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: pt\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..."
"i>"
msgstr ""
#. [part]
#: Trinity/scenarios1/3_K01_Ship.cfg:165
msgid ""
"Too late, he noticed she had no legs, but rather a large snake tail..."
"i>\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"
"i>... 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 ""