, I see. But how do we get the machine to go through the portal?" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1485 msgid "I am a god, I can herd it into position." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1489 msgid "" "All right then. We'll help clear the way, and then we need to get to the " "Sky Mountain to escape." msgstr "" #. [objective]: condition=win #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1495 msgid "Nemesis pushes Mechanical Dragon into the Avatars' portal." msgstr "" #. [objective]: condition=lose #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1519 msgid "Death of Mechanical Dragon" msgstr "" #. [objectives] #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1521 msgid "" "Nemesis moves the Mechanical Dragon by attacking it and forcing it back. Be " "careful not to send it off a cliff." msgstr "" #. [message]: speaker=Mech_D #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1531 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1693 msgid "Core temperature rising ... " msgstr "" #. [message]: speaker=Mech_D #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1536 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1698 msgid "Fire control offline ..." msgstr "" #. [message] #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1596 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1765 msgid "We need to get out of here!" msgstr "" #. [message]: speaker=Nemesis #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1600 #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1769 msgid "Get back into the mountain..." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1669 msgid "Well, that's too bad... Any other ideas?" msgstr "" #. [message]: speaker=Lyron #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1673 msgid "It looks pretty hopeless..." msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1790 msgid "I've reached the Sky Mountain..." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1794 msgid "Don't let them into the mountain! It's our only way home!" msgstr "" #. [message]: speaker=unit #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1808 msgid "Entering the Sky Mountain..." msgstr "" #. [message]: speaker=Haldrad #: Trinity/scenarios2/ZA3b_Dark_Planet-IIIb.cfg:1812 msgid "All is lost..." msgstr "" #. [scenario]: id=Epilogue #: Trinity/scenarios2/ZZ_Epilogue.cfg:5 msgid "Epilogue" msgstr "" #. [part] #: Trinity/scenarios2/ZZ_Epilogue.cfg:24 msgid "" "The Sky Mountain left the Dark Planet as the combined fires of Seth's " "collapsing compound and the failing gate of the other-worldly enemy." msgstr "" #. [part] #: Trinity/scenarios2/ZZ_Epilogue.cfg:31 msgid "" "During the trip back, Haldrad pulled Dardrus aside to ask what would happen " "when they returned home. Would Nemesis insist that she be their god or " "ruler? Dardrus assured him that while some Primevals would do just that, " "Nemesis could be dissuaded. With their civilization was gone, and their " "race few in number, Dardrus said he would make the case that Nemesis should " "lead an expedition to recover what and who could be recovered." msgstr "" #. [part] #: Trinity/scenarios2/ZZ_Epilogue.cfg:38 msgid "" "Ponce and Bresda had a difficult time reconciling, and were quite relieved " "when the Sky Mountain landed in the ruins of Weldyn. Bresda and the " "surviving Primevalists remained aboard the Mountain with Dardrus and " "Nemesis, but the rest spread out across the damaged land. The Sky Mountain " "headed off into the sunset." msgstr "" #. [part] #: Trinity/scenarios2/ZZ_Epilogue.cfg:45 msgid "" "As he watched the odd, icy mass drift away, Haldrad noticed something odd " "about the sky: there were two suns! It seemed the Dark Planet was " "no longer dark... A voice from behind startled him. 'We can use the extra " "daylight,' said Advisor Lyron, 'We have a lot of rebuilding to do. You are " "going to be ushering in a new era, my lord, and I think it will be a bright " "one.'" msgstr "" #. [endlevel] #: Trinity/scenarios2/ZZ_Epilogue.cfg:105 msgid "The End" msgstr "" #. [unit_type]: id=Trinity Ball, race=mechanical #: Trinity/units/attic/Ball.cfg:5 msgid "Spark" msgstr "" #. [unit_type]: id=Trinity Ball, race=mechanical #: Trinity/units/attic/Ball.cfg:19 msgid "A spark of light..." msgstr "" #. [unit_type]: id=Trinity Avatar, race=tri_avatar #. [unit_type]: id=Trinity Avatar4, race=tri_avatar3 #: Trinity/units/avatar/Ancient_Avatar.cfg:5 #: Trinity/units/avatar/Trinity_Avatar4.cfg:5 msgid "Ancient Avatar" msgstr "" #. [unit_type]: id=Trinity Avatar, race=tri_avatar #. [unit_type]: id=Trinity Avatar4, race=tri_avatar3 #: Trinity/units/avatar/Ancient_Avatar.cfg:23 #: Trinity/units/avatar/Trinity_Avatar4.cfg:23 msgid "" "This is a representation of something not of this world. The entity it " "represents uses it to interact with those that are of this world. Why it " "uses this particular form is a mystery, though it probably has something to " "do with the first contact.\n" "Special Note: This unit cannot be killed." msgstr "" #. [attack]: type=blade #: Trinity/units/avatar/Ancient_Avatar.cfg:41 #: Trinity/units/avatar/Trinity_Avatar4.cfg:41 msgid "Star Blade" msgstr "" #. [attack]: type=arcane #: Trinity/units/avatar/Ancient_Avatar.cfg:50 #: Trinity/units/avatar/Trinity_Avatar4.cfg:50 msgid "remorse" msgstr "" #. [unit_type]: id=Tri_Daemon0, race=tri_avatar #: Trinity/units/avatar/Trinity_Daemon0.cfg:4 msgid "Nascent Daemon" msgstr "" #. [unit_type]: id=Tri_Daemon1, race=tri_avatar2 #: Trinity/units/avatar/Trinity_Daemon1.cfg:4 msgid "Earth Daemon" msgstr "" #. [attack]: type=impact #: Trinity/units/avatar/Trinity_Daemon1.cfg:39 msgid "glob" msgstr "" #. [unit_type]: id=Tri_Daemon2, race=tri_avatar #: Trinity/units/avatar/Trinity_Daemon2.cfg:4 msgid "Water Daemon" msgstr "" #. [attack]: type=cold #. [attack]: type=pierce #: Trinity/units/avatar/Trinity_Daemon2.cfg:39 #: Trinity/units/avatar/Trinity_Daemon4.cfg:36 msgid "scream" msgstr "" #. [unit_type]: id=Tri_Daemon3, race=tri_avatar2 #: Trinity/units/avatar/Trinity_Daemon3.cfg:4 msgid "Fire Daemon" msgstr "" #. [unit_type]: id=Tri_Daemon4, race=tri_avatar #: Trinity/units/avatar/Trinity_Daemon4.cfg:4 msgid "Wind Daemon" msgstr "" #. [attack]: type=blade #: Trinity/units/avatar/Trinity_Daemon4.cfg:48 msgid "gale" msgstr "" #. [unit_type]: id=Trinity Fear, race=tri_avatar #: Trinity/units/avatar/Trinity_Trinity.cfg:46 msgid "Fear Avatar" msgstr "" #. [leadership]: id=tri_fear #: Trinity/units/avatar/Trinity_Trinity.cfg:53 msgid "fear" msgstr "" #. [leadership]: id=tri_fear #: Trinity/units/avatar/Trinity_Trinity.cfg:54 msgid "female^fear" msgstr "" #. [leadership]: id=tri_fear #: Trinity/units/avatar/Trinity_Trinity.cfg:55 msgid "" "This unit strikes fear into the units next to it, making them fight worse. " "It affects all levels." msgstr "" #. [unit_type]: id=Trinity Stupid, race=tri_avatar #: Trinity/units/avatar/Trinity_Trinity.cfg:78 msgid "Stupidity Avatar" msgstr "" #. [attack]: type=blade #: Trinity/units/avatar/Trinity_Trinity.cfg:84 msgid "cleaver" msgstr "" #. [attack]: type=impact #: Trinity/units/avatar/Trinity_Trinity.cfg:92 msgid "confusion" msgstr "" #. [unit_type]: id=Trinity Cruel, race=tri_avatar #: Trinity/units/avatar/Trinity_Trinity.cfg:111 msgid "Cruelty Avatar" msgstr "" #. [attack]: type=blade #: Trinity/units/avatar/Trinity_Trinity.cfg:118 msgid "dark sword" msgstr "" #. [unit_type]: id=Tri_Azure_Mage, race=human #: Trinity/units/blue/Azure_Mage.cfg:4 msgid "Azure Mage" msgstr "" #. [unit_type]: id=Tri_Azure_Mage, race=human #. [unit_type]: id=Tri_Blue_Mage, race=human #. [unit_type]: id=Tri_Cyan_Wizard, race=human #: Trinity/units/blue/Azure_Mage.cfg:22 Trinity/units/blue/Blue_Mage.cfg:21 #: Trinity/units/blue/Cyan_Wizard.cfg:34 msgid "" "\n" "\n" msgstr "" #. [attack]: type=blade #: Trinity/units/blue/Azure_Mage.cfg:34 #: Trinity/units/blue/Cyan_Cyborg-Flyer.cfg:168 #: Trinity/units/blue/Cyan_Cyborg.cfg:77 Trinity/units/blue/Cyan_Wizard.cfg:82 msgid "sword" msgstr "" #. [attack]: type=fire #: Trinity/units/blue/Azure_Mage.cfg:43 Trinity/units/blue/Blue_Mage.cfg:42 #: Trinity/units/blue/Cyan_Cyborg-Flyer.cfg:177 #: Trinity/units/blue/Cyan_Cyborg.cfg:86 Trinity/units/blue/Cyan_Wizard.cfg:91 #: Trinity/utils/amla.cfg:241 msgid "fireball" msgstr "" #. [female] #: Trinity/units/blue/Azure_Mage.cfg:97 Trinity/units/blue/Blue_Mage.cfg:96 #: Trinity/units/blue/Cyan_Wizard.cfg:153 msgid "female^Red Mage" msgstr "" #. [unit_type]: id=Blue_Dragon, race=monster #: Trinity/units/blue/Blue_Dragon.cfg:4 msgid "Blue Dragon" msgstr "" #. [unit_type]: id=Blue_Dragon, race=monster #: Trinity/units/blue/Blue_Dragon.cfg:25 msgid "" "The blue dragon is not quite like any dragon described in the known myths " "and legends. It has neither wings nor flaming breath, but it is a powerful " "behemoth with heavy armor scales. This particular dragon seems to be " "enslaved, for it is bound with chains, and these chains prevent the beast " "from moving with the full speed it is surely capable." msgstr "" #. [attack]: type=impact #: Trinity/units/blue/Blue_Dragon.cfg:32 msgid "chains" msgstr "" #. [attack]: type=pierce #: Trinity/units/blue/Blue_Dragon.cfg:44 Trinity/units/blue/Blue_Drake.cfg:32 msgid "horns" msgstr "" #. [attack]: type=blade #: Trinity/units/blue/Blue_Dragon.cfg:56 Trinity/units/blue/Blue_Drake.cfg:44 #: Trinity/units/monsters/Zombie_Dragon.cfg:40 #: Trinity/units/seth/Seth-Beast.cfg:239 Trinity/units/seth/Seth-Beast2.cfg:61 #: Trinity/units/seth/Seth-Beast3.cfg:50 Trinity/units/seth/Seth-Beast4.cfg:50 msgid "claws" msgstr "" #. [unit_type]: id=Blue_Drake, race=monster #: Trinity/units/blue/Blue_Drake.cfg:4 msgid "Blue Drake" msgstr "" #. [unit_type]: id=Blue_Drake, race=monster #: Trinity/units/blue/Blue_Drake.cfg:25 msgid "The blue drake..." msgstr "" #. [unit_type]: id=Tri_Blue_Mage, race=human #: Trinity/units/blue/Blue_Mage.cfg:4 msgid "Blue Mage" msgstr "" #. [attack]: type=blade #: Trinity/units/blue/Blue_Mage.cfg:33 #: Trinity/units/mechs/Mechanical_Cyborg.cfg:27 msgid "dagger" msgstr "" #. [unit_type]: id=Tri_Cyan_Cyborg, race=human #. [unit_type]: id=Tri_Cyan_Cyborg_Flyer, race=human #: Trinity/units/blue/Cyan_Cyborg-Flyer.cfg:4 #: Trinity/units/blue/Cyan_Cyborg.cfg:4 msgid "Cyan Cyborg" msgstr "" #. [unit_type]: id=Tri_Cyan_Cyborg, race=human #. [unit_type]: id=Tri_Cyan_Cyborg_Flyer, race=human #: Trinity/units/blue/Cyan_Cyborg-Flyer.cfg:21 #: Trinity/units/blue/Cyan_Cyborg.cfg:21 msgid "" "The Cyan Wizard was odd to begin with, but something has changed - he seems " "a little more intense these days...\n" "\n" msgstr "" #. [unit_type]: id=Tri_Flying_Platform, race=mechanical #: Trinity/units/blue/Cyan_Flyer.cfg:4 msgid "Flying Platform" msgstr "" #. [unit_type]: id=Tri_Cyan_Wizard, race=human #: Trinity/units/blue/Cyan_Wizard.cfg:4 msgid "Cyan Wizard" msgstr "" #. [unit_type]: id=Battle Queen, race=human #. [unit_type]: id=Battle Queen_, race=human #: Trinity/units/humans/Battle_Queen.cfg:4 #: Trinity/units/humans/Battle_Queen_.cfg:4 msgid "female^Battle Queen" msgstr "" #. [unit_type]: id=Battle Queen, race=human #. [unit_type]: id=Battle Queen_, race=human #: Trinity/units/humans/Battle_Queen.cfg:34 #: Trinity/units/humans/Battle_Queen_.cfg:34 msgid "" "The daughter of a landowner from the east, the young queen was sold into " "marriage to a prince 30 years her senior in order to ensure an important " "trade pact. Not one to wallow in self-pity, she siezed the bad fortune and " "twisted it into opportunity. Once the Prince became King, his reign lasted " "all of one season before he died in his sleep. Many suspected Queen Caldera " "was responsible, but none dared speak of it for she carried the King's child " "and the King had no brothers to take the crown. By the time Prince Haldrad " "was born, Caldera had secured enough followers and defenders that her reign " "was secure." msgstr "" #. [unit_type]: id=Harridan, race=south-seas_human #: Trinity/units/humans/Bresda.cfg:11 msgid "female^Harridan" msgstr "" #. [attack]: type=blade #: Trinity/units/humans/Bresda.cfg:34 Trinity/units/humans/Bresda.cfg:120 #: Trinity/units/humans/Bresda.cfg:217 msgid "pick" msgstr "" #. [unit_type]: id=Termagant, race=south-seas_human #: Trinity/units/humans/Bresda.cfg:83 msgid "female^Termagant" msgstr "" #. [attack]: type=pierce #: Trinity/units/humans/Bresda.cfg:129 Trinity/units/humans/Bresda.cfg:226 msgid "dart" msgstr "" #. [unit_type]: id=Virago, race=south-seas_human #: Trinity/units/humans/Bresda.cfg:178 msgid "female^Virago" msgstr "" #. [unit_type]: id=Primevalist Heroine, race=primevalist_human #. [unit_type]: id=Tri_Mech_Bresda, race=tri_mech #: Trinity/units/humans/Bresda.cfg:277 Trinity/units/mechs/Bresda-Mech.cfg:11 msgid "female^Heroine" msgstr "" #. [unit_type]: id=Primevalist Heroine, race=primevalist_human #. [unit_type]: id=Tri_Mech_Bresda, race=tri_mech #: Trinity/units/humans/Bresda.cfg:300 Trinity/units/mechs/Bresda-Mech.cfg:33 msgid "" "A leader of the sailors from the south has become a lieutenant of the " "Primeval Nemesis. Like the other humans in the service of the Primeval, she " "has been given a tattoo to ward off the effects of the Khthon disease." msgstr "" #. [unit_type]: id=Trinity Cannon, race=human #: Trinity/units/humans/Cannon.cfg:5 msgid "Rocket Mortar" msgstr "" #. [unit_type]: id=Haldrad Commander, race=human #. [variation]: id=Haldrad Commander, race=human #: Trinity/units/humans/Haldrad-Commander.cfg:4 #: Trinity/units/humans/Haldrad-Commander.cfg:150 msgid "Commander" msgstr "" #. [unit_type]: id=Haldrad Commander, race=human #. [variation]: id=Haldrad Commander, race=human #: Trinity/units/humans/Haldrad-Commander.cfg:29 #: Trinity/units/humans/Haldrad-Commander.cfg:173 msgid "" "The rank of Commander is held by those who lead battle groups into combat. " "Possessing leadership skills, they give lower-level units in adjacent hexes " "improved performance in combat. Commanders are best skilled with the sword, " "although they also carry a bow to use when necessary. If the Commander is " "lost, so is the battle." msgstr "" #. [unit_type]: id=Haldrad Fighter, race=human #. [variation]: id=Haldrad Fighter, race=human #: Trinity/units/humans/Haldrad-Fighter.cfg:4 #: Trinity/units/humans/Haldrad-Fighter.cfg:35 msgid "Fighter" msgstr "" #. [unit_type]: id=Haldrad Fighter, race=human #: Trinity/units/humans/Haldrad-Fighter.cfg:20 msgid "" "Young and brash, Fighters attack with a sword, and are vulnerable to more " "seasoned enemies. However they have the potential to become great warriors " "one day." msgstr "" #. [variation]: id=Haldrad Fighter, race=human #: Trinity/units/humans/Haldrad-Fighter.cfg:48 msgid "" "Young and brash, Fighters fight with a sword, and are vulnerable to attack " "from enemies. However they have the potential to become great warriors one " "day." msgstr "" #. [unit_type]: id=Haldrad Lord, race=human #. [variation]: id=Haldrad Lord, race=human #: Trinity/units/humans/Haldrad-Lord.cfg:4 #: Trinity/units/humans/Haldrad-Lord.cfg:178 msgid "Lord" msgstr "" #. [unit_type]: id=Haldrad Lord, race=human #. [variation]: id=Haldrad Lord, race=human #: Trinity/units/humans/Haldrad-Lord.cfg:31 #: Trinity/units/humans/Haldrad-Lord.cfg:202 msgid "" "The noble leaders of many troops, Lords are especially strong in melee " "combat, and also possess skill with the bow. Like Commanders, Lords possess " "leadership skills, and improve the fighting ability of all adjacent lower-" "level units." msgstr "" #. [unit_type]: id=SouthSeas Pirate, race=south-seas_human #: Trinity/units/humans/Ponce.cfg:11 msgid "Pirate" msgstr "" #. [attack]: type=blade #: Trinity/units/humans/Ponce.cfg:57 Trinity/units/humans/Ponce.cfg:152 #: Trinity/units/humans/Ponce.cfg:262 msgid "cutlass" msgstr "" #. [unit_type]: id=SouthSeas Corsair, race=south-seas_human #: Trinity/units/humans/Ponce.cfg:106 msgid "Corsair" msgstr "" #. [attack]: type=blade #: Trinity/units/humans/Ponce.cfg:164 msgid "quoit" msgstr "" #. [unit_type]: id=SouthSeas Seadog, race=south-seas_human #: Trinity/units/humans/Ponce.cfg:213 msgid "Seadog" msgstr "" #. [attack]: type=blade #: Trinity/units/humans/Ponce.cfg:274 #: Trinity/units/primeval/Primeval_Nemesis-Hi.cfg:71 #: Trinity/units/primeval/Primeval_Nemesis-Mid.cfg:66 msgid "chakram" msgstr "" #. [unit_type]: id=Trinity Wagon, race=human #: Trinity/units/humans/Wagon.cfg:5 msgid "Paddy Wagon" msgstr "" #. [unit_type]: id=Trinity Wagon, race=human #: Trinity/units/humans/Wagon.cfg:22 msgid "" "These wagons are small, mobile prisons used for transport of prisoners. The " "driver cannot drop the reins to use anything more complicated than a thrown " "rock, but is armored and has some resistance to being displaced. The wheels " "of the wagon cannot traverse deep mud of swamps." msgstr "" #. [attack]: type=impact #: Trinity/units/humans/Wagon.cfg:31 Trinity/units/mechs/Dardrus-Mech.cfg:131 #: Trinity/units/primeval/Dardrus.cfg:519 msgid "rock" msgstr "" #. [attack]: type=fire #: Trinity/units/khthon/Echidna-Low.cfg:45 #: Trinity/units/khthon/Echidna-Mid.cfg:42 msgid "fire" msgstr "" #. [unit_type]: id=Tri_Echidna, race=khthon #: Trinity/units/khthon/Echidna.cfg:23 msgid "" "Echidna is said to be the mother of all Khthon monsters, though whether the " "term 'mother' has any meaning when applied to the Khthon is unknown. In any " "case, she is certainly one of their leaders and a very powerful spirit. The " "identity of her victim has allowed her a greater understanding of the " "thoughts and weaknesses of the more modern races." msgstr "" #. [attack]: type=fire #: Trinity/units/khthon/Echidna.cfg:60 msgid "psyche" msgstr "" #. [unit_type]: id=Echidna_Queen, race=khthon #: Trinity/units/khthon/Echidna_Queen.cfg:4 msgid "Echidna female^Queen" msgstr "" #. [unit_type]: id=Echidna_Queen, race=khthon #: Trinity/units/khthon/Echidna_Queen.cfg:53 msgid "" "This is not Queen Caldera, it is a Khthon daemon that wears her frame. But " "the skills and motor skills of the Queen live on, even if her conciousness " "and soul do not." msgstr "" #. [unit_type]: id=Keldan, race=khthon #: Trinity/units/khthon/Keldan.cfg:4 msgid "Khthon Marshal" msgstr "" #. [unit_type]: id=Keldan, race=khthon #: Trinity/units/khthon/Keldan.cfg:30 msgid "" "The longevity and natural intelligence of elves make them apt for military " "matters, even when they have become host to the Khthon." msgstr "" #. [attack]: type=impact #: Trinity/units/khthon/Seaman-Khthon.cfg:21 msgid "oar" msgstr "" #. [unit_type]: id=Lunar Bug, race=monster #: Trinity/units/lunar/Lunar-Bug.cfg:5 msgid "Lunar Bug" msgstr "" #. [attack]: type=blade #: Trinity/units/lunar/Lunar-Bug.cfg:38 #: Trinity/units/lunar/Lunar-Mantis.cfg:38 #: Trinity/units/lunar/Lunar-Worm.cfg:38 Trinity/units/seth/Seth-Beast.cfg:227 #: Trinity/units/seth/Seth-Beast2.cfg:49 Trinity/units/seth/Seth-Beast3.cfg:38 #: Trinity/units/seth/Seth-Beast4.cfg:38 msgid "bite" msgstr "" #. [unit_type]: id=Lunar Crab, race=monster #: Trinity/units/lunar/Lunar-Crab.cfg:5 msgid "Lunar Crab" msgstr "" #. [attack]: type=blade #: Trinity/units/lunar/Lunar-Crab.cfg:38 Trinity/units/lunar/Lunar-Crab.cfg:76 #: Trinity/units/lunar/Lunar-Mantis.cfg:50 msgid "claw" msgstr "" #. [unit_type]: id=Lunar Mantis, race=monster #: Trinity/units/lunar/Lunar-Mantis.cfg:5 msgid "Lunar Mantis" msgstr "" #. [unit_type]: id=Lunar Worm, race=monster #: Trinity/units/lunar/Lunar-Worm.cfg:5 msgid "Lunar Worm" msgstr "" #. [unit_type]: id=Dardrus2b, race=primeval #. [unit_type]: id=Tri_Mech_Dardrus, race=tri_mech #: Trinity/units/mechs/Dardrus-Mech.cfg:5 #: Trinity/units/primeval/Dardrus.cfg:393 msgid "Vanguard" msgstr "" #. [advancement]: id=bmr_amla_defense #: Trinity/units/mechs/Dardrus-Mech.cfg:24 #: Trinity/units/primeval/Dardrus.cfg:412 msgid "Max HP bonus +2, Max XP +30%, Arcane Resistance +10" msgstr "" #. [advancement]: id=bmr_amla_mace #: Trinity/units/mechs/Dardrus-Mech.cfg:55 #: Trinity/units/primeval/Dardrus.cfg:443 msgid "Max HP bonus +2, Max XP +20%, Club Attack +2" msgstr "" #. [advancement]: id=bmr_amla_sling #: Trinity/units/mechs/Dardrus-Mech.cfg:84 #: Trinity/units/primeval/Dardrus.cfg:472 msgid "Max HP bonus +2, Max XP +20%, Rock Attack +2" msgstr "" #. [unit_type]: id=Dardrus2b, race=primeval #. [unit_type]: id=Tri_Mech_Dardrus, race=tri_mech #: Trinity/units/mechs/Dardrus-Mech.cfg:111 #: Trinity/units/primeval/Dardrus.cfg:499 msgid "" "The Vanguard operates far from the rest of the Primeval forces, and must use " "whatever supplies are available.\n" "Special Note:" msgstr "" #. [unit_type]: id=Tri_Mech_Android, race=tri_mech #: Trinity/units/mechs/Mechanical_Android.cfg:5 msgid "Android" msgstr "" #. [attack]: type=impact #: Trinity/units/mechs/Mechanical_Android.cfg:26 msgid "gripper" msgstr "" #. [attack]: type=impact #: Trinity/units/mechs/Mechanical_Android.cfg:38 msgid "shockwave" msgstr "" #. [unit_type]: id=Tri_Mech_Android_Leader, race=tri_mech #: Trinity/units/mechs/Mechanical_Android_General.cfg:5 msgid "Android Leader" msgstr "" #. [attack]: type=impact #: Trinity/units/mechs/Mechanical_Android_General.cfg:26 msgid "clamp" msgstr "" #. [attack]: type=fire #: Trinity/units/mechs/Mechanical_Android_General.cfg:39 msgid "flame-thrower" msgstr "" #. [unit_type]: id=Tri_Mech_Cyborg, race=undead #. [unit_type]: id=Tri_Mech_Cyborg_Captain, race=undead #: Trinity/units/mechs/Mechanical_Cyborg-Captain.cfg:5 #: Trinity/units/mechs/Mechanical_Cyborg.cfg:5 msgid "Cyborg" msgstr "" #. [attack]: type=blade #: Trinity/units/mechs/Mechanical_Cyborg-Captain.cfg:36 msgid "falchion" msgstr "" #. [attack]: type=fire #: Trinity/units/mechs/Mechanical_Cyborg-Captain.cfg:49 #: Trinity/units/mechs/Mechanical_Cyborg.cfg:40 #: Trinity/units/mechs/Mechanical_Scout.cfg:24 msgid "spark" msgstr "" #. [female] #: Trinity/units/mechs/Mechanical_Cyborg.cfg:61 msgid "female^Cyborg" msgstr "" #. [unit_type]: id=Tri_Mech_Defender, race=tri_mech #: Trinity/units/mechs/Mechanical_Defender.cfg:4 msgid "Defender" msgstr "" #. [unit_type]: id=Tri_Mech_Defender, race=tri_mech #. [unit_type]: id=Tri_Mech_Drone, race=tri_mech #: Trinity/units/mechs/Mechanical_Defender.cfg:48 #: Trinity/units/mechs/Mechanical_Drone.cfg:48 msgid "" "The drones of this mechanical race do all maintenance and construction " "tasks. They also attack intruders." msgstr "" #. [attack]: type=blade #: Trinity/units/mechs/Mechanical_Dragon.cfg:102 #: Trinity/units/monsters/Zombie_Dragon.cfg:28 msgid "jaw" msgstr "" #. [attack]: type=impact #: Trinity/units/mechs/Mechanical_Dragon.cfg:117 msgid "ram" msgstr "" #. [attack]: type=pierce #: Trinity/units/mechs/Mechanical_Dragon.cfg:133 msgid "guns" msgstr "" #. [attack]: type=fire #: Trinity/units/mechs/Mechanical_Dragon.cfg:148 msgid "point-defense" msgstr "" #. [unit_type]: id=Mech_Seth Dragon, race=tri_mech #. [unit_type]: id=Mech_Seth Dragon2 #. [unit_type]: id=Mechanical Dragon Base, race=tri_mech #. [unit_type]: id=Mechanical Dragon Broken, race=tri_mech #. [unit_type]: id=Mechanical Dragon NoGun, race=tri_mech #. [unit_type]: id=Mechanical Dragon NoJaw, race=tri_mech #. [unit_type]: id=Mechanical Dragon, race=tri_mech #: Trinity/units/mechs/Mechanical_Dragon.cfg:356 #: Trinity/units/mechs/Mechanical_Dragon.cfg:489 #: Trinity/units/mechs/Mechanical_Dragon.cfg:508 #: Trinity/units/mechs/Mechanical_Dragon.cfg:678 #: Trinity/units/mechs/Mechanical_Dragon.cfg:765 #: Trinity/units/mechs/Mechanical_Dragon.cfg:852 #: Trinity/units/mechs/Mechanical_Dragon.cfg:937 msgid "Mechanical Dragon" msgstr "" #. [regenerate]: id=md_regenerates #: Trinity/units/mechs/Mechanical_Dragon.cfg:391 #: Trinity/units/mechs/Mechanical_Dragon.cfg:548 #: Trinity/units/mechs/Mechanical_Dragon.cfg:698 #: Trinity/units/mechs/Mechanical_Dragon.cfg:785 #: Trinity/units/mechs/Mechanical_Dragon.cfg:872 msgid "auto-repair" msgstr "" #. [regenerate]: id=md_regenerates #: Trinity/units/mechs/Mechanical_Dragon.cfg:392 #: Trinity/units/mechs/Mechanical_Dragon.cfg:549 #: Trinity/units/mechs/Mechanical_Dragon.cfg:699 #: Trinity/units/mechs/Mechanical_Dragon.cfg:786 #: Trinity/units/mechs/Mechanical_Dragon.cfg:873 msgid "The unit will heal itself 24 HP per turn." msgstr "" #. [unit_type]: id=Mech_Seth Dragon, race=tri_mech #. [unit_type]: id=Mechanical Dragon Base, race=tri_mech #. [unit_type]: id=Mechanical Dragon Broken, race=tri_mech #. [unit_type]: id=Mechanical Dragon NoGun, race=tri_mech #. [unit_type]: id=Mechanical Dragon NoJaw, race=tri_mech #. [unit_type]: id=Mechanical Dragon, race=tri_mech #: Trinity/units/mechs/Mechanical_Dragon.cfg:405 #: Trinity/units/mechs/Mechanical_Dragon.cfg:542 #: Trinity/units/mechs/Mechanical_Dragon.cfg:712 #: Trinity/units/mechs/Mechanical_Dragon.cfg:799 #: Trinity/units/mechs/Mechanical_Dragon.cfg:886 #: Trinity/units/mechs/Mechanical_Dragon.cfg:968 msgid "" "It's not clear whether this mechanical dragon is really a dragon, but that " "is the most fitting description at hand." msgstr "" #. [unit_type]: id=Tri_Mech_Drill, race=tri_mech #: Trinity/units/mechs/Mechanical_Drill.cfg:5 msgid "Miner Robot" msgstr "" #. [attack]: type=blade #: Trinity/units/mechs/Mechanical_Drill.cfg:24 msgid "drill" msgstr "" #. [unit_type]: id=Tri_Mech_Drone, race=tri_mech #: Trinity/units/mechs/Mechanical_Drone.cfg:4 msgid "Drone" msgstr "" #. [unit_type]: id=Tri_Mech_Mine, race=tri_mech #: Trinity/units/mechs/Mechanical_Mine.cfg:4 msgid "Mine" msgstr "" #. [unit_type]: id=Tri_Mech_Mine, race=tri_mech #: Trinity/units/mechs/Mechanical_Mine.cfg:40 msgid "" "The sentries of this mechanical race have but one purpose, and that is to " "destroy all intruders." msgstr "" #. [unit_type]: id=Tri_Mech_Scout, race=tri_mech #: Trinity/units/mechs/Mechanical_Scout.cfg:5 msgid "Scout Robot" msgstr "" #. [unit_type]: id=Tri_Mech_Sentinel, race=tri_mech #: Trinity/units/mechs/Mechanical_Sentinel.cfg:4 msgid "Sentinel" msgstr "" #. [unit_type]: id=Tri_Mech_Sentinel, race=tri_mech #: Trinity/units/mechs/Mechanical_Sentinel.cfg:48 msgid "" "The sentinels of this mechanical race are upgraded drones, fitted for combat." msgstr "" #. [unit_type]: id=Tri_Mech_Tank, race=tri_mech #: Trinity/units/mechs/Mechanical_Tank.cfg:4 msgid "Tank" msgstr "" #. [unit_type]: id=Kraken, race=monster #: Trinity/units/monsters/Sea-Monsters.cfg:26 msgid "" "The Kraken is a giant tentacled beast, 'Kraken' being more of a description " "than a species name. This particular Kraken resembles a very large nautilus." msgstr "" #. [unit_type]: id=Zombie Dragon, race=undead #: Trinity/units/monsters/Zombie_Dragon.cfg:4 msgid "Zombie Dragon" msgstr "" #. [unit_type]: id=Zombie Dragon, race=undead #: Trinity/units/monsters/Zombie_Dragon.cfg:24 msgid "" "Long ago one of the mightiest living creatures, the feared Dragon has become " "a sick mockery of what it once was. Abomination though it may be, this " "thing is still quite dangerous." msgstr "" #. [unit_type]: id=Tri_Bronze_Bird, race=mechanical #: Trinity/units/primeval/Bronze_Bird.cfg:4 msgid "Bronze Bird" msgstr "" #. [unit_type]: id=Primeval Chariot, race=primeval #: Trinity/units/primeval/Chariot.cfg:4 msgid "Chariot" msgstr "" #. [unit_type]: id=Dardrus, race=primeval #: Trinity/units/primeval/Dardrus.cfg:5 msgid "Spy" msgstr "" #. [unit_type]: id=Dardrus, race=primeval #: Trinity/units/primeval/Dardrus.cfg:21 msgid "" "The Spies are separate from the main forces and have to blend in with the " "enemy, so they adopt some of the enemy's habits and tactics.\n" "Special Note:" msgstr "" #. [unit_type]: id=Dardrus2a, race=primeval #: Trinity/units/primeval/Dardrus.cfg:78 msgid "Observer" msgstr "" #. [advancement]: id=bmr_amla_defense #: Trinity/units/primeval/Dardrus.cfg:97 msgid "Max HP bonus +2, Max XP +30%, Fire/Cold Resistance +10" msgstr "" #. [advancement]: id=bmr_amla_missile #: Trinity/units/primeval/Dardrus.cfg:129 msgid "Max HP bonus +2, Max XP +20%, Missile Attack +2" msgstr "" #. [advancement]: id=bmr_amla_arcane_missile #: Trinity/units/primeval/Dardrus.cfg:165 msgid "Max HP bonus +2, Max XP +20%, Arcane Attack +3" msgstr "" #. [advancement]: id=bmr_amla_arcane #: Trinity/units/primeval/Dardrus.cfg:195 msgid "Max HP bonus +1, Max XP +30%, Arcane Missile (New Attack)" msgstr "" #. [effect]: type=arcane #: Trinity/units/primeval/Dardrus.cfg:217 Trinity/utils/amla.cfg:257 msgid "arcane missile" msgstr "" #. [unit_type]: id=Dardrus2a, race=primeval #: Trinity/units/primeval/Dardrus.cfg:266 msgid "" "The Observers study the ways of the enemy, and have begun to explore foreign " "methods of attack. They have this freedom while they are on their own.\n" "The Primeval are not well versed in the magical arts, but neither are they " "completely ignorant. This allows them to learn magical attacks quickly, " "though they will never be able to figure out how to heal, or cure the poison " "in others.\n" "Because most mages wear robes and cloaks, the Observers wear a cloak too. " "Maybe it helps cast spells, maybe it doesn't.\n" "Special Note:" msgstr "" #. [unit_type]: id=Primeval Hera, race=primeval #: Trinity/units/primeval/Primeval_Hera.cfg:5 msgid "Pantheon Queen" msgstr "" #. [unit_type]: id=Primeval Hera, race=primeval #: Trinity/units/primeval/Primeval_Hera.cfg:22 msgid "" "Hera is the surviving ruler of the Primevals...\n" "Special Note: This unit cannot be killed." msgstr "" #. [attack]: type=arcane #. [attack]: type=cold #: Trinity/units/primeval/Primeval_Hera.cfg:51 #: Trinity/units/primeval/Primeval_Nemesis-2.cfg:58 #: Trinity/units/primeval/Primeval_Nemesis-Hi.cfg:58 #: Trinity/units/primeval/Primeval_Nemesis-Low.cfg:53 #: Trinity/units/primeval/Primeval_Nemesis-Mid.cfg:53 #: Trinity/units/primeval/Primeval_Nemesis-Wounded.cfg:60 msgid "glare" msgstr "" #. [unit_type]: id=Primeval Nemesis2, race=primeval #: Trinity/units/primeval/Primeval_Nemesis-2.cfg:5 msgid "Avenging Goddess" msgstr "" #. [unit_type]: id=Primeval Nemesis2, race=primeval #: Trinity/units/primeval/Primeval_Nemesis-2.cfg:31 msgid "" "Nemesis was wounded but not killed, for gods cannot be killed. Now her " "enemy shall pay for the attempt on her life.\n" "Special Note: This unit cannot die." msgstr "" #. [unit_type]: id=Nemesis_Wounded, race=primeval #. [unit_type]: id=Primeval Nemesishi, race=primeval #: Trinity/units/primeval/Primeval_Nemesis-Hi.cfg:5 #: Trinity/units/primeval/Primeval_Nemesis-Wounded.cfg:5 msgid "Pax Nemesis" msgstr "" #. [unit_type]: id=Primeval Nemesishi, race=primeval #: Trinity/units/primeval/Primeval_Nemesis-Hi.cfg:31 msgid "" "Nemesis has triumphed the adversary, and will usher in a new age of Law and " "Order. There are just a few loose ends in need of tying...\n" "Special Note: This unit cannot die." msgstr "" #. [unit_type]: id=Primeval Nemesislow, race=primeval #. [unit_type]: id=Primeval Nemesismid, race=primeval #: Trinity/units/primeval/Primeval_Nemesis-Low.cfg:5 #: Trinity/units/primeval/Primeval_Nemesis-Mid.cfg:5 msgid "Primeval Nemesis" msgstr "" #. [unit_type]: id=Primeval Nemesislow, race=primeval #: Trinity/units/primeval/Primeval_Nemesis-Low.cfg:31 msgid "" "Nemesis is badly wounded, and is as vulnerable to attacks as any mortal. Her " "sword arm is still functioning, luckily, but she cannot fly and her glare " "doesn't have the power it once did (though it can still cause self doubt in " "the enemy)." msgstr "" #. [unit_type]: id=Primeval Nemesismid, race=primeval #: Trinity/units/primeval/Primeval_Nemesis-Mid.cfg:31 msgid "" "Nemesis is recovering, but is still mortal. She cannot fly yet, but she has " "regained full use of both arms, so she can throw the chakram again." msgstr "" #. [unit_type]: id=Tri_Silver_Bird, race=mechanical #: Trinity/units/primeval/Silver_Bird.cfg:4 msgid "Silver Bird" msgstr "" #. [race]: id=tri_mech #: Trinity/units/races.cfg:5 msgid "race^Machine" msgstr "" #. [race]: id=tri_mech #: Trinity/units/races.cfg:6 msgid "race+female^Machine" msgstr "" #. [race]: id=tri_mech #: Trinity/units/races.cfg:7 msgid "race^Machines" msgstr "" #. [race]: id=tri_avatar #. [race]: id=tri_avatar2 #. [race]: id=tri_avatar3 #: Trinity/units/races.cfg:25 Trinity/units/races.cfg:70 #: Trinity/units/races.cfg:116 msgid "race^Avatar" msgstr "" #. [race]: id=tri_avatar #. [race]: id=tri_avatar2 #. [race]: id=tri_avatar3 #: Trinity/units/races.cfg:26 Trinity/units/races.cfg:71 #: Trinity/units/races.cfg:117 msgid "race+female^Avatar" msgstr "" #. [race]: id=tri_avatar #. [race]: id=tri_avatar2 #. [race]: id=tri_avatar3 #: Trinity/units/races.cfg:27 Trinity/units/races.cfg:72 #: Trinity/units/races.cfg:118 msgid "race^Avatars" msgstr "" #. [trait]: id=tri_elemental #. [trait]: id=tri_elemental2 #. [trait]: id=tri_elemental3 #: Trinity/units/races.cfg:35 Trinity/units/races.cfg:80 #: Trinity/units/races.cfg:126 msgid "elemental" msgstr "" #. [trait]: id=tri_elemental #. [trait]: id=tri_elemental2 #. [trait]: id=tri_elemental3 #: Trinity/units/races.cfg:36 Trinity/units/races.cfg:81 #: Trinity/units/races.cfg:127 msgid "female^elemental" msgstr "" #. [trait]: id=tri_elemental #. [trait]: id=tri_elemental2 #. [trait]: id=tri_elemental3 #: Trinity/units/races.cfg:37 Trinity/units/races.cfg:82 #: Trinity/units/races.cfg:128 msgid "Immune to drain, poison, and plague" msgstr "" #. [unit_type]: id=Seth Beast, race=phantom_egypt #. [unit_type]: id=Seth Beast2, race=phantom_egypt #. [unit_type]: id=Seth Beast3, race=phantom_egypt #. [unit_type]: id=Seth Beast4, race=phantom_egypt #: Trinity/units/seth/Seth-Beast.cfg:183 Trinity/units/seth/Seth-Beast2.cfg:5 #: Trinity/units/seth/Seth-Beast3.cfg:5 Trinity/units/seth/Seth-Beast4.cfg:5 msgid "Phantom Beast" msgstr "" #. [attack]: type=fire #: Trinity/units/seth/Seth-Beast.cfg:248 msgid "desert wind" msgstr "" #. [attack]: type=cold #: Trinity/units/seth/Seth-Beast2.cfg:70 msgid "night wind" msgstr "" #. [attack]: type=pierce #: Trinity/units/seth/Seth.cfg:83 msgid "fork" msgstr "" #. [attack]: type=cold #: Trinity/units/seth/Seth.cfg:95 msgid "glance" msgstr "" #. [attack]: type=impact #: Trinity/units/seth/Seth.cfg:107 Trinity/utils/amla.cfg:305 msgid "meteor strike" msgstr "" #. [chance_to_hit]: id=tri_focus #: Trinity/units/seth/Seth.cfg:114 Trinity/utils/amla.cfg:312 msgid "focus" msgstr "" #. [chance_to_hit]: id=tri_focus #: Trinity/units/seth/Seth.cfg:115 Trinity/utils/amla.cfg:313 msgid "" "When used offensively, this attack has increased chance to hit the target. " "It also decreases the chance of the unit avoiding the target’s counterattack." msgstr "" #. [unit_type]: id=Tri_Pig, race=undead #. [unit_type]: id=Tri_Pig_2, race=undead #: Trinity/units/tower/Pig.cfg:4 Trinity/units/tower/Pig.cfg:31 msgid "Roasted Pig" msgstr "" #. [attack]: type=blade #: Trinity/units/tower/Pig.cfg:58 msgid "tusk" msgstr "" #. [attack]: type=impact #: Trinity/units/tower/Pig.cfg:70 msgid "hoof" msgstr "" #. [unit_type]: id=Tower Coconut, race=monster #: Trinity/units/tower/Tower_Coconut.cfg:5 msgid "Coconut" msgstr "" #. [attack]: type=impact #: Trinity/units/tower/Tower_Coconut.cfg:47 msgid "husk" msgstr "" #. [unit_type]: id=Tower Dancer, race=human #: Trinity/units/tower/Tower_Dancer.cfg:5 msgid "Tower Dancer" msgstr "" #. [attack]: type=blade #: Trinity/units/tower/Tower_Dancer.cfg:33 msgid "fan" msgstr "" #. [attack]: type=blade #: Trinity/units/tower/Tower_Dancer.cfg:43 msgid "smile" msgstr "" #. [unit_type]: id=Tower Pineapple, race=monster #: Trinity/units/tower/Tower_Pineapple.cfg:5 msgid "Pineapple" msgstr "" #. [attack]: type=blade #: Trinity/units/tower/Tower_Pineapple.cfg:56 msgid "leaves" msgstr "" #. [unit_type]: id=Tower Servant, race=human #: Trinity/units/tower/Tower_Servant.cfg:5 msgid "Tower Servant" msgstr "" #. [attack]: type=blade #: Trinity/units/tower/Tower_Servant.cfg:30 msgid "frond" msgstr "" #. [attack]: type=fire #: Trinity/units/tower/Tower_Servant.cfg:42 msgid "sauna rock" msgstr "" #. [message]: speaker=unit #: Trinity/utils/TRIabilities.cfg:18 msgid "" "Do I want to provide a home for one of my brethren, or do I want to harvest " "the power?" msgstr "" #. [option]: speaker=unit #: Trinity/utils/TRIabilities.cfg:20 msgid "A home for new Khthon." msgstr "" #. [option]: speaker=unit #: Trinity/utils/TRIabilities.cfg:29 msgid "Harvest the power" msgstr "" #. [plague]: id=plague_assimilation, type=Tri_Mech_Cyborg #: Trinity/utils/abilities.cfg:7 msgid "assimilation" msgstr "" #. [plague]: id=plague_assimilation, type=Tri_Mech_Cyborg #: Trinity/utils/abilities.cfg:8 msgid "" "When a humanoid is killed by an Assimilation attack, that unit is replaced " "with a Cyborg on the same side as the unit with the Assimilation attack." msgstr "" #. [advancement]: id=tri_amla_s1 #. [advancement]: id=tri_amla_s2 #: Trinity/utils/amla.cfg:10 Trinity/utils/amla.cfg:48 msgid "swordsman" msgstr "" #. [advancement]: id=tri_amla_b1 #. [advancement]: id=tri_amla_b2 #: Trinity/utils/amla.cfg:80 Trinity/utils/amla.cfg:122 msgid "archer" msgstr "" #. [advancement]: id={AMLA_ID} #: Trinity/utils/amla.cfg:208 msgid "Max HP bonus +1, Max XP +30%, " msgstr "" #: Trinity/utils/amla.cfg:273 msgid "ice missile" msgstr "" #: Trinity/utils/amla.cfg:289 msgid "wind lashing" msgstr "" #. [advancement]: id={NAME}_amla #: Trinity/utils/amla.cfg:345 msgid "Max HP bonus +2, Max XP +20%, " msgstr "" #. [print] #: Trinity/utils/cannons.cfg:81 msgid "FIRE!" msgstr "" #. [print] #: Trinity/utils/cannons.cfg:127 msgid "Targetting..." msgstr "" #. [message]: speaker={CANNON_ID} #: Trinity/utils/cannons.cfg:342 msgid "You are too close!" msgstr "" #. [terrain_type]: id=tri_clouds1 #. [terrain_type]: id=tri_clouds2 #: Trinity/utils/cloud-terrain.cfg:126 Trinity/utils/cloud-terrain.cfg:135 msgid "Clouds" msgstr "" #. [terrain_type]: id=tri_cloudsZ #: Trinity/utils/cloud-terrain.cfg:144 msgid "Green Glow" msgstr "" #. [message]: speaker=narrator #: Trinity/utils/items.cfg:40 msgid "Do not stand in the fire!" msgstr "" #. [object]: id={ID} #: Trinity/utils/items.cfg:71 msgid "Ring of Speed" msgstr "" #. [object]: id={ID} #: Trinity/utils/items.cfg:74 msgid "The bearer of this ring is faster of foot." msgstr "" #. [time]: id=tri_flare_fade #: Trinity/utils/schedules.cfg:6 msgid "Fading Flare" msgstr "" #. [time]: id=tri_flare #: Trinity/utils/schedules.cfg:18 msgid "Flare" msgstr "" #. [time]: id=tri_dark #: Trinity/utils/schedules.cfg:30 msgid "Dark" msgstr "" #. [terrain_type]: id=phan2_tower #. [terrain_type]: id=tri_dptower1 #. [terrain_type]: id=tri_dptower2 #. [time]: id=tri_sand_tower #: Trinity/utils/schedules.cfg:42 Trinity/utils/terrain-dp.cfg:72 #: Trinity/utils/terrain-dp.cfg:83 Trinity/utils/terrain-tower.cfg:118 msgid "Tower" msgstr "" #. [time]: id=tri_dp_night #: Trinity/utils/schedules.cfg:54 msgid "Night" msgstr "" #. [time]: id=tri_dp_dusk #: Trinity/utils/schedules.cfg:66 msgid "Dusk" msgstr "" #. [time]: id=tri_dp_dawn #: Trinity/utils/schedules.cfg:77 msgid "Dawn" msgstr "" #. [terrain_type]: id=tri_machine2 #: Trinity/utils/terrain-dp.cfg:7 msgid "Big Machine" msgstr "" #. [terrain_type]: id=tri_machine #: Trinity/utils/terrain-dp.cfg:18 msgid "Machine" msgstr "" #. [terrain_type]: id=tri_gate_east #. [terrain_type]: id=tri_gate_east2 #. [terrain_type]: id=tri_gate_west #. [terrain_type]: id=tri_gate_west2 #: Trinity/utils/terrain-dp.cfg:29 Trinity/utils/terrain-dp.cfg:40 #: Trinity/utils/terrain-dp.cfg:51 Trinity/utils/terrain-dp.cfg:62 msgid "Gate" msgstr "" #. [terrain_type]: id=tri_dptower2 #: Trinity/utils/terrain-dp.cfg:73 msgid "DP Tower upper" msgstr "" #. [terrain_type]: id=tri_dptower1 #: Trinity/utils/terrain-dp.cfg:84 msgid "DP Tower" msgstr "" #. [terrain_type]: id=dp_floor #: Trinity/utils/terrain-dp.cfg:94 msgid "Road" msgstr "" #. [terrain_type]: id=dp_floor #: Trinity/utils/terrain-dp.cfg:95 msgid "tile floor" msgstr "" #. [terrain_type]: id=dp_open-door #. [terrain_type]: id=phan2_open-door #: Trinity/utils/terrain-dp.cfg:104 Trinity/utils/terrain-tower.cfg:98 msgid "Open Door" msgstr "" #. [terrain_type]: id=dp_sand #: Trinity/utils/terrain-dp.cfg:114 msgid "Moon Dust" msgstr "" #. [terrain_type]: id=dp_crater #: Trinity/utils/terrain-dp.cfg:123 msgid "Moon Crater" msgstr "" #. [terrain_type]: id=dp_rift_small #: Trinity/utils/terrain-dp.cfg:133 msgid "Small Rift" msgstr "" #. [terrain_type]: id=dp_rim_open #: Trinity/utils/terrain-dp.cfg:143 msgid "Vacant Chute" msgstr "" #. [terrain_type]: id=dp_rim_fire #: Trinity/utils/terrain-dp.cfg:153 msgid "Burning Chute" msgstr "" #. [terrain_type]: id=dp_rim_filled #: Trinity/utils/terrain-dp.cfg:163 msgid "Occupied Chute" msgstr "" #. [terrain_type]: id=dp_fire_crater #: Trinity/utils/terrain-dp.cfg:175 msgid "Burning Crater" msgstr "" #. [terrain_type]: id=dp_smoke1 #: Trinity/utils/terrain-dp.cfg:185 msgid "Smoke" msgstr "" #. [terrain_type]: id=mirror0p5 #. [terrain_type]: id=mirror1 #. [terrain_type]: id=mirror2 #: Trinity/utils/terrain-dp.cfg:1255 Trinity/utils/terrain-dp.cfg:1273 #: Trinity/utils/terrain-dp.cfg:1282 msgid "Mirror" msgstr "" #. [terrain_type]: id=mirror0 #: Trinity/utils/terrain-dp.cfg:1264 msgid "Broken Mirror" msgstr "" #. [terrain_type]: id=tri_moon #. [terrain_type]: id=tri_stars #. [terrain_type]: id=tri_stars0 #. [terrain_type]: id=tri_stars2 #. [terrain_type]: id=tri_stars3 #: Trinity/utils/terrain-tower.cfg:6 Trinity/utils/terrain-tower.cfg:16 #: Trinity/utils/terrain-tower.cfg:26 Trinity/utils/terrain-tower.cfg:36 #: Trinity/utils/terrain-tower.cfg:46 msgid "Sky" msgstr "" #. [terrain_type]: id=tri_stars0 #: Trinity/utils/terrain-tower.cfg:7 msgid "No Stars" msgstr "" #. [terrain_type]: id=tri_stars #: Trinity/utils/terrain-tower.cfg:17 msgid "Stars" msgstr "" #. [terrain_type]: id=tri_stars2 #: Trinity/utils/terrain-tower.cfg:27 msgid "Red Stars" msgstr "" #. [terrain_type]: id=tri_stars3 #: Trinity/utils/terrain-tower.cfg:37 msgid "Trans Stars" msgstr "" #. [terrain_type]: id=tri_moon #: Trinity/utils/terrain-tower.cfg:47 msgid "Moon" msgstr "" #. [terrain_type]: id=tri_platter #: Trinity/utils/terrain-tower.cfg:56 Trinity/utils/terrain-tower.cfg:57 msgid "Platter" msgstr "" #. [terrain_type]: id=tri_brazier #: Trinity/utils/terrain-tower.cfg:68 msgid "Lit Brazier" msgstr "" #. [terrain_type]: id=tri_brazier2 #: Trinity/utils/terrain-tower.cfg:78 msgid "Brazier" msgstr "" #. [terrain_type]: id=phan2_closed-door #: Trinity/utils/terrain-tower.cfg:88 msgid "Closed Door" msgstr "" #. [terrain_type]: id=phan2_window1 #: Trinity/utils/terrain-tower.cfg:108 msgid "Window" msgstr "" #. [terrain_type]: id=phan3_tower #: Trinity/utils/terrain-tower.cfg:128 msgid "Towerfront" msgstr "" #. [terrain_type]: id=phan2_top #: Trinity/utils/terrain-tower.cfg:137 msgid "Platform" msgstr "" #. [terrain_type]: id=tri_arc #: Trinity/utils/terrain-tower.cfg:1612 msgid "Arc" msgstr "" #. [terrain_type]: id=tri_crap #. [terrain_type]: id=tri_crap2 #: Trinity/utils/terrain.cfg:6 Trinity/utils/terrain.cfg:7 #: Trinity/utils/terrain.cfg:15 Trinity/utils/terrain.cfg:16 msgid "crap" msgstr "" #. [terrain_type]: id=tri_skymtn1 #: Trinity/utils/terrain.cfg:25 Trinity/utils/terrain.cfg:26 msgid "Ledge" msgstr "" #. [terrain_type]: id=tri_ironruins0 #: Trinity/utils/terrain.cfg:35 Trinity/utils/terrain.cfg:36 msgid "Iron Ruins" msgstr "" #. [terrain_type]: id=tri_chains0 #: Trinity/utils/terrain.cfg:45 Trinity/utils/terrain.cfg:46 msgid "Chains" msgstr "" #. [terrain_type]: id=tri_chains1 #: Trinity/utils/terrain.cfg:55 msgid "Iron Beam" msgstr "" #. [terrain_type]: id=tri_chains1 #: Trinity/utils/terrain.cfg:56 msgid "Beam" msgstr "" #. [terrain_type]: id=tri_chains2 #: Trinity/utils/terrain.cfg:65 msgid "chain clump" msgstr "" #. [terrain_type]: id=tri_chains2 #: Trinity/utils/terrain.cfg:66 msgid "clump" msgstr "" #. [terrain_type]: id=tri_sky_console #: Trinity/utils/terrain.cfg:75 Trinity/utils/terrain.cfg:76 msgid "Steering Console" msgstr "" #. [terrain_type]: id=tri_oak_dead #: Trinity/utils/terrain.cfg:87 msgid "Great Oak" msgstr "" #. [terrain_type]: id=tri_oak_dead #: Trinity/utils/terrain.cfg:88 msgid "Dead Great Oak" msgstr "" #. [terrain_type]: id=tri_unlitfire #: Trinity/utils/terrain.cfg:99 msgid "Unlit Fire" msgstr "" #. [part] #: Trinity/utils/utils.cfg:47 msgid "" "In the last hours of rest that he was to have for a long time, Haldrad tried " "to make sense of what was happening. He picked up his knapsack and moved " "closer to Dardrus to demand an explanation. The nearby fighters gave " "Haldrad hostile scowls, but then moved in eagerly to hear what Dardrus had " "to say. Dardrus took a deep breath and began speaking in a low voice: " msgstr "" #. [part] #: Trinity/utils/utils.cfg:51 msgid "" "A long, long time ago, there were no green-eyed traitors. Your kind " "multiplied, spread throughout the land, and built cities on every " "continent. We were content to let this happen, for you were no threat. But " "then the green-eyed ones came, spreading amongst your cities like a plague, " "forming legions of dangerous beasts. We saw the error of our ways, and " "became more involved. We put your cities under our protection, providing an " "alternative to the fate offered by the green-eyed monsters." msgstr "" #. [part] #: Trinity/utils/utils.cfg:55 msgid "" "Not all of your people were cooperative, some insisted upon fighting us " "and remaining fuel for the enemy. We were successful in breaking the " "obstinate and defeating the rebellious, thus depriving the enemy of what it " "needed. We had cleared the scourge, but knew it was not exterminated and " "would some day return. Our greatest warriors and generals went into a deep " "sleep, to awake when the enemy returned." msgstr "" #. [part] #: Trinity/utils/utils.cfg:59 msgid "" "Most of Dardrus's audience had listened with rapt attention. However, one " "craggy-faced, gray-haired, sinewed old sailor with weathered olive skin had " "worn a scowel that grew deeper as Dardrus talked. At this point, the sailor " "interrupted: " msgstr "" #. [part] #: Trinity/utils/utils.cfg:63 msgid "" "With all due respect, great one, that story is incomplete and does not do " "justice to the deeds of those who saved us from the great outsider. You " "leave out the part where Ishtu, great winged goddess of victory, and Athtep, " "great red-eyed god of night, tear assunder that great storm which would " "consume all. In their great wisdom, they carved out the heart. The head of " "the destroyer was given to deathly Nura, who pushed it deep into the " "shadows, from where it could never escape. If it did escape, it could not " "reclaim its heart, for golden-crowned Aruyun had breathed a mortal life into " "the heart, and placed it upon this earth. In this way, the gods ensured the " "great destroyer could not proceed without eating its own heart!" msgstr "" #. [part] #: Trinity/utils/utils.cfg:67 msgid "" "The old sailor's voice cracked at this point and he sat silent for a " "moment. In a softer voice, he continued:\n" "Now the children of Athtep and Ishtu, if not Ishtu herself, walk amongst " "us. Know we are your faithful servants, we pray you see it fit to tell us " "why.\n" "And with that, he bowed his head and walked off.\n" "\n" "Dardrus kept a stone-like gaze on the middle-distance, and the others " "eventually wandered off to get some rest." msgstr ""