{
  "addressformat": "{no} {street}",
  "lang.pl-PL": "Polski",
  "lang.en-US": "English",
  "lang.de-DE": "Deutsch",
  "lang.es-ES": "Español",
  "lang.fr-FR": "Français",
  "lang.it-IT": "Italiano",
  "lang.ru-RU": "Pусский",
  "lang.zh-CN": "中文",
  "lang.ko-KO": "한국어",
  "lang.jp-JP": "日本語",
  "lang.pt-BR": "Português-Brasil",
  "lang.tr-TR": "Türk",
  "Menu.button.continue": "CONTINUE",
  "Menu.button.career": "CAREER",
  "Menu.button.singlegame": "FREE GAME",
  "Menu.button.achievements": "Achievements",
  "Menu.button.credits": "Credits",
  "Menu.button.options": "Options",
  "Menu.button.exit": "Exit",
  "Economy": "Economy",
  "Vehicles": "Vehicles",
  "Management.PanelHeader.Statistics.1": "Base income: ",
  "Management.PanelHeader.Statistics.2": "Tickets: ",
  "Management.PanelHeader.Statistics.3": "Salaries: ",
  "Management.PanelHeader.Statistics.4": "Awards: ",
  "tutorial.INFO_1": "Your main objective is to manage the teams of \nPolice Officers (BLUE), \nMedics (WHITE) \nFire Fighters (RED). \n\nHere you can modify your teams, assign new team members, buy new vehicles and equipment, and check the duty's summary.\nThis is also the place where your progress is automatically saved.",
  "tutorial.START": "Operator, It seems like this is your first duty. Shall we begin the training?",
  "tutorial.INFO_2": "For now, go to DEPLOYMENT",
  "tutorial.ADDRESS": "It says that there is a LOUD PARTY at a specified address. You can click on the ADDRESS to focus the map there. \n\nNow, select a Police Unit (BLUE) using LEFT MOUSE BUTTON and dispatch it to the reported incident by clicking it with RIGHT BUTTON",
  "tutorial.CALL": "Now you have an INCOMING CALL",
  "tutorial.CONVERSATION": "Click the dialogue option of your choice to progress through the conversation\n\nUsually, you should ask for the detailed address first if it hasn't been determined.\n\nUntil the conversation is finished, the time slows down.",
  "tutorial.DECISION": "Now, decide who should be sent to the incident. \n\nYou can also choose to ignore an incident if you decide that there is no need for an intervention. \n\nClick on the ADDRESS to center the camera over the incident if you are not sure which one is it. ",
  "tutorial.BASES": "You should remain aware of the Hospitals, Police and Fire Stations as your units may need to drive back to base.\n\nYou can press SPACE to show or hide the bases. ",
  "tutorial.DEPLOY": "Now, disperse your units throughout the city.\n\nYou might want to use +/- buttons or MOUSE WHEEL to change the zoom level and see the whole city.\n\n When you are done, click START DUTY",
  "tutorial.INFO_GO": "The units will find their way if possible.",
  "tutorial.REPORT": "Here it is. Click NEW INCIDENT to display the details",
  "tutorial.SELECT": "Now you can deploy the teams to different locations in the city.\nLEFT CLICK to select a unit.",
  "tutorial.SEND": "Then RIGHT CLICK to send it to any place in the city.",
  "tutorial.SENDUNIT": "Now, select a Police Unit (BLUE) and dispatch it to the incident by clicking it with RIGHT BUTTON",
  "tutorial.SENTOK": "Good, now the Unit will go to the designated incident and will do their job if possible.",
  "tutorial.SHOWONSITE": "When a unit arrives, the situation overview is available. You can find your team members on the left side and the incident elements on the right side of the window. \nMove the pointer over any element to see additional info.\n",
  "tutorial.SHOWONSITE2": "The team members will do their job automatically. You can also manually pick a team member and choose a task for him using Left Mouse Button.\n\nAt least one unit should stay on site until all the elements of an incident will be resolved.",
  "tutorial.SENTWRONG": "No, dispatch a Police Unit (BLUE)",
  "tutorial.WAIT": "Now, wait for incoming incidents.",
  "tutorial.CARRYON": "Maintain the public order and save people from harm to earn a good Reputation. \n\nCarry on until the end of your Duty!",
  "tutorial.SURESKIP": "Are you sure you want to skip the tutorial? You can always activate the tutorial again in game options.",
  "FreeGame.Input.CityName": "Input city name...",
  "FreeGame.Button.Download": "DOWNLOAD",
  "Deployment.Button.StartDuty": "START DUTY",
  "Options.Button.Back": "BACK\n",
  "Opitons.Title.Options": "OPTIONS\n",
  "Options.Panel.Difficulty": "DIFFICULTY",
  "Options.Difficulty.Easy": "EASY",
  "Options.Difficulty.Medium": "MEDIUM",
  "Options.Difficulty.Hard": "HARD",
  "Options.Checkbox.ShowTutorial": "SHOW TUTORIAL",
  "Options.Checkbox.MoveByEdge": "MOVE BY EDGE",
  "Options.Checkbox.ShowTeamTexts": "SHOW TEAM TEXTS",
  "Options.Button.ResetData": "RESET DATA",
  "Options.texLabel.Music": "MUSIC",
  "Options.texLabel.Sounds": "SOUNDS",
  "Options.texLabel.MuteOperator": "MUTE OPERATOR",
  "Options.texLabel.Language": "LANGUAGE",
  "FreeGame.Button.Back": "BACK\n",
  "FreeGame.Title.FreeGame": "FREE GAME",
  "FreeGame.Button.Start": "START\n",
  "Management.Button.Back": "BACK",
  "Management.Button.StartDeployment": "START DEPLOYMENT",
  "Management.Button.StartDuty": "START DUTY",
  "Management.Button.Statistics": "STATISTICS",
  "Management.Title.Resources": "RESOURCES",
  "Management.Title.Shops": "SHOPS",
  "Management.Title.Squads": "SQUADS",
  "Management.Button.Vehicles": "VEHICLES",
  "Management.Button.Staff": "STAFF",
  "Management.Button.Equipment": "EQUIPMENT",
  "Management.Button.Infrastructure": "INFRASTRUCTURE",
  "Management.Shops.Button.Vehicles": "VEHICLES",
  "Management.Shops.Button.Staff": "STAFF",
  "Management.Shops.Button.Equipment": "EQUIPMENT",
  "Management.Shops.Button.Infrastructure": "INFRASTRUCTURE",
  "Management.Button.Filters": "FILTER",
  "Management.Button.NewTeam": "NEW TEAM",
  "ReportPanel.Button.SendAll": "SEND ALL",
  "ReportPanel.Button.Wait": "WAIT",
  "ReportPanel.Button.Ignore": "IGNORE",
  "ReportPanel.Title.Address": "ADDRESS:",
  "ReportPanel.Title.Locating": "LOCATING...",
  "ReportPanel.Button.OnSite": "ON SITE",
  "ReportPanel.Button.Info": "INFO",
  "ReportPanel.Button.Dialogue": "DIALOGUE",
  "TalkDetailsPanel.Title.IncomingCall": "INCOMING CALL:",
  "TalkDetailsPanel.Title.FinishConversation": "FINISH CONVERSATION FIRST",
  "TalkDetailsPanel.Title.ConversationEnd": "[CALL ENDED]",
  "OnSiteDetailsPanel.Title.SituationReport": "SITUATION REPORT:",
  "UnitTab.Title.No": "No",
  "UnitTab.Title.Status": "Status",
  "UnitTab.Title.Crew": "Crew",
  "UnitTab.Title.Places": "Places",
  "UnitTab.Title.Address": "location",
  "TeamLabel.Title.UnitNo": "UNIT No. {1}",
  "UnitTab.Title.Unit": "TYPE",
  "UnitTab.Button.Units": "UNITS",
  "ReportTab.Button.Reports": "INCIDENT",
  "ReportTab.Title.No": "No",
  "ReportTab.Title.Unit": "UNIT",
  "ReportTab.Title.Report": "REPORT",
  "ReportTab.Title.Time": "TIME",
  "ReportTab.Title.Location": "LOCATION",
  "NewCall.Button.NewCall": "NEW CALL",
  "NewReport.Button.NewReport": "NEW INCIDENT x",
  "DutyMode.Button.Back": "BACK",
  "TopPanel.Title.TimeLeft": "TIME LEFT",
  "Credits.Button.Back": "BACK\n",
  "Credits.Title.Credits": "CREDITS",
  "Achievements.Title.Achievements": "ACHIEVEMENTS",
  "Achievements.Button.Back": "BACK\n",
  "Instructions.Button.Back": "BACK\n",
  "Instructions.Titile.Instructions": "INSTRUCTIONS",
  "Instructions.Button.Disclaimer": "DISCLAIMER",
  "Instructions.Button.GeneralGuide": "1. GENERAL GUIDE",
  "Instructions.Button.Controls": "2. CONTROLS",
  "Instructions.Button.Teams": "3. TEAMS",
  "Instructions.Button.Staff": "3.1. STAFF MEMBERS",
  "Instructions.Button.Vehicles": "3.2. VEHICLES",
  "Instructions.Button.Reports": "4. INCIDENTS",
  "Instructions.Button.InfoTab": "4.1. INFO TAB",
  "Instructions.Button.OnSite": "4.2. ON SITE TAB AND ELEMENTS",
  "Instructions.Button.Conversations": "4.3. DIALOGUE TAB AND CONVERSATIONS",
  "Instructions.Button.Duty": "5. DUTY",
  "Instructions.Button.Management": "6. MANAGEMENT",
  "Instructions.Title.Disclaimer": "DISCLAIMER",
  "Instructions.Title.GeneralGuide": "1. GENERAL GUIDE",
  "Instructions.Title.Controls": "2. CONTROLS",
  "Instructions.Title.Teams": "3. TEAMS",
  "Instructions.Title.Staff": "3.1 STAFF MEMBERS",
  "Instructions.Title.Vehicles": "3.2. VEHICLES",
  "Instructions.Title.Reports": "4. INCIDENTS",
  "Instructions.Title.InfoTab": "4.1. INFO TAB",
  "Instructions.Title.OnSite": "4.2. ON SITE TAB AND ELEMENTS",
  "Instructions.Title.Conversation": "4.3. DIALOGUE TAB AND CONVERSATIONS",
  "Instructions.Title.Duty": "5. DUTY",
  "Instructions.Title.Management": "6. MANAGEMENT",
  "Instructions.Disclaimer.Par1": "Please keep in mind that although we made all efforts to make this game as realistic as possible, there are many simplifications and inconsistencies with reality. \nThe medical procedures and instructions used in this game are simplified and incomplete. The game creators do not take any responsibility for using them. \n\nThe stories, all names, characters, and incidents portrayed in this production are fictitious. No identification with actual persons (living or deceased), places, buildings, and products is intended or should be inferred.\n\nThis computer game is protected under the copyright laws of the United States and other countries throughout the world. Any unauthorized distribution or copying of this computer game or any part thereof (including soundtrack) may result in civil liability and criminal prosecution. \n\nAll the cities data comes from OpenStreetMap(c) and are not a pre-installed part of the game. All the maps and regenerated data are accessible for free either from OpenStreetMap or from Jutsu Games Servers.\n\nMap data © OpenStreetMap contributors. All map data is available under the Open Database License.\n\nCopyright © 2017 Games Operators All rights reserved.",
  "Instructions.GeneralGuide.Par1": "<b> Welcome to 911 Operator! \n</b>\n\nThis is a game where you become the call-taker of the 911 emergency line and a dispatcher of emergency services in a city. \n\nYour main objective is to manage the teams of <b>Police Officers</b> (BLUE), <b>Medics</b> (WHITE) and <b>Firefighters</b> (RED) to the emergency events (INCIDENTS) that are represented by corresponding BLUE/WHITE/RED icons.\n\nThe gameplay is divided into two modes - <b>Management</b> and <b>Duty</b>. \n\n<b>Duty mode</b>\nDuty represents a day of the operator's work. During the duty mode, your job is to answer 911 calls and dispatch emergency services to the appropriate location. Together with the calls, you also receive other reports either from your Units on patrol or other operators.\n\n<b>Management mode</b>\nIn Management mode you can recruit additional team members, buy vehicles or equipment, organize your squads and check statistics.\n\nThe most important statistic of the game is <b>Reputation</b>, which goes up every time you successfully resolve a call or report, and goes down each time someone dies, criminals escape, or you fail to resolve an incident within the given time. Sometimes ignoring a call might have a positive impact on your Reputation (for example if it is a non-emergency call).\n<b>Be careful!</b> If your Reputation level drops below zero after a duty, you will fail that duty and the game will load the last save point.\n\nAnother statistic is <b>Finances</b>.  You have a few sources of income: \n<b>Base income</b> (for each duty)\n<b>Rewards</b> (for saving lives or avoiding major failures)\n<b>Bills</b> (for giving the tickets for reported minor offenses like speeding)\nYou also need to pay <b>salaries</b> for your staff, which is your main expense.",
  "Instructions.Controls.Par1": "<b>Left Mouse Button</b> - select / show details\nDouble click of <b>Left Mouse Button</b> - center camera / follow\n<b>Right Mouse Button</b> - give order / dispatch unit\n<b>Mouse Scroll</b> - zoom in / out\n<b>P</b> - pause\n\n<b>SPACE</b> - show / hide infrastructure\n<b>ESC</b> - close window / deselect / quit",
  "Instructions.Teams.Par1": "Your role is to dispatch teams of Police Officers, Firefighters, and Medics, represented by both the icon of their vehicle and their color: ",
  "Instructions.Teams.Caption1": "Blue Police Unit",
  "Instructions.Teams.Caption2": "White Medic Unit",
  "Instructions.Teams.Caption3": "Red Firefighter Unit",
  "Instructions.Teams.Caption4": "Police Unit placed on the map. You can see where it's going by looking at the bright line.",
  "Instructions.Teams.Par2": "<b>The indicator shows:</b>\n\n1) Type of the vehicle\n2) The number of available seats. Each type of vehicle has a specific number of seats. You can check it by looking at the little squares above the unit. When a seat is not occupied, the square is empty. If the square is filled, the seat is taken. \n3) Current path of the vehicle, represented by a bright line on the city map (see the screen below).\n4) Current status of the squad in the vehicle, represented by a small glimmering light situated below an icon of the vehicle. The are three possible statuses:\n\n- Waiting for orders: the light is stable\n- On the way to an incident: the light is blinking\n- Squad is involved in an incident: the light is blinking on red\n\nYou can always display a list of available teams during a duty by clicking the <b>Units</b> button situated in the bottom left corner of the screen.",
  "Instructions.Staff.Par1": "Three types of Team Members:\n",
  "Instructions.Staff.police": "Police Officer",
  "Instructions.Staff.medical": "Medic",
  "Instructions.Staff.fire": "Firefighter",
  "Instructions.Staff.Par2": "Your units might have from 1 to 4 Team Members of adequate specialty, depending on the vehicle type. You can see the difference between those three by corresponding hats.\nRemember, a vehicle cannot be applied to a duty without active Team Members. After all, a vehicle can’t drive itself.\nTeam Members can be hurt or killed during their duty. If they happen to be heavily hurt by criminals, fire or other events, they will also <b>have to be driven to hospital</b> in order to survive. An injured Team Member will have to be hospitalized for a couple of duties.\n\n<b>PRIORITY & EFFICIENCY</b>\n\nEach service type has its own priorities in resolving particular Site Elements. For example, Police Officers will focus on resolving the suspects, and Medics will take care of any injured. \nAnother property is efficiency – Firefighters put out the fire much faster than any other team, but they won’t interrogate any suspects. \nEvery Team Member can perform First Aid (which should prevent any injured from dying) but only the Medics will be able to stabilize them and drive anyone heavily injured to hospital. \n\n<b>EQUIPMENT </b>\n",
  "Instructions.Staff.Caption4": "Team Member with equipped gun.",
  "Instructions.Staff.Par3": "There are a number of buyable equipment types that can modify the properties of each Team Member. Each Team Member can hold no more than 2 pieces of equipment.\n\n<b>EXPERIENCE</b>\n\nWith every case resolved, Team Members gain experience, which will allow them to resolve cases faster - but that will also increase their salaries. \n\n<b>OTHER PARAMETERS:</b>\n\n- <b>Driving Skill</b> - the team-mate with the highest driving skill will determine the speed bonus for a team.\n- <b>Marksmanship</b> – a Police Officer with high Marksmanship will more be efficient at shooting. \n- <b>First Aid</b> – a Medic can heal people faster with a higher First Aid stat. \n- <b>Tech skill</b> – a Firefighter will finish their assignments faster with a higher Tech skill.\n- <b>Salary</b> – some team members will require a higher Salary due to their skills. ",
  "Instructions.Vehicles.Caption1": "The vehicle and its specification.",
  "Instructions.Vehicles.Par1": "Each Team can have one vehicle. The vehicle determines what kind of a team will it be. \n\nThere are various vehicles in the game, each having a few parameters:\n\n - <b>Speed</b> - Determines how fast the vehicle can move\n - <b>Crew</b> - Determines how many Team Members can travel in this vehicle.\n - <b>Places</b> - Determines how many people (e.g. criminals) can be driven in that vehicle to target location (e.g. custody, hospital). Does not include crew. \n - <b>Price</b> – The cost of buying the vehicle.\n",
  "Instructions.Reports.Par1": "<b>INCIDENTS</b>\n\nThere are two ways of receiving information about an incident in the game:",
  "Instructions.Reports.Par2": " - by answering an incoming 911 call",
  "Instructions.Reports.Par3": " - from other dispatchers, teams or infrastructure that have already been determined.",
  "Instructions.Reports.Par4": "When one of these icons pops out during the duty mode, a new report or call has occurred. When you click the New Incident icon, it will move you to the location of this event on the map. On the right, you will also see the Incident Panel and Info Tab (see INFO TAB). When you click the green New Call icon, you will answer the call and the Incident Panel with Dialog Tab on the right will be displayed (see DIALOGUE TAB AND CONVERSATIONS).\n\nThe priority of each report is up to the Operator. \nPlease bear in mind that each incident can fail for multiple reasons. The most common reasons for a failure are:\n - There was no reaction or intervention within the required time.\n - Suspects have escaped.\n - Patients have died.",
  "Instructions.Reports.Par6": "\nAn incident corresponding to an ongoing conversation is represented by:\n",
  "Instructions.Reports.Par5": "Each incident is represented by an icon, that also suggests what kind of teams should reach it. They pop out on the map in Duty Mode. Please note that multiple colors indicate that multiple different types of services are required on site. \n",
  "Instructions.Reports.7": "<b>INCIDENT PANEL</b>\n\nThe Incident Panel has three tabs which inform you about the details of various Incidents: \nInfo Tab (see INFO TAB)\nOn Site Tab (see ON SITE TAB AND ELEMENTS)\nDialogue Tab (see DIALOGUE TAB AND CONVERSATIONS)",
  "Instructions.Reports.Caption1": "An example of a report that needs one type of service. It's red, so the help of Firefighters is required.",
  "Instructions.Reports.Caption2": "In this blue-white report intervention two services are needed: Medics and Police.",
  "Instructions.Reports.Caption3": "In that example, we need three types of services to solve the case: Medics, Police, and Firefighters",
  "Instructions.Reports.Caption4": "Example of a Call Report",
  "Instructions.OnSite.Caption1": "Incident Panel with On Site Tab.",
  "Instructions.OnSite.Par1": "Once your teams arrive at the Incident on the map, the Incident Panel with <b>On Site Tab</b> will pop out and display on the right. You will get a full Situation Report. You can also show the On Site Tab by clicking any other report on the map with units already there.\n",
  "Instructions.OnSite.Par2": "\nThe On Site Tab is divided into Teams and Incident Elements columns. \nOnce you hover over the Team Member or Incident Element icons, linking lines appear that indicate who does what. For example, resolving a drunk driving collision may involve all three unit types. A Police Officer’s icon could link to the criminal drunk driver, a Medic’s icon could link to someone who was injured by the crash, and a Fire Fighter could link to a fire caused by the crash. The link shows that a specific team member is resolving a specific element of the report.\nAlso, a brief description box appears.\n\nThere are 2 types of Incident elements:\n<b>People</b>, Indicated by Faces\n<b>Things</b>, Indicated by Icons. \n\nEach person might have an ICON, that will symbolize what has to be done with the person:",
  "Instructions.OnSite.Par3": " - <b>injured</b> - have to be assisted (every type of staff can deal with minor injuries, but Medics will do it in the fastest way).",
  "Instructions.OnSite.Par4": " - <b>heavily injured</b> - have to be given First Aid, and later driven to a hospital (only Medics).",
  "Instructions.OnSite.Par5": " - <b>dead</b> - formal statement of death has to be done by Police Officer or Medic.",
  "Instructions.OnSite.Par6": " - <b>suspect</b> - resolved by Police Officers. Suspects might be billed, checked or taken into custody.\n",
  "Instructions.OnSite.Par": " - <b>witness</b> - have to be interviewed by Police Officers.",
  "Instructions.OnSite.Par7": " - <b>witness</b> - have to be interviewed by Police Officers.",
  "Instructions.OnSite.Par8": "\nNo icon indicates that the person is just a passerby and nothing has to be done.\n\nPossible Things are: \n",
  "Instructions.OnSite.Par9": " - <b>fire</b> that has to be extinguished.",
  "Instructions.OnSite.Par10": " - <b>technical job</b> that Firefighters will take care of much faster.",
  "Instructions.OnSite.Par11": "Sometimes, there are also some other objects, that nothing has to be done with yet",
  "Instructions.OnSite.Par12": "\n\nEvery action performed on an Element has a corresponding Icon:\n",
  "Instructions.OnSite.Par13": "- this icon means that someone is performing First Aid on this individual",
  "Instructions.OnSite.Par14": "- this person was given First Aid but has to be transported to the hospital",
  "Instructions.OnSite.Par15": "- this icon means that the person is being cuffed",
  "Instructions.OnSite.Par16": "- this person has been cuffed and now needs to be transported to prison",
  "Instructions.OnSite.Par17": "- it means that some kind of a technical problem is being resolved on an element",
  "Instructions.OnSite.Par18": "- this icon means that a person is being fined",
  "Instructions.OnSite.Par19": "- it means that a fire is being extinguished",
  "Instructions.OnSite.Par20": "\n\nThere are a few special Icons, that indicate the current state of an element\n",
  "Instructions.OnSite.Par21": " - <b>blocked</b> - means that the element cannot be resolved because of some other element that blocks it (for example: an injured hostage is held by a criminal, or doors are blocking a way to other elements) \n",
  "Instructions.OnSite.Par23": " - <b>hit</b> - red stain on a portrait means that the person has been hit.",
  "Instructions.Converations.Par1": "Dialogues are an important part of this game and we strongly recommend that you play with the audio on.\n\nA few times each duty you might receive an incoming call (see INCIDENTS - New Call Icon). You will never know what type of call will be coming, and it is up to you to determine what kind of help is needed (if any) and who should be sent to the report.\n\nOnce you answer the call, <b>the gameplay time slows down until the end of conversation</b>. The Incident Panel with Dialogue Tab will pop out as well: \n",
  "Instructions.Conversations.Caption1": "An Incident Panel with Dialogue Tab",
  "Instructions.Conversations.Par2": "\nFocus on the conversation until the end of it, however, you can still give orders to all the units on the map (remember though - the time is slowed down). \nYou can end the conversation prematurely by clicking <b>IGNORE</b> button at the bottom of the Panel.\n\nOn the Dialogue Tab, there is a <b>\"Locating...\"</b> Progress Bar which shows you the time until the location of the caller is tracked.\nUsually, the location of the caller is not set at the beginning of the conversation - it is up to you to ask for the caller's location or wait until it is tracked.  \n<b>NOTE:</b> No emergency services can be dispatched until you've determined the location of the incident.\n\nSometimes, if you decide to do so, you might ignore the call. If it is a prank or non-emergency call, a positive Reputation points will be awarded. If not, a penalty of up to 10 points can be given.  \n\nYou have to respond to the callers within few seconds, otherwise after a few reminders they will hang up and you will fail the event. ",
  "Instructions.InfoTab.Par1": "By clicking the report with LMB, an Incident Panel with Info Tab will be displayed:\n",
  "Instructions.InfoTab.Caption1": "An Incident Panel with Info Tab.",
  "Instructions.InfoTab.Par2": " \nThe basic <b>Info Tab</b> will provide you with: \n\n - basic title, brief description and icon\n - general information about possible On Site elements \n - a clickable <b>ADDRESS</b>, that will center the camera over the Incident. \n - <b>IGNORE</b> button that will immediately remove the Incident (and add or remove some Reputation Points)\n - <b>SEND ALL</b> button that will send ALL available units straight to the Incident.\n - <b>WAIT</b> button that will only close the window. \n\n",
  "Instructions.InfoTab.Par3": "\nYou can always display a list of reports by clicking the <b>Incidents</b> while in Duty mode:\n",
  "Instructions.Duty.Par1": "Duty represents a day of the operator's work. It takes about 10 minutes to play.  During the duty mode, your job is to answer calls and dispatch appropriate emergency services teams to the locations of incidents. Together with the calls, you also receive other reports either from your teams or other operators. \nBefore you start the duty, you have to deploy the units throughout the city. Please make sure that every part of the city has nearby units of all types. \n",
  "Instructions.Duty.Par2": "The duty GUI contains the elements:\n\n - <b>TIME LEFT</b>(1) until the end of duty.\n - <b>TIME MODIFIER</b>(2) to change the speed of time or pause the game.\n - <b>LAST RADIO TRANSMISSIONS</b>(3), where you can check which unit said what.\n - <b>INCIDENT WINDOW</b>(4), described in Incidents section.\n - <b>UNITS TABLE</b>(5), that contains all available units and their status.\n - <b>REPORT TABLE</b>(6), that contains the list of present Reports.\n - <b>NEW CALL</b>(7) indicator, which you click to answer the call.\n - <b>NEW INCIDENT</b>(8) indicator, that shows up when a new incident is given by Units on the ground or other call takers.\n\nThe Duty ends when the time goes up and when any incident is no longer available (all of them were resolved, ignored or overdated). Then you go back to Management, where the Duty Summary will be displayed. There you can check what happened with every incident and look through the details. \nIf you have successfully performed your duties as a 911 call-taker/dispatcher, the game progress will be automatically saved. \n",
  "Instructions.Management.Par1": "After the Duty mode, you go to the management mode - there you can recruit additional team members, buy vehicles and equipment and watch an after action reports, where you can find out what happened to your callers.   \n",
  "Instructions.Management.Par2": "The screen is divided into 3 columns:\n\n - <b>RESOURCES</b>(1), that store the vehicles, teams, equipment and infrastructure you currently own and are not assigned.\n - <b>SQUADS</b>(2), where you can create, delete and modify your squads by dragging items from the RESOURCES column or straight from the SHOPS column.\n - <b>SHOPS</b>(3), where you can buy additional stock and recruit new people. All your shopping will be stored in the RESOURCES column.\n\nThere are also few buttons:\n\n - <b>STATISTICS</b>(4), that will display the last duty summary, as well as general city statistics.\n - <b>ECONOMY</b>(5) (symbolized by current balance) that will display current expenses and income.\n - <b>BACK</b>(6) that will save the game and quit to the menu.\n - <b>START DEPLOYMENT</b>(7) that will let you deploy your teams throughout the city and start the duty. You can modify your teams by dragging elements into slots; the same way elements can be sold or bought. \n - <b> NEW TEAM</b>(8) that creates New Team.\n - <b> FILTERS</b>(9) that let you show or hide some types of services.",
  "teamsvoices.poltransreq": "Police transport needed!",
  "teamsvoices.billgiven": "Bill given: ${1}",
  "teamsvoices.checked": "Checked!",
  "teamsvoices.medical": "Medical transport needed!",
  "teamsvoices.underfire": "UNDER FIRE, NEED BACKUP!",
  "teamsvoices.inprison": "Criminals in prison!",
  "teamsvoices.resolved": "We're done here!",
  "teamsvoices.unable": "We can't do that!",
  "teamsvoices.medtransport": "We are going back to the hospital!",
  "teamsvoices.inhospital": "Injured in hospital!",
  "teamsvoices.isaw": "Spotted {1}",
  "teamsvoices.patrolonway": "We have a situation here!",
  "teamsvoices.offduty": "Suspect is off the duty zone!",
  "teamsvoices.choose": "Reporting!",
  "teamsvoices.roger": "Roger that!",
  "teamsvoices.go": "I'll check that!",
  "career.citydesc.reputation.61785451": "<b>Reputation points required to pass:</b> 380",
  "career.citydesc.61785451": "Map Details:\nNew York is not only the most populous city in the United States, but also probably the most famous city in the world. That multicultural metropolis, often called the Big Apple, is a constant inspiration for millions of writers, filmmakers and songwriters, which makes the city an influential center of culture. \n\nNew York City has five boroughs: Brooklyn, Queens, Manhattan, Staten Island and Bronx. \n\nNYC used to be considered an extremely dangerous city, but thanks to the efforts of the NYPD (New York Police Department), the overall crime rate has dropped below the national average for large cities.\n\nPopulation: 8 550 405",
  "career.citydesc.reputation.26819236": "<b>Reputation points required to pass:</b> 350",
  "career.citydesc.26819236": "Map Details:\n\nSan Francisco, located in Northern California, is the second most densely populated city in the USA. The most recognized icon of the city is the Golden Gate Bridge, the point of destination not only for tourists but, sadly, also those who intent on ending their life (it's the second most used suicide site in the world). \n\nThanks to its proximity to Silicon Valley, San Francisco has become a world center for start-ups and high tech business (tech companies like Pinterest, Twitter, Uber, Mozilla, Reddit or Dropbox all have headquarters there). \n\nAnother famous landmark of San Francisco is Alcatraz Island. Now a tourist destination, it was a high-security prison that operated until 1963.\nSeated along the San Andreas fault San Francisco hopes that there will never be a repeat of the Great Quake of 1906.\nPopulation: 865 816",
  "career.citydesc.reputation.158368533": "<b>Reputation points required to pass:</b> 500",
  "career.citydesc.158368533": "Map Details: \n\nWashington, D.C., is the capital of the United States of America. In that city, not only can the President be found, but also all most important American politicians, influential representatives of other nations, lobbyists working for multinational corporations and inquisitive journalists.\n\nDespite the fact that the headquarters of multiple federal law enforcement agencies are situated here, like the Federal Bureau of Investigation (FBI), the United States Drug Enforcement Administration (DEA), Washington is not the safest place to live. \n\nThe crime rate is significantly lower than in the 90s, but Washington, D.C., still has neighborhoods which you probably wouldn’t like to visit after night (e.g. Ward 8)\n\nPopulation: 658 893",
  "career.citydesc.29546940": "Map Details: \nPopulation: \n<b>Reputation points required to pass:</b> ",
  "career.citydesc.18994998": "Map Details: \nPopulation: \n<b>Reputation points required to pass:</b> ",
  "career.citydesc.reputation.150921582": "<b>Reputation points required to pass:</b> 100",
  "career.citydesc.150921582": "Map Details:\n\nKapolei is a Hawaiian city, situated on the island of Ohau, very close to Pearl City. The city was carefully designed before starting the construction, which makes the city unique from an urban planning point of view.\n\nThe name of the city comes from the volcanic cone Puʻu o Kapo lei and the mythological character Kapo, Goddess of Fertility. \n\nPopulation: 15 186",
  "career.citydesc.reputation.151364049": "<b>Reputation points required to pass:</b> 190",
  "career.citydesc.151364049": "Map Details:\n\nAlbuquerque is located in the state of New Mexico. The city was founded in 1706 by Spanish colonials, but its dynamic growth started in the 20th century after the city connected to the legendary Route 66.\n \nLocalization of Albuquerque provides outstanding weather conditions with average 310 days of sunshine per year and a dry, mild climate.\n\nHowever, Albuquerque has also a dark side: the violent crime rate in the city is one of the highest in the nation (annually 9.28 violent crimes per 1 000 residents) and over 30 000 property crimes were committed in 2015.\n\nPopulation: 556 495",
  "career.citydesc.reputation.153388690": "<b>Reputation points required to pass:</b> 250",
  "career.citydesc.153388690": "Map Details:\nChicago is the third most populous city in the United States. The metropolis, located in the state of Illinois, is a global center of  many areas of business: finance, industry, technology and telecommunications. \n\nThe traffic in the Windy City is intense: O'Hare International Airport is the world’s second busiest airport and Chicago is a transportation hub for goods travelling by highway and railroad. Chicago is also a diverse, multicultural city with large Irish, German and Polish communities.\n\nChicago also has a reputation for organized crime going back to the \"Roaring Twenties\" and the infamous gangster Al Capone. Despite that those gangster days are long gone and the crime rate has decreased in last few decades. Chicago does still have problems with many shootings (nearly 3 000 victims in 2015) and homicides (over 600 in 2016).\n\nPopulation: 2 719 546",
  "career.resetProgress": "RESET",
  "career.collectedReputationPts": "<b>Reputation points collected:</b> {1}",
  "management.label.buy": "BUY!",
  "management.label.recruit": "RECRUIT!",
  "management.vehiclelabel.speed": "SPEED: {1}",
  "management.vehiclelabel.places": "PLACES: {1}",
  "management.vehiclelabel.crew": "CREW: {1}",
  "Management.EquipmentLabel.Damage": "DAMAGE: {1}",
  "Management.EquipmentLabel.FireSpeed": "FIRESPEED: {1}",
  "Management.InfraLabel.InfraType.i_station": "POLICE DEPARTMENT",
  "Management.InfraLabel.InfraType.i_hospital": "HOSPITAL",
  "Management.InfraLabel.InfraType.i_firestation": "FIRESTATION",
  "Management.TMemberLabel.Marksmanship": "MARKSMANSHIP: {1}",
  "Management.TMemberLabel.Driving": "DRIVING: {1}",
  "Management.TMemberLabel.Performance": "PERFORMANCE:",
  "Management.TMemberLabel.Salary": "SALARY: ${1}",
  "eff.CRIMINAL": "SUSPECTS: {1}",
  "eff.INJURED": "INJURED: {1}",
  "eff.INJURED.HEAVY": "H. INJURED: {1}",
  "eff.TECH": "TECH. WORK: {1}",
  "eff.FIRE": "FIRES: {1}",
  "management.vehicle.name.ve_polbike": "BIKE",
  "management.vehicle.name.ve_polcar": "POLICE CAR",
  "management.vehicle.name.ve_polvan": "POLICE VAN",
  "management.vehicle.name.ve_polheli": "POLICE COPTER",
  "management.vehicle.name.ve_medvan": "AMBULANCE",
  "management.vehicle.name.ve_medtrans": "MEDICAL TRANSPORT",
  "management.vehicle.name.ve_medheli": "MEDICAL COPTER",
  "management.vehicle.name.ve_medcar": "MEDICAL CAR",
  "management.vehicle.name.ve_firetruck": "FIRE TRUCK",
  "management.vehicle.name.ve_techtruck": "TECHNICAL TRUCK",
  "management.vehicle.name.ve_firevan": "FIREMEN'S PICKUP",
  "management.vehicle.name.ve_fireheli": "HELITACK",
  "management.vehicle.name.ve_bicycle": "BICYCLES",
  "management.vehicle.name.ve_unmarked": "UNMARKED POL. CAR",
  "management.vehicle.name.ve_speedcar": "SPORT PATROL CAR",
  "management.vehicle.name.ve_swatvan": "ARMORED VAN",
  "management.vehicle.name.ve_polhelibig": "LARGE POL. HELICOPTER",
  "management.vehicle.name.ve_medbike": "MEDICAL BIKE",
  "management.vehicle.name.ve_ladder": "LADDER TRUCK",
  "management.vehicle.name.ve_firehosp": "FIELD HOSPITAL",
  "management.vehicle.name.ve_horse": "HORSES",
  "management.vehicle.description.ve_bicycle": "Simple bicycle, slowest and cheapest option possible.",
  "management.vehicle.description.ve_unmarked": "A police car with no markings. Has a larger chance to spot road laws violations.",
  "management.vehicle.description.ve_speedcar": "Very fast sports car, perfect for long distance chasing.",
  "management.vehicle.description.ve_swatvan": "This van gives the best protection in fights. However, the armor weight makes it slow. ",
  "management.vehicle.description.ve_polhelibig": "This large helicopter can carry more people, and can even be used to transport criminals.",
  "management.vehicle.description.ve_medbike": "Fastest possible way to deliver a medic to an incident.",
  "management.vehicle.description.ve_ladder": "A tall ladder might be handy to put out fires of large buildings.",
  "management.vehicle.description.ve_firehosp": "This field station can be set by the firemen to give first aid more efficiently.",
  "management.vehicle.description.ve_polbike": "Fast and cheap, but cannot be used to transport criminals.",
  "management.vehicle.description.ve_polcar": "Common police vehicle. Can get to the place fast and be used to transport criminals.",
  "management.vehicle.description.ve_polvan": "Van can be used to transport larger groups of criminals, but is not as fast as other vehicles.",
  "management.vehicle.description.ve_polheli": "A police helicopter is a perfect tool for following criminals. It's also very useful during searches for criminals on the run or missing people.",
  "management.vehicle.description.ve_medvan": "Van equipped with life saving tools. Can be used to transport injured to hospital.",
  "management.vehicle.description.ve_medtrans": "Larger transport that can be used to transport a few people to the hospital.",
  "management.vehicle.description.ve_medheli": "A helicopter is much faster over larger distances, but has poor acceleration and is very expensive.",
  "management.vehicle.description.ve_medcar": "Perfect for less serious cases, when hospitalization is not needed.",
  "management.vehicle.description.ve_firetruck": "Equipped for firefighting",
  "management.vehicle.description.ve_techtruck": "Equipped with professional firefighting equipment that can be useful in fireman's job",
  "management.vehicle.description.ve_firevan": "Faster transport than fireman's truck, however, lacks professional tools.",
  "management.vehicle.description.ve_fireheli": "Special helicopter for firefighting purposes.",
  "vehicleType.police": "POLICE VEHICLE",
  "vehicleType.medical": "RESCUE VEHICLE",
  "vehicleType.fire": "FIRE VEHICLE",
  "equipmentType.police": "POLICE EQUIPMENT",
  "equipmentType.medical": "RESCUE EQUIPMENT",
  "equipmentType.fire": "FIRE EQUIPMENT",
  "management.equipment.name.e_tonfa": "BATON",
  "management.equipment.name.e_pistol": "PISTOL",
  "management.equipment.name.e_rifle": "RIFLE",
  "management.equipment.name.e_shotgun": "SHOTGUN",
  "management.equipment.name.e_vest": "BULLETPROOF VEST",
  "management.equipment.name.e_terminal": "SYSTEM TERMINAL",
  "management.equipment.name.e_firstmedkit": "FIRST AID KIT",
  "management.equipment.name.e_techtools": "TECHNICAL TOOLS",
  "management.equipment.name.e_dog": "POLICE DOG",
  "management.equipment.name.e_knife": "KNIFE",
  "management.equipment.name.e_baseball": "BASEBALL BAT",
  "management.equipment.name.e_fist": "BARE FISTS",
  "management.equipment.name.e_defuse": "DEFUSE ROBOT",
  "management.equipment.name.e_taser": "TASER",
  "management.equipment.name.e_defib": "DEFIBRILLATOR",
  "management.equipment.name.e_firesuit": "FIRE SUIT",
  "management.equipment.description.e_firesuit": "This heavy fire suit can ensure a total protection from fire.",
  "management.equipment.description.e_defuse": "This specialized robot can help to secure any dangerous objects without putting an officer in danger",
  "management.equipment.description.e_taser": "Tasers are used to neutralize the aggressor without inflicting heavy injuries",
  "management.equipment.description.e_defib": "This tool is especially needed for near-fatal injuries",
  "management.equipment.description.e_tonfa": "Basic police weapon. Law-enforcement officers use batons mainly in self-defense.\nPolice only.",
  "management.equipment.description.e_pistol": "The simplest kind of gun in the police inventory.  An Invaluable tool during the arrest of dangerous criminals.\nPolice only.",
  "management.equipment.description.e_rifle": "An effective and fast firearm, extremely useful in combat with organized crime.\nPolice only.",
  "management.equipment.description.e_shotgun": "Powerful at close distance. The shotgun is an essential tool for riot control.\nPolice only.",
  "management.equipment.description.e_vest": "The Bulletproof vest can absorb a deadly bullet aimed at an emergency officer. The best defense equipment during shootings. ",
  "management.equipment.description.e_terminal": "Provides easy access to the 911 database, which reduces the time involved in resolving cases.\nPolice only.",
  "management.equipment.description.e_firstmedkit": "First aid kit speeds up the process of healing and can be used by every type of personnel.",
  "management.equipment.description.e_techtools": "A universal set of tools that help in removing obstacles or other technical issues.",
  "management.equipment.description.e_dog": "Man’s best friend is also a great help for police forces. A police dog can be useful during the search and arrest of criminals or searching for missing persons.\nPolice only.",
  "management.equipment.description.e_knife": "KNIFE",
  "management.equipment.description.e_baseball": "BASEBALL BAT",
  "management.equipment.description.e_fist": "BARE FISTS",
  "Management.TMemberLabel.Health": "HEALTH: {1}%",
  "Management.TMemberLabel.firstaid": "FIRST AID: {1}",
  "Management.TMemberLabel.techskill": "TECH SKILL: {1}",
  "menu.singlegame.button.cityOfTheDay": "CITY OF THE DAY",
  "menu.credits": "<b>Head Designer: </b>\nBartek Gajewski\n---\n<b>Lead Artist:</b>\nAnna Szulc\n---\n<b>Programming:</b>\nRadek Rowicki\nBartek Gajewski\nBartosz Bruski\nTomasz Dziuba\n---\n<b>Back End:</b>\nBartosz Bruski\nBartek Gajewski\nGrzegorz Jaśkiewicz\nKrzysztof Lubański\n---\n<b>User Interface:</b>\nAnna Szulc\n---\n<b>Graphical content:</b>\nAnna Szulc\nWiktor Paluch\nKamil Sobierajski\n---\n<b>Sound Design:</b>\nGrzegorz Michalak\nKrzysiek Kowal\n---\n<b>Stories Design:</b>\nJarosław Derewecki\nAgnieszka Skuza\nBartek Gajewski\nAdam Mirkowski\n---\n<b>Support in Game Design: </b>\nAdam Mirkowski\n---\n<b>Translation:</b>\nAgnieszka Skuza\nAdam Mirkowski\nIan Slessor\n---\n<b>Voice Actors:</b>\nIan Slessor (the operator)\nAleksandra Wiak\nAmber Dill\nAndrew Helbig\nAnna Kingsley\nAnna Szulc\nAustin Baylis\nAustin Jeha\nBartłomiej Gajewski\nBlue Burn\nBobby Beato\nBuzz Blackburn\nC. Alan Robinson\nCarrie Steel\nChris Cowan\nClaire Cole\nDan Hays\nDave Soltura\nDominik Jędrys\nElliott Sheridan\nElvis Deane\nGiselle Marie\nGreg Michalak\nHanna Hozdy\nJacob Copus\nJonathan Jones\nJonathan Reed\nKathy Curtis\nKrzysiek ‘Grey’ Studzinski\nLaura K. Welsh\nLevente Tarr\nLucas\nMarques Chisom\nMartyna Markowicz\nMike Walker\nPraful Dharabelek\nRob Morris\nSarah Moore\nStephanie Morgan\nSteve Burelle\nSydney Flak\nTess Ge\nTiffany ‘Applesauce’  Morrison\nTracy Turner\nTrina High\nWill Akana\n‘Foehamner’\n‘Manofolomoha’\n‘Voiceoverchick’\nWill Stauff\n---\n<b>Publishing</b>\nGames Operators\n---\n<b>Special Thanks:</b>\nArtur Schwacher\nCPR Poznan\nBoston Dispatchers Center\n\n<b>Map Data derived from OpenStreetMap</b>\n\n<b>Sponsored by</b>",
  "menu.singlegame.selectCity": "Select a city",
  "menu.singlegame.searchTowns": "SEARCH SMALL TOWNS",
  "Management.InfraLabel.InfraType.i_radar": "SPEED CAMERA",
  "Management.InfraLabel.InfraType.i_drone": "DRONE",
  "Management.InfraLabel.InfraType.i_cctv": "CCTV",
  "popup.message.error_map": "There was an error while loading this map, sorry! We will do our best to fix this in the next update!",
  "popup.message.no_map": "You do not have any map!",
  "popup.message.no_cityname": "Insert city name!",
  "popup.message.no_money": "Not enough money!",
  "popup.message.locked_city": "The city is locked.",
  "popup.message.re_map": "{1} is already in your maps.",
  "popup.message.no_cotd": "Sorry, the city of the day is not available at this time, please check your internet connection or try again later.",
  "popup.message.locked_carrer": "Career mode is not yet available.",
  "popup.message.no_connection": "Sorry, the server is not available at this time, please check your internet connection or try again later.",
  "popup.message.no_citiesFound": "No cities found!",
  "popup.message.no_citiesSearchTowns": "No cities found! Would you like to search towns too?",
  "popup.message.whatDidYouMean": "What did you mean:",
  "popup.message.unplayableCity": "The city is unplayable.",
  "popup.message.no_team": "You do not have any team!",
  "popup.message.invalidTeams": "You have some invalid teams!",
  "popup.message.remove": "Are you sure you want to remove {1} ?",
  "popup.message.resetData": "Are you sure you want to reset all data?",
  "popup.message.resetSave": "Are you sure you want to erase all progress in this city?",
  "popup.message.saveDeleted": "The file with the progress of your game has been removed.",
  "popup.message.quitDuty": "Are you sure you want to quit duty?\nYour duty progress will be lost!",
  "popup.message.quitToMenu": "Are you sure you want to quit to the menu?",
  "popup.message.unlockedCity": "New city is unlocked!\nDo you want to play on this city?",
  "popup.message.failedCity": "Your performance was not acceptable.\nYou're fired.\n\nDo you want to play again?",
  "popup.message.determinedCity": "We have determined that you play from {1}. Would you like to download this map?",
  "popup.message.population": "population: {1}",
  "popup.message.cotd": "City of the day is: {1}. Do you want to download this city?",
  "popup.message.download_cotd": "Do you want to download this city?",
  "popup.message.buyResource": "Are you sure you want to buy {1} for ${2}?",
  "popup.message.recruit": "Are you sure you want to recruit {1} for ${2}?",
  "popup.message.sellResource": "Are you sure you want to sell {1} for ${2}?",
  "popup.message.finishCampaign": "Congratulations! You successfully finished the career mode.",
  "management.squadLabel.tooManyPol": "TOO MANY MEMBERS IN VEHICLE!",
  "management.squadLabel.emptyTeam": "THE TEAM IS EMPTY!",
  "management.squadLabel.no_pol": "YOU DO NOT HAVE ANY TEAM MEMBER!",
  "management.squadLabel.no_veh": "YOU DO NOT HAVE A VEHICLE IN TEAM!",
  "popup.loader.loading": "Loading...",
  "popup.loader.loading_menu": "Loading menu...",
  "popup.loader.please_wait": "Please wait...",
  "popup.loader.downloading_cdn": "{1} is being downloaded from CDN, please wait...",
  "popup.loader.downloading": "{1} is being downloaded, please wait...",
  "popup.loader.map_converting": "Map data is being converted...\nThis might take a few minutes.",
  "popup.loader.downloading_data": "Downloading  {1}  data:",
  "popup.loader.image_converting": "The image is being generated...\nThis might take a few minutes.",
  "popup.loader.downloading_map": "Downloading images: {1}%",
  "popup.loader.abort.button": "ABORT",
  "game.duty.statistics.cash": "Cash: ",
  "game.duty.statistics.resolved": "Resolved: ",
  "game.duty.statistics.reputation": "Reputation: ",
  "rep_amputation.desc": "A LIMB WAS AMPUTATED BY HEAVY MACHINERY.",
  "rep_amputation.name": "AMPUTATED LIMB",
  "rep_assault.desc": "A POLICE OFFICER HAS BEEN ATTACKED!",
  "rep_assault.name": "ASSAULT ON POLICE OFFICER",
  "rep_bank_robbery.desc": "SEVERAL ARMED MEN HAVE THREATED THE STAFF AND DEMANDED MONEY.",
  "rep_bank_robbery.name": "BANK ROBBERY",
  "rep_beating.desc": "A PERSON GOT BEATEN BY A GROUP OF THUGS.",
  "rep_beating.name": "BEATING",
  "rep_birth.desc": "PREGNANT WOMAN STARTED TO GIVE BIRTH UNEXPECTEDLY.",
  "rep_birth.name": "CHILDBIRTH",
  "rep_biting.desc": "A DOG HAS BITTEN A PERSON.",
  "rep_biting.name": "BITING",
  "rep_bombing_threat.desc": "THERE IS A PACKAGE LEFT UNATTENDED AND IT MIGHT CONTAIN A BOMB.",
  "rep_bombing_threat.name": "BOMB THREAT",
  "rep_bridgejam.desc": "A CAR HAS CRASHED ON A BRIDGE, CAUSING HEAVY TRAFFIC.",
  "rep_bridgejam.name": "ACCIDENT ON A BRIDGE",
  "rep_broken.desc": "A PERSON HAS REPORTED A BROKEN BONE BY FALLING.",
  "rep_broken.name": "BROKEN BONE",
  "rep_car_accident.desc": "A CAR ACCIDENT OCCURRED. NO INJURIES, BUT THE DRIVERS ARE ARGUING.",
  "rep_car_accident.name": "CAR ACCIDENT",
  "rep_car_bump.desc": "A CAR ACCIDENT OCCURRED. THE CAUSE MUST BE DETERMINED.",
  "rep_car_bump.name": "CAR BUMP",
  "rep_car_steal.desc": "A CAR HAS BEEN STOLEN FROM A PARKING LOT.",
  "rep_car_steal.name": "VEHICLE THEFT",
  "rep_caraccident.desc": "A DRIVER DROVE OFF THE ROAD CRASHING THE CAR.",
  "rep_caraccident.name": "TRAFFIC ACCIDENT",
  "rep_carblock.desc": "A CAR WAS LEFT ON THE ROAD, BLOCKING TRAFFIC.",
  "rep_carblock.name": "CAR BLOCKING WAY",
  "rep_cat.desc": "CAT OWNER HAS REPORTED HIS PET UNABLE TO CLIMB DOWN A TREE.",
  "rep_cat.name": "CAT IN A TREE",
  "rep_chemical.desc": "SPILLED CHEMICAL SUBSTANCES REPORTED. MIGHT BE A DANGER FOR TRAFFIC AND PEOPLE.",
  "rep_chemical.name": "CHEMICAL HAZARD",
  "rep_cut.desc": "SHARP TOOL INJURY, MASSIVE BLOOD LOSS.",
  "rep_cut.name": "SHARP TOOL INJURY",
  "rep_desperate.desc": "A DESPERATE MALE IS THREATENING TO BLOW HIMSELF UP!",
  "rep_desperate.name": "DESPERATE",
  "rep_drinking_in_public.desc": "SOME PEOPLE ARE DRINKING IN PUBLIC.",
  "rep_drinking_in_public.name": "DRINKING IN PUBLIC",
  "rep_drug_dealer.desc": "A SUSPICIOUS GUY JUST OFFERED 'SOMETHING NICE' TO BUY.",
  "rep_drug_dealer.name": "DRUG DEALER",
  "rep_drug_smuggling.desc": "DRUGS ARE BEING SMUGGLED IN A CAR.",
  "rep_drug_smuggling.name": "DRUG SMUGGLING",
  "rep_drug_usage.desc": "THERE IS A MAN PUTTING A NEEDLE IN HIS ARM.",
  "rep_drug_usage.name": "DRUG USAGE",
  "rep_druglord_base.desc": "IT LOOKS LIKE LOT OF DRUGS ARE BEING STORED THERE.",
  "rep_druglord_base.name": "DRUGLORD BASE",
  "rep_drunkdriver.desc": "DRUNK DRIVER CAUSED A CAR ACCIDENT.",
  "rep_drunkdriver.name": "ACCIDENT BY DRUNK DRIVER",
  "rep_drunken_driver.desc": "DRIVER BEHAVES WEIRDLY, PROBABLY UNDER INFLUENCE OF ALCOHOL.",
  "rep_drunken_driver.name": "DRUNK DRIVER",
  "rep_electric.desc": "BROKEN ELECTRICAL LINES REPORTED. MIGHT BE A DANGER FOR PEOPLE.",
  "rep_electric.name": "ELECTRICAL HAZARD",
  "rep_elevator.desc": "PEOPLE ARE TRAPPED IN A BROKEN ELEVATOR.",
  "rep_elevator.name": "TRAPPED IN AN ELEVATOR",
  "rep_epilepsy.desc": "EPILEPSY ATTACK OCCURED, MEDICAL ASSISTANCE IS REQUIRED.",
  "rep_epilepsy.name": "EPILEPSY ATTACK",
  "rep_family_abuse.desc": "FAMILY ARGUMENT BROKE OUT. POSSIBLE HARASSMENT.",
  "rep_family_abuse.name": "FAMILY ABUSE",
  "rep_fight.desc": "GANGS ARE FIGHTING USING CLUBS.",
  "rep_fight.name": "FIGHT",
  "rep_firebuilding.desc": "THERE IS A FIRE IN A LARGE BUILDING. IT'S POSSIBLE PEOPLE ARE TRAPPED INSIDE.",
  "rep_firebuilding.name": "BUILDING ON FIRE",
  "rep_firehouse.desc": "A FIRE INSIDE A HOUSE WAS REPORTED, NO DANGEROUS SUBSTANCES MENTIONED.",
  "rep_firehouse.name": "HOUSE ON FIRE",
  "rep_gang_war.desc": "GANGS ARE FIGHTING USING FIREARMS.",
  "rep_gang_war.name": "GANG WAR",
  "rep_gun_raid.desc": "SEVERAL ARMED MEN HAVE THREATED THE STAFF AND DEMANDED MONEY.",
  "rep_gun_raid.name": "GUN RAID",
  "rep_heart.desc": "A HEART ATTACK HAS BEEN REPORTED, PERSON REQUIRES IMMEDIATE TRANSPORT TO HOSPITAL.",
  "rep_heart.name": "HEART ATTACK",
  "rep_hostage.desc": "AN ARMED PERSON HAS TAKEN A HOSTAGE, DEMANDS WERE MADE.",
  "rep_hostage.name": "HOSTAGE SITUATION",
  "rep_house_invade.desc": "SUSPECTS HAVE ENTERED A HOUSE, PROBABLY WITH HOSTILE INTENTIONS.",
  "rep_house_invade.name": "HOME INVASION",
  "rep_intoxication.desc": "INTOXICATION BY UNKNOWN SUBSTANCES, HEAVY DIARRHEA AND VOMITING OCCURS.",
  "rep_intoxication.name": "SERIOUS INTOXICATION",
  "rep_kidnap.desc": "A PERSON IS REPORTED TO BE KIDNAPPED.",
  "rep_kidnap.name": "KIDNAP",
  "rep_known_terrorist.desc": "PERSON LOOKING LIKE A KNOWN TERRORIST REPORTED.",
  "rep_known_terrorist.name": "KNOWN TERRORIST",
  "rep_loud_party.desc": "A PARTY IN THE NEIGHBOURHOOD IS FAR TOO LOUD. DRUGS ARE LIKELY BEING USED.",
  "rep_loud_party.name": "LOUD PARTY",
  "rep_mad_driver.desc": "SPEEDING VEHICLE, MULTIPLE TRAFFIC VIOLATIONS.",
  "rep_mad_driver.name": "ROAD RAGE",
  "rep_mafia.desc": "A CRIME ORGANIZATION IS MEETING AT THIS PLACE.",
  "rep_mafia.name": "CRIME ORGANIZATION",
  "rep_overuse.desc": "A PERSON HAS OVERDOSED ON DRUGS, CRITICAL MEDICAL CONDITION REPORTED.",
  "rep_overuse.name": "DRUGS OVERDOSE",
  "rep_pedehit.desc": "A PEDESTRIAN WAS HIT BY A CAR.",
  "rep_pedehit.name": "PEDESTRIAN HIT",
  "rep_pickpocket.desc": "A WOMAN'S BAG HAS BEEN STOLEN, SUSPECT IS RUNNING.",
  "rep_pickpocket.name": "PICKPOCKET",
  "rep_piracy.desc": "OWNERSHIP OF ILLEGAL SOFTWARE AND/OR DATA REPORTED.",
  "rep_piracy.name": "ILLEGAL SOFTWARE",
  "rep_prison_escape.desc": "A GROUP OF SUSPECTS HAS ESCAPED A PRISON TRANSPORT!",
  "rep_prison_escape.name": "PRISON ESCAPE",
  "rep_rape.desc": "A WOMAN IS BEING SEXUALLY ABUSED!",
  "rep_rape.name": "RAPE",
  "rep_red_light.desc": "A CAR WAS REPORTED DRIVING THROUGH A RED LIGHT.",
  "rep_red_light.name": "RED LIGHT OFFENSE",
  "rep_speeding.desc": "A CAR WAS REPORTED SPEEDING.",
  "rep_speeding.name": "SPEEDING",
  "rep_suecide_attemp.desc": "A MAN IS GOING TO JUMP OFF THE BRIDGE!",
  "rep_suecide_attemp.name": "SUICIDE ATTEMPT",
  "rep_terrorist_threat.desc": "THERE IS A SUSPICIOUS GUY, MOST LIKELY CARRYING A GUN.",
  "rep_terrorist_threat.name": "SUSPICIOUS PERSON",
  "rep_trashfire.desc": "A NEIGHBORHOOD DUMPSTER FIRE WAS REPORTED.",
  "rep_trashfire.name": "TRASH ON FIRE",
  "rep_tree.desc": "FALLEN TREE IS BLOCKING CAR TRAFFIC.",
  "rep_tree.name": "FALLEN TREE",
  "rep_twist.desc": "A PERSON HAS REPORTED A TWISTED FOOT FROM FALLING ON THE STAIRS.",
  "rep_twist.name": "FOOT INJURY",
  "rep_uncons.desc": "A PERSON HAS LOST THEIR CONSCIOUSNESS FOR UNKNOWN REASONS.",
  "rep_uncons.name": "LOSS OF CONSCIOUSNESS",
  "rep_unconsu.desc": "A PERSON WAS FOUND UNCONSCIOUS FOR UNKNOWN REASONS.",
  "rep_unconsu.name": "UNCONSCIOUS, UNKNOWN",
  "rep_vandals.desc": "A GROUP OF VANDALS IS DEMOLISHING PUBLIC PROPERTY.",
  "rep_vandals.name": "VANDALS",
  "rep_collhouse.desc": "A HOUSE HAS COLLAPSED AFTER THE EARTHQUAKE.",
  "rep_collhouse.name": "COLLAPSED HOUSE",
  "rep_water.desc": "WATER PIPES ARE LEAKING WATER, MAKING THE ROAD IMPASSABLE.",
  "rep_water.name": "WATER LEAK",
  "rep_trapped.desc": "A PERSON WAS BADLY INJURED BY A COLLAPSED BUILDING.",
  "rep_trapped.name": "HURT BY RUBBLE",
  "rep_roaddamage.desc": "A HUGE BREACH OCCURRED ON THE ROAD AFTER THE EARTHQUAKE.",
  "rep_roaddamage.name": "ROAD BREACH",
  "rep_chemicalfire.desc": "A SIGNIFICANT AMOUNT OF CHEMICAL SUBSTANCES WAS SET ON FIRE.",
  "rep_chemicalfire.name": "CHEMICALS ON FIRE",
  "rep_tallfire.desc": "THE FIRE IS SPREADING ON THE HIGHEST BUILDING’S LEVELS.",
  "rep_tallfire.name": "TALL BUILDING FIRE",
  "rep_bridgedmg.desc": "A PART OF THE BRIDGE HAS COLLAPSED. WITHOUT ASSISTANCE THE BRIDGE COULD BREAK COMPLETELY.",
  "rep_bridgedmg.name": "DAMAGED BRIDGE",
  "rep_contrincident.desc": "CONSTRUCTION SITE SCAFFOLDING HAS COLLAPSED, INJURING THE WORKERS.",
  "rep_contrincident.name": "CONSTRUCTION INCIDENT",
  "rep_collapse.desc": "A ROOF OVER A LIVING ROOM HAS COLLAPSED. THE OWNERS COULD BE STILL INSIDE THE HOUSE.",
  "rep_collapse.name": "COLLAPSED HOUSE",
  "rep_gasexplosion.desc": "A GAS CYLINDER HAS EXPLODED, CAUSING DAMAGE AND INJURIES.",
  "rep_gasexplosion.name": "GAS EXPLOSION",
  "rep_gameaddicts.desc": "A GAME ADDICT IS REFUSING TO LEAVE THE COMPUTER FOR 7 DAYS STRAIGHT.",
  "rep_gameaddicts.name": "GAME ADDICT",
  "rep_flulike.desc": "A PERSON IS FEELING ILL. THE SYMPTOMS INDICATE FLU.",
  "rep_flulike.name": "FLU-LIKE SYMPTOMS",
  "rep_stroke.desc": "STROKE SYMPTOMS OBSERVED, HOSPITALIZATION NEEDED URGENTLY.",
  "rep_stroke.name": "STROKE",
  "rep_stabbing.desc": "A KNIFE WAS USED DURING A FIGHT. MEDICAL HELP REQUIRED.",
  "rep_stabbing.name": "STABBING",
  "rep_psyhics.desc": "A PERSON IS REPORTED TO ACT WEIRDLY. HOSPITALIZATION MIGHT BE REQUIRED.",
  "rep_psyhics.name": "PSYCHIATRIC PROBLEM",
  "rep_fall.desc": "A PERSON HAS FALLEN FROM THE STAIRS. HEAVY, UNKNOWN INJURIES OCCURRED.",
  "rep_fall.name": "FALL",
  "rep_diabets.desc": "A PERSON EXPERIENCES HEAVY DIABETIC SHOCK",
  "rep_diabets.name": "DIABETES ISSUE",
  "rep_choking.desc": "DURING A MEAL PERSON HAS STARTED CHOKING. FIRST AID WAS GIVEN, BUT IT DIDN’T HELP.",
  "rep_choking.name": "CHOKING",
  "rep_carbonpois.desc": "CARBON MONOXIDE POISONING SUSPECTED.",
  "rep_carbonpois.name": "CO POISONING",
  "rep_illparking.desc": "A CAR PARKED IN DRIVEWAY WAS REPORTED. THE TRAFFIC IS BLOCKED, THE CAR SHOULD BE TOWED IMMEDIATELY. ",
  "rep_illparking.name": "ILLEGAL PARKING",
  "rep_disrobing.desc": "ELDERLY MAN PUBLICLY DISROBED HIS CLOTHES AND NOW HE IS WALKING THROUGH A CITY COMPLETELY NAKED.",
  "rep_disrobing.name": "DISROBING",
  "rep_murder.desc": "WITNESS SAW ACT OF COMMITTING MURDER. THE SUSPECT IS STILL ON CRIME SCENE, THE POLICE SHOULD BE SENT IMMEDIATELY.",
  "rep_murder.name": "HOMICIDE",
  "rep_armedassault.desc": "TWO ARMED MEN ARE ATTACKING PEOPLE ON THE STREET.",
  "rep_armedassault.name": "ARMED ASSAULT",
  "wayresolved.IGNORED": "IGNORED",
  "wayresolved.TIMEOUT": "TIMEOUT",
  "wayresolved.NOREACTION": "NO REACTION",
  "wayresolved.LOST": "LOST",
  "wayresolved.RESOLVED": "RESOLVED",
  "wayresolved.NONEYET": "NONE YET",
  "unitstatus.CHASE": "CHASE",
  "unitstatus.OFF": "OFF",
  "unitstatus.PATROL": "PATROL",
  "unitstatus.ONWAY": "ON WAY",
  "unitstatus.ONSITE": "ON SITE",
  "unitstatus.FIGHT": "FIGHTING",
  "reportDetailsPanel.policeIntervention": "POLICE INTERVENTION NEEDED:\nSUSPECTS: {1}",
  "reportDetailsPanel.armed": "ARMED",
  "reportDetailsPanel.possiblyArmed": "POSSIBLY ARMED",
  "reportDetailsPanel.transportNeeded": "TRANSPORTS NEEDED!",
  "reportDetailsPanel.medicalAssistance": "NEED FOR MEDICAL ASSISTANCE:\nINJURED: {1}",
  "reportDetailsPanel.fireIntervention": "NEED FOR FIREFIGHTER INTERVENTION:\n",
  "reportDetailsPanel.fire": "FIRE",
  "reportDetailsPanel.largeFire": "LARGE FIRE",
  "reportDetailsPanel.technicalJob": "TECHNICAL JOB",
  "reportDetailsPanel.largeTechnicalJob": "LARGE TECHNICAL JOB",
  "statistics.duty.unavailable": "CONVERSATION UNAVAILABLE",
  "statistics.duty.summary": "DUTY SUMMARY",
  "statistics.duty.reports": "REPORTS:",
  "statistics.duty.reportsDoneTotal": "<b>Total Cases resolved: {1}</b>",
  "statistics.duty.prison": "In prison: {1}",
  "statistics.duty.billed": "Billed: {1}",
  "statistics.duty.hospitalized": "Hospitalized: {1}",
  "statistics.duty.dead": "Dead: {1}",
  "statistics.duty.healed": "Healed / Assisted: {1}",
  "statistics.duty.teamMembers": "Team Members:",
  "statistics.duty.finances": "<b>Finances:</b>",
  "statistics.duty.baseIncome": "Base Income: {1}",
  "statistics.duty.rewards": "Rewards: {1}",
  "statistics.duty.bills": "Fines: {1}",
  "statistics.duty.salaries": "Salaries: {1}",
  "statistics.duty.totalIncome": "Total profit: {1}",
  "statistics.general.unresolvedReports": "Unresolved cases: {1}",
  "statistics.general.dutiesDone": "Duties: {1}",
  "statistics.button.lastDuty": "LAST DUTY",
  "statistics.button.general": "GENERAL",
  "statistics.general.summary": "GENERAL SUMMARY",
  "afterActionReport.reported_dead": "{1} was reported dead.",
  "afterActionReport.escaped": "{1} has escaped! (-2 reputation)",
  "afterActionReport.put_chains": "{1} was put in handcuffs.",
  "afterActionReport.ticket_given": "{1} was given a ticket: ${2}.",
  "afterActionReport.checked_reported": "{1} was checked and reported.",
  "afterActionReport.has_died": "{1}  has died (-2 reputation).",
  "afterActionReport.severly_injured": "{1} has been severly injured.",
  "afterActionReport.started_fight": "{1} has started a fight!",
  "afterActionReport.successfully_resolved": "Successfully resolved.",
  "afterActionReport.extinguished": "{1} has been extinguished",
  "afterActionReport.fixed": "{1} was fixed/removed",
  "afterActionReport.first_aid": "{1} was given First Aid",
  "afterActionReport.no_action": "No action was made in time.",
  "afterActionReport.injured_by_fire": "{1} was wounded during firefighting",
  "afterActionReport.injured_on_duty": "{1} was heavily injured on duty.",
  "afterActionReport.taken_to_custody": "{1} was taken into custody.",
  "afterActionReport.taken_to_hospital": "{1} was taken to hospital",
  "afterActionReport.lost_subject": "The subject was lost!",
  "popup.message.no_stats": "The statistics are unavailable because you haven't finished your first duty yet.",
  "popup.loader.downloadCampaign": "campaign cities",
  "teamMemberEventType.NEW_LEVEL": "was promoted",
  "teamMemberEventType.DEAD": "died",
  "teamMemberEventType.INJURED": "was injured",
  "teamMemberEventType.HEAVILY_INJURED": "was heavily injured",
  "popup.message.outdatedMap": "This version of the map is outdated, click OK to download the new version.",
  "popup.message.assignedVehicle": "This team already has a vehicle!",
  "Menu.button.startTutorial": "START TUTORIAL",
  "popup.message.incorrectType": "You can't assign this equipment!",
  "Management.Title.CityName": "CITY: {1}",
  "management.squadLabel.memberType": "INVALID TYPE OF TEAM MEMBERS!",
  "tipoftD.button.previous": "PREVIOUS",
  "tipoftD.button.next": "NEXT",
  "tipoftD.totd_1.title": "Use headphones or speakers",
  "tipoftD.totd_1.desc": "Use headphones or speakers to improve your experience! \n\nListening to voice-over dialogues and the background sounds helps you to resolve cases more efficiently.",
  "tipoftD.totd_2.title": "How to talk with 911 operator?",
  "tipoftD.totd_2.desc": "> Try to remain calm.\n> Describe the situation briefly (facts only!).\n> Try to answer all the questions.\n> Execute the commands of the 911 operator.\n> Don’t argue with the 911 operator.\n> Don’t disconnect too early.\n> After the end of the conversation don’t use that phone to make another call. The operator might need to contact you again.",
  "tipoftD.totd_3.title": "4W Rule",
  "tipoftD.totd_3.desc": "These are the common questions asked during an emergency call:\n\n> <b>Where</b> are you?\n> <b>What</b> happened?\n> <b>When</b> did it happen? Is it still going on?\n> <b>Who</b> is involved in the accident?\n\nPossibly: Does someone have any weapons?",
  "tipoftD.totd_4.title": "Don’t call 911 unnecessarily!",
  "tipoftD.totd_4.desc": "Remember, the 911 emergency number is for <b>emergencies</b> only! When you call 911 to report a non-emergency or an irrelevant issue, you're blocking the line for people who are in real danger.\n\nDon’t call 911 to get map directions for your trip, make a complaint about public service or to check if your phone works properly! \n\nIf you deliberately make an unnecessary 911 call, you might face serious legal consequences.",
  "tipoftD.totd_5.title": "Don’t be afraid to call 911!",
  "tipoftD.totd_5.desc": "If you have any doubts if you should call 911, better do it! \n\nThe operator will help you the best he can, and will decide if your case requires an emergency response. In any other case, the operator will provide you with necessary instructions or information.",
  "tipoftD.totd_6.title": "First Aid: Heavy bleeding",
  "tipoftD.totd_6.desc": "1. Find something that can be used to dress the wound (e.g. bandage, a clean cloth or a piece of clothing).\n2. Put pressure on the wound.\n3. Call 911 or ask someone else to do it as soon as possible.\n4. Keep pressuring the wound while waiting for the emergency units to arrive.",
  "tipoftD.totd_7.title": "First Aid: Fractures",
  "tipoftD.totd_7.desc": "Call 911 if:\n> Injured person is not responding, breathing or cannot move.\n> Fracture is open/compound and the bone pierced the skin.\n> There is a suspicion of a neck, spinal or head injury.\n> Even slow, careful movement causes unbearable pain.\n> Injured person is bleeding heavily.\n> Injured area (e.g. leg) looks significantly deformed.\n\nIn other cases, immobilize the injured bone with something stiff (a splint) to prevent movement. Then visit a hospital on your own.",
  "tipoftD.totd_8.title": "Signs of heart attack:",
  "tipoftD.totd_8.desc": "1. Chest pain: The most common warning sign, but a person can experience a heart attack without chest pressure (especially women). Typically lasts more than a few minutes. The pain might go away and come back.\n2. Pain or discomfort in areas of the upper body: One or both arms, back, neck, jaw or stomach.\n3. Shortness of breath\n4. Cold sweat\n5. Nausea\n6. Lightheadedness\n7. Unusual fatigue\n8. Feeling of doom",
  "tipoftD.totd_9.title": "First Aid: Heart attack",
  "tipoftD.totd_9.desc": "1. Call 911 immediately.\n2. Find a comfortable position for the person having a heart attack (e. g. sitting on the floor, leaning against a wall).\n3. Wait for the medical emergency services.",
  "tipoftD.totd_10.title": "How to recognize a stroke?",
  "tipoftD.totd_10.desc": "If you suspect that someone is having a stroke, use <b>FAST</b> method:\n\n<b>FACE</b>: Can the person smile? (a part of the face could droop during a stroke)\n<b>ARMS</b>: Can the person raise both arms? (one arm could drift downward during a stroke)\n<b>SPEECH</b>: Can the person repeat a simple phrase? (understanding or producing speech could be compromised)\n<b>TIME</b>: Call 911 immediately if you observe any of these signs.  In case of a stroke, a prompt medical intervention is of utmost importance.",
  "tipoftD.totd_11.title": "Tornado survival",
  "tipoftD.totd_11.desc": "In a house with a basement.\n\n> Head to the basement.\n> Stay under solid protection.\n> Use head protection.\n> Avoid windows.\n> Do not stay under heavy objects (they may fall down and crush you).",
  "tipoftD.totd_12.title": "Earthquake survival",
  "tipoftD.totd_12.desc": "> Drop to the ground.\n> Find a hideout (e.g. under a solid table, against the back of a couch/sofa).\n> Just after the quake stops, carefully leave the building.\n> Get out of electric cables and walls as they may collapse.\n> Stay on guard, as after-shocks may occur.",
  "tipoftD.totd_13.title": "First aid: Seizure (epilepsy)",
  "tipoftD.totd_13.desc": "1. Do not try to restrain seizures and do NOT put anything in the person's mouth.\n2. Clear the surroundings to protect the person from hitting something.\n3. Use a blanket or clothing to protect the head.\n4. Call 911 if:\n> The seizure lasts more than 5 minutes.\n> The person is not breathing after the seizure.\n> The person is heavily injured because of the seizure.\n> It is the person’s first seizure.\n5. After the end of the seizures, make sure the person’s airway is open.",
  "tipoftD.totd_14.title": "First Aid: Choking",
  "tipoftD.totd_14.desc": "1. Encourage the person to cough if their airway is still open.\n2. If not, stand behind the person.\n3. Wrap your arm around the waist of the choking person to support them.\n4. Give 5 back blows between the shoulder blades.\n5. Grasp your fist with the other hand just at the bottom of the front of the ribcage at the sternum.\n6. Press hard into the sternum to do abdominal thrusts.\n7. Repeat quick, upward thrusts, up to 5 times.\n8. Call 911.",
  "tipoftD.totd_15.title": "First Aid: Fainting",
  "tipoftD.totd_15.desc": "1. If a person feels light-headed and looks pale, help them lay down. \n2. If possible, elevate their feet and loosen clothing.\n3. Apply a cool cloth to his/her forehead. If the person vomits, roll them on their side to prevent choking.\n4. Call 911 if the person does not recover within 5 minutes.",
  "tipoftD.totd_16.title": "CardioPulmonary Resuscitation (CPR)",
  "tipoftD.totd_16.desc": "1. Place the person on their back on flat ground.\n2. Make sure their airway is open and nothing is blocking it.\n3. If you're alone call 911 immediately, otherwise have a bystander call 911.\n4. Put your hands, one covering the other, on the person’s breastbone, between the normal position of their nipples.\n5. Keep your arms straight, do not bend your elbows.\n6. Using your body weight, perform 30 strong compressions pressing down about 2 inches in a fast rhythm (about 2 compressions per one second)\n7. Continue compressions until the help arrives (if you need to take a break, try to make it no longer than 10 seconds).",
  "tipoftD.totd_17.title": "DRS ABCD Action plan",
  "tipoftD.totd_17.desc": "When you find an unconscious person:\n\n> Check for <b>DANGER</b>: Make sure that area is safe for both you and the unconscious person (look out for fire, live electrical wires, gas (vapors or fluid) and broken glass)\n> Check for a <b>RESPONSE</b>: Ask for their name, tap them on the shoulder. If there's no response:\n> <b>SEND</b> for help: Call 911 or ask someone to do it.\n> Open the <b>AIRWAY</b>: Use the head tilt and chin lift technique to open the airway.\n> Check for <b>BREATHING</b>: Look, listen and feel to see if the person is breathing.\n> Check for pulse at the wrist or side of their neck using two fingers, NOT your thumb. \n> If there's no pulse, commence <b>CPR</b>; continue until help arrives or the person recovers.\n> Use a <b>DEFIBRILLATOR</b> if available.",
  "tipoftD.totd_18.title": "First aid: Poisoning",
  "tipoftD.totd_18.desc": "1. Try to get as much information as possible:\n> What was the type of poison or chemicals?\n> When did that happen?\n> How much of the poison was taken?\n> How much does the person weigh?\n2. Call 911 or Poison Control Center.\n3. Don’t give anything to eat or drink to the poisoned person.\n4. Don’t try to induce vomiting. However, if the person has vomited, save some of the vomit in a clean container.",
  "tipoftD.totd_19.title": "Car accident",
  "tipoftD.totd_19.desc": "1. Park your car off the road.\n2. Turn on hazard lights.\n3. Turn off the car engine.\n4. Call 911. Give the precise location of the accident (the number of the road, direction, mile etc.).\n5. Put a warning triangle on the road (at least 10 meters away).\n6. Check for hazards (fire, live electrical wires, gas-spilled fuel, broken glass) \n7. If the vehicle is still running turn it off. If it's not running, make sure the ignition key is in the off position.\n8. Check for casualties (start with those who are quiet and not moving). Are they breathing? \n9. <b>Do not</b> pull an unconscious person out from the car if there is no risk of fire or explosion.\n",
  "tipoftD.totd_20.title": "First Aid: Burning oil.",
  "tipoftD.totd_20.desc": "1. Turn off the stove element.\n2. Put a lid on the pot but ONLY if it's metal. Do NOT put a glass lid on a fire. It might shatter.\n2. If you don't have a lid, soak a cloth under tap water.\n3. Cover the pot with the cloth, while keeping your head away from fire.\n4. Wait until it cools down.\n\n<b>DO NOT THROW WATER OVER THE FIRE.</b> Adding water to burning oil will cause an explosion!\n\nDon’t try to move a burning pot!",
  "achiv_valor_name": "Medal of Valor",
  "achiv_meritorius_name": "Medal of Meritorious Service",
  "achiv_meritorius_desc": "Finish 30 duties",
  "achiv_tactical_name": "Tactical Squad Service Medal",
  "achiv_tactical_desc": "Have 3 armed police squads on a crime scene, before shooting starts.",
  "achiv_sacrefice_name": "Sacrifice Medal",
  "achiv_sacrefice_desc": "Catch criminals despite a death of a team member.",
  "achiv_community_name": "Community Policing Medal",
  "achiv_community_desc": "Get 100 reputation points in one city.",
  "achiv_lifesaving_name": "Lifesaving Medal",
  "achiv_lifesaving_desc": "Save a life by giving proper first aid instruction.",
  "achiv_honor_name": "Medal of Honor",
  "achiv_honor_desc": "Finish the campaign.",
  "achiv_smile_name": "Order of Smile",
  "achiv_smile_desc": "Don't take this job too seriously.",
  "achiv_heart_name": "Purple Heart",
  "achiv_heart_desc": "Your officer becomes seriously injured.",
  "achiv_field_name": "Field Training Officer Medal",
  "achiv_field_desc": "Finish the tutorial.",
  "achiv_driving_name": "Safe Driving Medal",
  "achiv_driving_desc": "Solve 50 driving cases.",
  "achiv_meds_name": "Exemplary Medical Service Medal",
  "achiv_meds_desc": "Take 50 injured people to a hospital.",
  "achiv_fires_name": "Exemplary Fire Service Medal",
  "achiv_fires_desc": "Solve 50 fire or technical cases.",
  "achiv_advanced_name": "Advanced Certification Medal",
  "achiv_advanced_desc": "Promote one of your team members to level 7.",
  "achiv_intern_name": "International Service Medal",
  "achiv_intern_desc": "Complete at least one duty in 15 different cities.",
  "memberPanel_injured": "THIS TEAM MEMBER IS IN RECOVERY FOR ANOTHER {1} DAYS AND CANNOT BE ASSIGNED.",
  "ee.blockedby": "BLOCKED BY: {1}",
  "ee.resolvedin": "RESOLVED IN: {1}s",
  "ee.resolved": "RESOLVED!",
  "ee.nowresolving": "CURRENTLY RESOLVING: {1}",
  "ee.heavyinjured": "(HEAVILY INJURED)",
  "ee.injured": "(INJURED)",
  "ee.dead": "DEAD",
  "ee.suspect": "SUSPECT",
  "ee.needpolt": "NEEDS POL. TRANSPORT!",
  "ee.needmedt": "NEEDS MED. TRANSPORT!",
  "ee.witness": "WITNESS",
  "ee.passerby": "INDIVIDUAL",
  "ee.fire": "FIRE",
  "ee.obstacle": "OBSTACLE",
  "call.53.title": "Undercover pizza",
  "call.53.scene.offender": "Drunk thug",
  "call.53.scene.caller": "Scared woman (caller)",
  "call.53.dialog.1": "911, what's your emergency?",
  "call.53.dialog.2": "Hello, I would like to order a big pepperoni, with extra cheese, please, at [[ADDRESS]]",
  "call.53.dialog.3": "{EXCUSE ME?} Excuse me? You've reached 911 ...",
  "call.53.dialog.4": "Yes, I know. Oh, and 2 cans of soda.",
  "call.53.dialog.5": "{IS IT AN EMERGENCY?} Ma'am, do you have an emergency?",
  "call.53.dialog.6": "Yes, I do",
  "call.53.dialog.7": "{BUT YOU CAN'T TALK?} ... and you can't talk about it because of someone in the room?",
  "call.53.dialog.8": "Yes, exactly.",
  "call.53.dialog.9": "{ARE YOU INJURED?} Do you also need medical attention? Is somebody hurt?",
  "call.53.dialog.10": "Yes, do you know how long it will be?",
  "call.53.dialog.11": "{I'LL SEND POLICE} I have officers about a mile away I'll send them right away",
  "call.53.dialog.12": "Yes... please",
  "call.53.dialog.13": "{STAY ON THE LINE} Can you stay on the line with me?",
  "call.53.dialog.14": "No. Thanks, I hope you'll get here soon!",
  "call.53.dialog.15": "Alright. The officers are coming!",
  "call.53.dialog.end": "...",
  "call.53.dialog.16": "{HANG UP} I hate these jokers ...",
  "call.53.dialog.17": "{IT'S A WRONG NUMBER} Excuse me, it's a wrong number.",
  "call.53.dialog.18": "{QUIT THE JOKES} Please quit those jokes, you are blocking the emergency line.",
  "call.53.dialog.19": "{ARE YOU HUNGRY?} ... and is it because you are very hungry?",
  "call.53.dialog.20": "Are there any weapons in the house?",
  "call.53.dialog.21": "Who is the oppressor?",
  "call.53.dialog.22": "What is going on there?",
  "call.53.dialog.23": "....",
  "call.53.dialog.24": "Yes...",
  "call.53.dialog.reminder": "....",
  "call.53.dialog.reminder2": "....",
  "call.53.aar.clue": "The caller was found to be in danger.",
  "call.53.aar.prison": "The suspect was pacified and taken into custody.",
  "call.53.aar.helped": "The caller was given first aid.",
  "call.53.aar.story": "The caller was in fact in need of assistance and tried to reach 911 by pretending to order a pizza.",
  "call.53.aar.fail": "The operator has failed to help the caller.",
  "call.53.aar.timeout": "The caller was heavily beaten and needed to be hospitalized.",
  "call.81.title": "Small car fire",
  "call.81.scene.fire": "Car on fire",
  "call.81.scene.caller": "Caller",
  "call.81.scene.smoke": "The caller was poisoned by smoke.",
  "call.81.dialog.1": "911, what's your emergency?",
  "call.81.dialog.2": "Hello, I need help! It's burning!",
  "call.81.dialog.3": "{WHAT'S BURNING?} I am sorry Ma'am what's burning?",
  "call.81.dialog.4": "It's burning! Send in the fire brigade immediately, please!",
  "call.81.dialog.5": "{CALM DOWN} Ok Ma'am I need you to calm down. What is burning?",
  "call.81.dialog.6": "My car! There's smoke coming from under the hood! Send firefighters!",
  "call.81.dialog.7": "{GET OUT OF THE CAR} What I want you to do is get away from your car. Do it as safely as you can ok?",
  "call.81.dialog.7a": "Ok...",
  "call.81.dialog.7b": "{IS ANYONE HURT?} Is anyone hurt?",
  "call.81.dialog.8": "No, no one is hurt. Will you send help?!",
  "call.81.dialog.9": "{TRY TO PUT IT OUT} Did you try to put the fire out yourself?",
  "call.81.dialog.10": "Erm ... myself? No...",
  "call.81.dialog.11": "{USE AN EXTINGUISHER} Go to the trunk of your car take out the fire extinguisher and pull the pin.",
  "call.81.dialog.12": "Ok, I'm going . . . . . . . . . . . . . . . . . .",
  "call.81.dialog.13": "{USE IT ON THE ENGINE} Please pull the lever under the steering wheel to open the hood, and then spray the fire extinguisher onto the engine.",
  "call.81.dialog.14": ". . . . . . . . . . . . . . . . . . it worked, the fire is gone! I will call for roadside assistance... Thanks!",
  "call.81.dialog.15": "You're welcome.",
  "call.81.dialog.address": "{WHERE ARE YOU?} Ma'am where are you?",
  "call.81.dialog.addressa0": "I'm near [[ADDRESS]]",
  "call.81.dialog.addressa1": "Near Shell gas station at route 43",
  "call.81.dialog.addressa2": "At Lake Street... 56",
  "call.81.dialog.addressa3": "Near tall building on Seventh Street",
  "call.81.dialog.18": "{I'LL SEND THE FIREMEN} Ok, I'm sending the fire brigade.",
  "call.81.dialog.19": "Well, I'm waiting!",
  "call.81.dialog.reminder": "Hello, can you help me? My car is still on fire.",
  "call.81.dialog.reminder2": "Hello?",
  "call.81.aar.instructions": "The driver was told to leave the car.",
  "call.81.aar.story": "Caller's car was on fire.",
  "call.81.aar.selfaid": "The operator has given helpful instructions. No intervention was needed.",
  "call.81.aar.ext": "The car fire was extinguished.",
  "call.81.aar.timeout": "The car has burned completely, and the driver was slightly poisoned by smoke",
  "call.89.title": "Cat in a tree",
  "call.89.scene.caller": "Jacob Copus (caller)",
  "call.89.scene.cat": "Cat on a tree",
  "call.89.scene.callerinj": "Jacob Copus (caller)",
  "call.89.dialog.1": "911, what's your emergency?",
  "call.89.dialog.2": "Good evening ... I need help. Yeah, stupid thing ...",
  "call.89.dialog.name": "What is your name sir?",
  "call.89.dialog.namea": "I'm Jacob Copus.",
  "call.89.dialog.3": "{WHAT HAPPENED?} Why did you call 911?",
  "call.89.dialog.4": "My cat climbed up a tree and won't come down. It's very dark... could you send firefighters?",
  "call.89.dialog.5": "{I'LL SEND THE FIREMEN} Ok, I will send the fire department.",
  "call.89.dialog.6": "{CLIMB THE TREE} Is it a tall tree? Have you tried climbing it and getting the cat down yourself?",
  "call.89.dialog.7": "It's not really high.... but it's dark ...",
  "call.89.dialog.8": "{DO IT YOURSELF} Well, you can try climbing the tree yourself if you want to try to get your cat down, but I don't have any fire department vehicles available right now to help you.",
  "call.89.dialog.9": "Well, I'll try . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Aaaargh!",
  "call.89.dialog.10": "{WHAT HAPPENED?} Hello? What happened?",
  "call.89.dialog.12": "I fell off the f..... tree and I think I broke my leg! Why did you tell me to climb there?!",
  "call.89.dialog.13": "I did not tell you to do anything.",
  "call.89.dialog.14": "You told me to take that damn cat out of the tree! I will make a complaint! Help, it hurts like hell!",
  "call.89.dialog.15": "{I'LL SEND AN AMBULANCE} I'm sending you an ambulance, please wait.",
  "call.89.dialog.address": "{WHERE ARE YOU?} Where are you calling from?",
  "call.89.dialog.addressa0": "I'm around [[ADDRESS]].",
  "call.89.dialog.addressa1": "I'm around 1st street 135",
  "call.89.dialog.addressa2": "I'm around 2nd avenue 246",
  "call.89.dialog.addressa3": "I'm around Pine street 389",
  "call.89.dialog.18": "Thank you, I'll be waiting.",
  "call.89.dialog.19": "Just hurry.... for god's sake, it hurts....",
  "call.89.dialog.reminder": "So? Can you help me?",
  "call.89.dialog.reminder2": "Here... Kitty-kitty...",
  "call.89.dialog.20": "{I CAN'T HELP YOU} Excuse me sir, we can't help you at the moment.",
  "call.89.dialog.21": "So?",
  "call.89.dialog.22": "{NOT AN EMERGENCY} Your matter is not life threating, we cannot help you right now.",
  "call.89.dialog.23": "Thank you...",
  "call.89.aar.broken": "The caller has fallen out of the tree and broken his leg.",
  "call.89.aar.taken": "The cat was taken down from the tree.",
  "call.89.aar.compain": "A formal complaint about operator's actions was made by the caller.",
  "call.107.title": "Home invade",
  "call.107.scene.attacker": "Ray",
  "call.107.scene.caller": "Caller",
  "call.107.scene.attackerinj": "Ray",
  "call.107.scene.callerinj": "Caller",
  "call.107.dialog.1": "911, what's your emergency?",
  "call.107.dialog.2": "Hello? I have a problem ... someone is trying to get into my house through the back door.",
  "call.107.dialog.address": "{ADDRESS?} Where do you live?",
  "call.107.dialog.addressa0": "I live at [[ADDRESS]].",
  "call.107.dialog.addressa1": "I live at 243 1st street",
  "call.107.dialog.addressa2": "I live at 756 Long street",
  "call.107.dialog.addressa3": "I live at 391 9th street",
  "call.107.dialog.3": "{WHAT HAPPENED?} So tell me what's happening?",
  "call.107.dialog.4": "It's probably that crazy Ray, my ex-boyfriend ... I heard knocking at the door. He's probably drunk again. God, what should I do?",
  "call.107.dialog.5": "{ANY WEAPON?} I am sending the police right now. Is it possible that Ray has a weapon?",
  "call.107.dialog.6": "Yes, he usually carries a knife . . . . . . . . . . . . . . . . . . . oh my God! He broke down the door! What should I do?!",
  "call.107.dialog.7": "{HIDE YOURSELF} Hang on for the sec ok? I want you to find the room that you can lock the door on. And then get in there shut it and lock it ok?",
  "call.107.dialog.8": "Ok . . . . . . . . . . . . . . . . God, he knows I'm here!",
  "call.107.dialog.16": "Hold on I know you can do this, police are on their way.",
  "call.107.dialog.9": "What should I do ?! I have my father's gun ... should I shoot him?",
  "call.107.dialog.10": "{SHOOT HIM} You have to defend yourself the best way you can. I can't let him hurt you.",
  "call.107.dialog.11": "{DON'T SHOOT} No! Do not shoot him! Put down the gun. The police will be there shortly, nothing's gonna happen to you.",
  "call.107.dialog.12": "{IT'S YOUR CALL} I can not tell you what to do, you have to decide alone ... but remember - the law allows you to self-defense in your own home!",
  "call.107.dialog.13": "Sure, I will! Ray! Ray, get the fuck out of my house, because I will shoot! I tell you! . . . . . . . . . . . Aaaah! I think I killed him! I killed him!!! RAAAY !!!",
  "call.107.dialog.14": "Oh... I'll put the weapon down. Ray!!! . . . . . . . . . . . . . . . . . . . . . . . Ray, calm down, stop! STOP!!! AAAHH!!",
  "call.107.dialog.15": ". . . . . Ray! Ray, I have a gun! Please stop! Ray, I will shoot you! Get away from the door . . . . . . . . . . . I think I calmed him down. Come here quickly!",
  "call.107.dialog.reminder": "What should I do? Please send someone!",
  "call.107.dialog.reminder2": "Please DO SOMETHING!",
  "call.107.aar.shot": "The attacker was deadly shot by the flat owner.",
  "call.107.aar.attack": "Armed attacker injured the flat owner with a knife.",
  "call.107.aar.warn": "After being scared of firearm, the attacker began to escape. Officers pursued and captured the attacker.",
  "call.own24.title": "Child found",
  "call.own24.scene.caller": "Caller",
  "call.own24.scene.child": "Newborn",
  "call.own24.scene.container": "Container",
  "call.own24.dialog.1": "911, what's your emergency?",
  "call.own24.dialog.2": "God, help! There is a child in our garbage container! Someone left a baby here!!!",
  "call.own24.dialog.address": "{WHERE ARE YOU?} Ma'am where are you calling from?",
  "call.own24.dialog.addressa0": "Behind a block at [[ADDRESS]].",
  "call.own24.dialog.addressa1": "Behind a block at 8th street 49",
  "call.own24.dialog.addressa2": "Behind a block at Arthur Avenue 5",
  "call.own24.dialog.addressa3": "Behind a block at Maple street 264",
  "call.own24.dialog.3": "{IS IT BREATHING?} Is the baby breathing? Is it alive?",
  "call.own24.dialog.4": "Yes, alive and crying! I thought it was a cat... Oh God!",
  "call.own24.dialog.5": "{CAN YOU SEE IT?} Can you see the baby?",
  "call.own24.dialog.6": "Yes, I can see and hear it! But I'm not able to reach it, I'm too short! It must be a newborn...",
  "call.own24.dialog.7": "{I'LL SEND THE FIREMEN} I'm sending the fire department to pull out the baby from the dumpster. I need you to stay there so they know where to go.",
  "call.own24.dialog.8": "{STAND ON SOMETHING} Did you try to stand on something?",
  "call.own24.dialog.9": "No, there's nothing really that I could use...",
  "call.own24.dialog.10": "{LOOK AROUND} Look around. Is there anyone nearby, somebody walking past? Maybe a neighbor?",
  "call.own24.dialog.11": "Wait a second... I'll call someone! . . . . . . . . . . . . Mr. Wilson, Mr. Wilson! Please help me! . . . . . . . . There is a child inside, I need you to lift me up!",
  "call.own24.dialog.12": "{PULL THE BABY OUT} Carefully pull the baby out of the dumpster.",
  "call.own24.dialog.13": ". . . . . . . . . . . . Ok, I did it! I have him in my hands!",
  "call.own24.dialog.13b": "{CAN IT BREATHE FREELY?} Make sure that baby can breathe freely.",
  "call.own24.dialog.13c": "Oh my... its mouth is full of mucus... I'll wipe it...",
  "call.own24.dialog.14": "{WAIT FOR AMBULANCE} You're doing great. I've got an ambulance on the way, so just wait there ok?",
  "call.own24.dialog.15": "OK, I will wait right here, come quick!",
  "call.own24.dialog.reminder": "Oh gosh... we have to do something!",
  "call.own24.dialog.reminder2": "Hello? Do something!",
  "call.own24.aar.success": "The life of the rescued child is not threatened. Parents of the child remain unknown.",
  "call.own24.aar.out": "The caller took the child out of a garbage container.",
  "call.own24.aar.firstaid": "The caller provided first aid to the child.",
  "call.82a.title": "House fire",
  "call.82a.scene.gas": "Gas valve",
  "call.82a.scene.fire": "House on fire",
  "call.82a.scene.explosion": "There was a blast!",
  "call.82a.dialog.1": "911, what's your emergency?",
  "call.82a.dialog.2": "Hello? Uh, I'm a watchman at a construction site and I just noticed that there is fire.",
  "call.82a.dialog.address": "{WHERE ARE YOU?} Where is it, sir?",
  "call.82a.dialog.addressa0": "At [[ADDRESS]]",
  "call.82a.dialog.addressa1": "It's 34 Oak Street",
  "call.82a.dialog.addressa2": "It's 765 Jefferson Avenue",
  "call.82a.dialog.addressa3": "At 34 Maple Street",
  "call.82a.dialog.3": "{WHAT'S ON FIRE?} Sir, what's on fire?",
  "call.82a.dialog.4": "One of the building's roof, it's on fire. I don't know what happened.",
  "call.82a.dialog.inside1": "{IS ANYONE INSIDE?} Is there anyone inside the building?",
  "call.82a.dialog.inside2": "I don't know... I think workers.",
  "call.82a.dialog.alarm1": "{ACTIVATE FIRE ALARM} Here is what I want you to do. Find the nearest fire alarm station and activate the alarm.",
  "call.82a.dialog.alarm2": "Ok, fire alarm... sure thing! Get here fast!  . . . . . . . . . . . . . . . . . . . .",
  "call.82a.dialog.gas1": "{CHECK GAS SUPPLY} Is the building connected to a gas supply?",
  "call.82a.dialog.gas2": "It might be... I'm not sure.",
  "call.82a.dialog.gas3": "{CUT OFF THE GAS} What I want you to do Sir is get help from the workers, try to locate the main gas valve for the area and cut off the gas.",
  "call.82a.dialog.gas4": "Ok, ok, I know where that is. I'll do it right now.",
  "call.82a.dialog.evacuate1": "{EVACUATE} Sir, evacuate everyone from the area and wait for the fire department to arrive. Ok?",
  "call.82a.dialog.evacuate2": "Ok. . . . . . . . . . . . . . . . . . . . . . . they evacuated.",
  "call.82a.dialog.help": "{I'LL SEND HELP} I am sending the emergency services, please wait for them.",
  "call.82a.dialog.endwait": "I will, thank you!",
  "call.82a.dialog.end": "...",
  "call.82a.dialog.reminder": "Hello?",
  "call.82a.dialog.reminder2": "We need help, the fire's spreading!",
  "call.82a.aar.gasoff": "The gas valve was cut off.",
  "call.82a.aar.gasoffcal": "The caller was instructed to turn off the gas valve.",
  "call.82a.aar.explode": "The gas exploded, causing the fire to be much bigger.",
  "call.own79.title": "Mathematical problem",
  "call.own79.scene.child": "Child on the phone",
  "call.own79.scene.mother": "Child's mother",
  "call.own79.dialog.1": "911, what's your emergency?",
  "call.own79.dialog.2": "Yeah, I need some help.",
  "call.own79.dialog.3": "{WHAT'S THE PROBLEM?} What's the problem little guy?",
  "call.own79.dialog.4": "With my m[...]",
  "call.own79.dialog.5": "{MOUTH?} With your mouth?",
  "call.own79.dialog.6": "{MATH?} With your math?",
  "call.own79.dialog.7": "No, with my math...",
  "call.own79.dialog.7b": "... I have to do it. Will you help me?",
  "call.own79.dialog.address": "{WHERE DO YOU LIVE?} Where do you live little guy?",
  "call.own79.dialog.8": "No, with my math.",
  "call.own79.dialog.9": "{WHERE ARE YOU?} Yeah, I know, you want help with your math, but where do you live?",
  "call.own79.dialog.10": "No. I want you to talk to me on the phone.",
  "call.own79.dialog.mom": "{ARE YOUR PARENTS HOME?} Is your mom or dad nearby?",
  "call.own79.dialog.mom2": "Yes, but she is busy...",
  "call.own79.dialog.mom3": "{ASK HER ON THE PHONE} Can you ask her on the phone?",
  "call.own79.dialog.mom4": "Ok . . . . . . . . Mooooom! Mooom come on the phone!",
  "call.own79.dialog.mom5": ". . . . . . . . . . . . . .",
  "call.own79.dialog.11": "{I CAN'T DO THAT} No, I can't do that, but I can send someone else to help you.",
  "call.own79.dialog.12": "Okay, uhm...",
  "call.own79.dialog.13": "{WHAT KIND OF MATH?} So what kind of math do you have that you need help with?",
  "call.own79.dialog.14": "I have take aways.",
  "call.own79.dialog.15": "{TAKE AWAYS?} You have to do the take aways?",
  "call.own79.dialog.16": "Yeah.",
  "call.own79.dialog.17": "{WHAT'S THE MATH?} Alright, what's the math?",
  "call.own79.dialog.20": "Okay, seventeen...",
  "call.own79.dialog.21": "Yeah?",
  "call.own79.dialog.22": "Take away seven...",
  "call.own79.dialog.23": "Uhum...",
  "call.own79.dialog.24": "Is what?",
  "call.own79.dialog.25": "{WHAT DO YOU THINK?} You tell me how much do you think it is?",
  "call.own79.dialog.252": "That's ten.",
  "call.own79.dialog.253": "That's one.",
  "call.own79.dialog.26": "I don't know one?",
  "call.own79.dialog.30": "Ok...",
  "call.own79.dialog.31": "{WHAT'S NEXT?} Yeah... what's another problem, that was a tough one.",
  "call.own79.dialog.32": "Umm here is one four.... take away four.",
  "call.own79.dialog.33": "{WHAT'S YOUR GUESS?} And how much do you think that is?",
  "call.own79.dialog.332": "{ZERO} It's zero.",
  "call.own79.dialog.333": "{EIGHT} It's eight.",
  "call.own79.dialog.334": "Five!",
  "call.own79.dialog.mom6": "Oscar, what are you doing?!",
  "call.own79.dialog.34": "The policeman is helping me with my math... \n  - What did I tell you 'bout playing on the phone? \n  - But I need help, you told me to call somebody!\n  - I didn't mean the police!",
  "call.own79.dialog.35": "Hello? I'm sorry!",
  "call.own79.dialog.36": "{IS EVERYTHING OK?} No problem ma'am, is everything alright there?",
  "call.own79.dialog.37": "Yes! I'm sorry, I'll tell him to stay off the phone!",
  "call.own79.dialog.38": "It's ok, just make sure he's not afraid to make a 911 call in the future, okay?",
  "call.own79.dialog.39": "Of course, thank you, goodbye!",
  "call.own79.dialog.reminder": "... hello?",
  "call.own79.dialog.reminder2": "... Mister are you busy too?",
  "call.own79.aar.inter": "The intervention was completely unnecessary.",
  "call.own79.aar.goodmath": "Math help was provided.",
  "call.own79.aar.badmath": "However, some calculation error occurred.",
  "call.97.title": "Clipped leg",
  "call.97.scene.injuried": "Caller",
  "call.97.dialog.1": "911, what's your emergency?",
  "call.97.dialog.2": "Help! I've chopped my leg off...",
  "call.97.dialog.3": "{YOU DID WHAT?} You've chopped off your leg?",
  "call.97.dialog.address": "{WHERE ARE YOU?} Ok, where are you calling from?",
  "call.97.dialog.addressa0": "At [[ADDRESS]]",
  "call.97.dialog.addressa1": "At Cooper Avenue 321",
  "call.97.dialog.addressa2": "At Jefferson Street 246",
  "call.97.dialog.addressa3": "At Maple Street 179",
  "call.97.dialog.addresdet": "{HOUSE OR APARTMENT?} Is that a house or an apartment?",
  "call.97.dialog.addresdeta": "There is a workshop... behind the house... it's open, I'm near the entrance.",
  "call.97.dialog.": "{I'LL SEND AN AMBULANCE} OK, the ambulance is on the way... Tell me what happened?",
  "call.97.dialog.4": "I helped my cousin in the workshop, pushed wood with my leg and slipped into the press! I can not take it out!",
  "call.97.dialog.5": "{IS HE NEARBY?} Is your cousin nearby?",
  "call.97.dialog.6": "No, he went after the goods... he will come back in the evening! There's no one around!",
  "call.97.dialog.7": "{HELP IS ON THE WAY} Keep calm. The ambulance is on the way... it will be there in a few minutes.",
  "call.97.dialog.7b": "Hurry!",
  "call.97.dialog.7c": "{TIE SOMETHING AROUND IT} Do you have something to tie around your leg?",
  "call.97.dialog.7d": "No, just some tools... an axe and a hammer....",
  "call.97.dialog.7e": "{TAKE OFF YOUR SHIRT} Alright, Take off your shirt then...",
  "call.97.dialog.8": "What?",
  "call.97.dialog.9": "{MAKE A TOURNIQUET}Take off your shirt, tear it up if necessary, and firmly tie it around your leg, just above your injury.",
  "call.97.dialog.10": "Ok . . . . . . . . . . . . . . . . . . . . . . . . . . . done.",
  "call.97.dialog.11": "{CALM DOWN} Good. I know this won't be easy but I need you to calmly breathe, relax. The ambulance will arrive soon.",
  "call.97.dialog.12": "God... I think I'm passing out....",
  "call.97.dialog.13": "{KEEP TALKING TO ME} No you're not... keep talking to me! Tell me, do you have a girlfriend?",
  "call.97.dialog.14": "I have a fiancée... we were going to get married in two months. . . . . . . . . . . . . God, please let it end now...",
  "call.97.dialog.20": "{YOU'LL BE FINE} You are gonna be fine, I need you to stay awake.",
  "call.97.dialog.15": "Please tell her that I loved her. Will you? As if... if I pass away here. Say that I thought about her, I beg you. You promise?",
  "call.97.dialog.16": "{I DO} Yes, I promise.",
  "call.97.dialog.17": "{YOU'LL TELL HER} But you will tell her yourself. The ambulance is almost there.",
  "call.97.dialog.18": ". . . . . . . . . . . . . . . .",
  "call.97.dialog.end": "{HANG UP} ...",
  "call.97.dialog.reminder": "Oh God... it feels terrible...",
  "call.97.dialog.reminder2": "Help me....",
  "call.97.aar.story": "The caller has cut his leg during working in a workshop.",
  "call.97.aar.faint": "The caller fainted because he lost too much blood.",
  "call.97.aar.firstaid": "The operator gave proper first aid instruction.",
  "call.68.title": "Developer",
  "call.68.scene.caller": "Bartek Gajewski (caller)",
  "call.68.dialog.1": "911, what's your emergency?",
  "call.68.dialog.2": "Hello, I don't have any emergency, but I am making a computer game about your work, and I would like to possibly talk for a moment, can I?",
  "call.68.dialog.3": "Sir, do you have an emergency?",
  "call.68.dialog.4": "No, I do not, I'm sorry, but can we speak?",
  "call.68.dialog.5": "{NO} No sir, please do not block the line.",
  "call.68.dialog.6": "{CALL THE OFFICE} Sir, you should contact the Emergency Services Department with your case.",
  "call.68.dialog.7": "{OK} Well, we can talk for a moment.",
  "call.68.dialog.8": "Ok, I'm sorry, bye.",
  "call.68.dialog.9": "Okay, how can I reach it?",
  "call.68.dialog.10": "{THROUGH A WEBSITE} Please visit the department's website and post a request to meet with the dispatchers.",
  "call.68.dialog.11": "Ok, can I ask for your name, so I can put it in the request?",
  "call.68.dialog.12": "{DON'T BLOCK THE LINE} Sorry but you can not. Please do not block the line.",
  "call.68.dialog.13": "Ok, I'm sorry, thanks and bye.",
  "call.68.dialog.14": "Ok, but maybe we shall meet after your work so I do not block the line?",
  "call.68.dialog.15": "{WE CAN TALK NOW} No, it's fine now.",
  "call.68.dialog.16": "{CALL ME LATER} Yeah that's a better idea. Call me at +48 782 344 221 tomorrow afternoon, OK?",
  "call.68.dialog.17": "Sure, that sounds great! I will call you tomorrow afternoon then, thank you so much!",
  "call.68.dialog.18": "{YOU'RE WELCOME} You are welcome!",
  "call.68.dialog.19": "Ok, then tell me please: what's most challenging about your work?",
  "call.68.dialog.20": "{TOO MANY ELEMENTS} Hmm, there are just so many reports and teams, it's really hard to handle.",
  "call.68.dialog.21": "{NERVES} Talking with all those people sometimes make me nervous.",
  "call.68.dialog.22": "{IT'S EASY} Nothing at all, it's quite an easy job",
  "call.68.dialog.23": "Then, what is most satisfying or entertaining about it?",
  "call.68.dialog.24": "{HELPING} Helping people, saving lives.",
  "call.68.dialog.25": "{MANAGEMENT} The management is quite challenging. Air controllers can learn a lot from us, and can tell you!",
  "call.68.dialog.26": "{I DON'T KNOW} It's just my duty...",
  "call.68.dialog.27": "Ok, I would like to ask a couple of technical questions, but maybe I should send you an email with those so you can reply in text in your free time?",
  "call.68.dialog.28": "{E-MAIL}Sure, however you prefer it. Send them to operator@jutsugames.com.",
  "call.68.dialog.29": "Ok, Thank You so much! I will write right away!",
  "call.68.dialog.reminder": "Hello? Are you there?",
  "call.68.dialog.reminder2": "Seems I am interrupting something, sorry.",
  "call.68.aar.story": "A game developer has called with questions concerning the operator's work",
  "call.68.aar.unnec": "Numerous negative articles appeared in social media after intruding the developer's house.",
  "call.131.title": "Impaled cyclist",
  "call.131.scene.worker1": "Andrzej Nowak (caller)",
  "call.131.scene.worker2": "Janusz Kowalski",
  "call.131.scene.stabbed": "Impaled cyclist",
  "call.131.scene.stabtool": "Impaling rod",
  "call.131.dialog.1": "911, what's your emergency?",
  "call.131.dialog.2": "Hello. Because here we have a problem.",
  "call.131.dialog.3": "Ok, please tell me what happened?",
  "call.131.dialog.4": "Because there is the man on the rod impaled.",
  "call.131.dialog.5": "Excuse me, what do you mean sir?",
  "call.131.dialog.6": "Man on a... a rod. He hit the rod and is stabbed on rod.",
  "call.131.dialog.6a": "(foreign language)",
  "call.131.dialog.address": "{ADDRESS?} Where are you calling from sir?",
  "call.131.dialog.addressdet": "We are in this broken building.",
  "call.131.dialog.addressdet2": "{WHERE EXACTLY?} Where is it exactly?",
  "call.131.dialog.addressa0": "Old factory at [[ADDRESS]]",
  "call.131.dialog.addressa1": "Old factory at Pine Street",
  "call.131.dialog.addressa2": "Old factory at 5 avenue",
  "call.131.dialog.addressa3": "Old factory at Oak Street",
  "call.131.dialog.11": "{IS HE CONSCIOUS?} Is he conscious?",
  "call.131.dialog.12": "I think he is... I mean I do not know... well, he's heavy breathing.",
  "call.131.dialog.13": "{IS HE MOVING?} Ok, Is he moving?",
  "call.131.dialog.14": "He moves a little... with legs and hands on the sides ...",
  "call.131.dialog.14a": "(foreign language)",
  "call.131.dialog.15": "{IS HE BLEEDING?} Listen, is he bleeding?",
  "call.131.dialog.17": "No no... he is stuck on the rod. Rod is strong and he's on this rod. We can not move him.",
  "call.131.dialog.18": "So the victim can't move?",
  "call.131.dialog.19": "Yes, he can't move. We can lift him with Janusz and help him. (foreign language)",
  "call.131.dialog.22": "{DON'T MOVE HIM} No, no don't move him! You can make his injuries worse. As long as he's breathing, he is ok. Just wait for the ambulance to get there.",
  "call.131.dialog.23": "So we can go, right?",
  "call.131.dialog.24": "{WAIT} Please wait for the ambulance to get there and if his condition gets worst I want you to call 911 again.",
  "call.131.dialog.25": "Ok, ok.",
  "call.131.dialog.40": "{PICK HIM UP} Please try to pick him up.",
  "call.131.dialog.41": "(foreign language)",
  "call.131.dialog.42": "(foreign language)",
  "call.131.dialog.43": "Ok, Ok!........ We took him off but there is big blood.",
  "call.131.dialog.46": "{STOP THE BLEEDING} Do you have something that you can use to stop the bleeding?",
  "call.131.dialog.47": "I don't know. No, I don't... just my jacket.",
  "call.131.dialog.48": "{PUT IT ON THE WOUND} Please try to put something on the wound and apply pressure so you can stop the bleeding!",
  "call.131.dialog.49": ". . . . . . . . . . We need ambulance here!",
  "call.131.dialog.50": "Ambulance is on the way.",
  "call.131.dialog.60": "{YOU CAN GO} Yes, you can go. The ambulance is on its way.",
  "call.131.dialog.61": "So we go . . . . (foreign language)",
  "call.131.dialog.70": "{SEND SOMEONE TO THE ROAD} Stay with the injured man. Send your friend to the road and he can guide the ambulance to your location.",
  "call.131.dialog.71": "Alright . . . . . (foreign language)",
  "call.131.dialog.72": "{STOP THE BLEEDING} Please I want you to stop the bleeding so his condition doesn't get worst. And then please call again if it does.",
  "call.131.dialog.73": "Ok, ok.",
  "call.131.dialog.reminder": "Halo?",
  "call.131.dialog.reminder2": "Anyone there?",
  "call.131.aar.story": "A man has impaled himself on a rod.",
  "call.131.aar.badchoice": "The operator instructed the caller to move the injured man, which caused serious internal damages in his body.",
  "call.131.aar.bleeding": "The operator provided proper instruction to stop the bleeding.",
  "call.131.aar.go": "The operator allowed leaving the injured man alone.",
  "call.131.aar.wait": "The ambulance lost some time for searching for the place of the incident, due to the lack of the precise address.",
  "call.131.aar.road": "One of the men guided the ambulance to the place of the incident. Thanks to that, the paramedics were able to provide medical help sooner.",
  "call.287.title": "Collapsed house",
  "call.287.scene.caller": "Caller",
  "call.287.scene.injuried1": "Jane Collins",
  "call.287.scene.injuried2": "Susan Collins",
  "call.287.scene.injuried3": "Rosie Collins",
  "call.287.scene.injuried4": "Linda Collins",
  "call.287.scene.gruz": "Collapsed house",
  "call.287.dialog.1": "911, what's your emergency?",
  "call.287.dialog.2": "Oh God, I’ve finally gotten through. Send someone over here.",
  "call.287.dialog.3": "Sir, what's your emergency?",
  "call.287.dialog.4": "The Collins's’, my neighbors’ house… it’s literally fallen apart… collapsed… I don't know what to do…",
  "call.287.dialog.5": "{IS ANYONE INSIDE?} Were your neighbors inside?",
  "call.287.dialog.6": "I think so...",
  "call.287.dialog.7": "{ARE YOU SURE?} You think so or they were? This is really important, we have a lot of emergencies.",
  "call.287.dialog.8": "They were. Uhmmm... I saw Jane and Susan for sure, probably with the little kid, I have no idea about the rest of the family.",
  "call.287.dialog.9": "{HOW MANY PEOPLE?} Ok, how many people live in the house?",
  "call.287.dialog.10": "Six, but Ted surely went to work in the morning.",
  "call.287.dialog.11": "{SO, FIVE PEOPLE?} So if Ted's gone to work there could be five people in the house?",
  "call.287.dialog.12": "Yes.",
  "call.287.dialog.13": "{WHO LIVES THERE?} So who would be in the house and what are their ages?",
  "call.287.dialog.14": "A woman, two children… or three, Rose is older though, she’s in college. And Su, their grandmother, she’s 65.",
  "call.287.dialog.15": "{HAS IT ALL COLLAPSED?} Has the house completely collapsed?",
  "call.287.dialog.16": "Yes, there’s only a single wall fragment left.",
  "call.287.dialog.17": "{CAN YOU HEAR THEM?} Can you hear anything from under the rubble, voices, somebody calling up for help?",
  "call.287.dialog.18": "I don’t know. I had waited a while after the earthquake stopped. Then I looked out the window and saw that and started calling you immediately.",
  "call.287.dialog.19": "{YOU HAVE TO HELP} Ok, listen, they need you to help.",
  "call.287.dialog.20": "Like how?",
  "call.287.dialog.21": "{TAKES TIME TO GET THERE} It might take a while before the fire department and ambulance can get there.",
  "call.287.dialog.22": "Obviously.",
  "call.287.dialog.23": "{LOOK FOR THEM} What I need you to do is, as soon as we're off this phone call, go over to the collapsed house, but don't walk on the rubble, ok? Maybe you can manage to figure out where the rescuers should start looking for people. Help them find them faster. But if you smell gas stay out of the area.",
  "call.287.dialog.24": "Okay, got it.",
  "call.287.dialog.25": "{CALL OTHERS} You can try to get the other neighbors to start removing the rubble.",
  "call.287.dialog.26": "Okay, anything else?",
  "call.287.dialog.27": "{WAIT FOR THE SERVICES} Please wait for the fire and ambulance to arrive.",
  "call.287.dialog.28": "I'll do as you said.",
  "call.287.dialog.address": "{WHAT ADDRESS?} What's the address for that house?",
  "call.287.dialog.addressa0": "Their house is at [[ADDRESS]]",
  "call.287.dialog.addressa1": "Their house is at Columbus Avenue 246",
  "call.287.dialog.addressa2": "Their house is at Oak street 135",
  "call.287.dialog.addressa3": "Their house is at 7th street 89",
  "call.287.dialog.reminder": "Are you there?",
  "call.287.dialog.reminder2": "What am I supposed to do?",
  "call.287.aar.story": "A house has collapsed with a family inside.",
  "call.287.aar.call": "The emergency unit had easier access to injured people, thanks to neighbors who had started removing a rubble.",
  "call.287.aar.search": "The caller found a possible location of the injured people.",
  "call.287.aar.send": "The operator decided to send an ambulance and firefighters unit.",
  "call.289.title": "Electrocuted",
  "call.289.scene.caller": "Caller",
  "call.289.scene.injuried1": "School kid",
  "call.289.scene.injuried2": "School kid",
  "call.289.scene.callerd": "Caller",
  "call.289.dialog.1": "911, what's your emergency?",
  "call.289.dialog.2": "We need help. Some cables are hanging down on the field near the school, some kids are lying under the cables... I'll go get them out of there...",
  "call.289.dialog.3": "{BE CAREFUL} Ok, be careful sir and don't touch the cables.",
  "call.289.dialog.4": "Wait... the ground under the benches slid and there's some water flowing out, I guess some pipe has burst.",
  "call.289.dialog.5": "{HELP THEM} They need your help!",
  "call.289.dialog.6": "Ok, ok I'm not deaf. There's a girl lying on... AAAAAAAAAH!",
  "call.289.dialog.7": "{WHERE ARE YOU?} First tell me, where are you?",
  "call.289.dialog.8": "{SECURE THE AREA} First, secure the area.",
  "call.289.dialog.9": "What do you mean?",
  "call.289.dialog.10": "{ALERT OTHERS} Just stand somewhere near and warn other people not to go there. Ok?",
  "call.289.dialog.11": "But I want to help!",
  "call.289.dialog.12": "{WHAT DO YOU SEE?} Let's start with you figuring out what exactly is going on.",
  "call.289.dialog.13": "Okay...",
  "call.289.dialog.14": "{EXAMINE THE CABLES} Please take a look at the cables, are they hanging above the ground, touching it, are thick or thin?",
  "call.289.dialog.15": "They aren't very thick and the wind is swinging them. Oh damn!",
  "call.289.dialog.16": "{WHAT HAPPENED?} What happened?",
  "call.289.dialog.17": "They sparkle when they touch the ground. A bit like fireworks.",
  "call.289.dialog.18": "{DON'T TOUCH THEM} Those cables are live, please don't approach them. I'll send firefighters, to come and take care of it.",
  "call.289.dialog.19": "So what am I supposed to do?",
  "call.289.dialog.20": "There's nothing more you can do right now.",
  "call.289.dialog.21": "So I just have to wait?",
  "call.289.dialog.22": "{LOOK AROUND} I want you to look around, is there anything else going on besides the cables hanging down?",
  "call.289.dialog.23": "Wait... the ground under the benches slid and there's some water flowing out, I guess some pipe has burst.",
  "call.289.dialog.24": "Is the water spreading out on the field?",
  "call.289.dialog.25": "Yes, I can see that now, it flows slowly, but it's spreading.",
  "call.289.dialog.26": "Are the victims lying in the water?",
  "call.289.dialog.27": "Yes. Should I get them away from there?",
  "call.289.dialog.28": "{JUST WAIT} Approaching them would be too dangerous, you have to wait.",
  "call.289.dialog.29": "Ok, I don't want to get hurt.",
  "call.289.dialog.30": "{TRY TO HELP THEM} If you're sure that you're able to help them please try. But remember your safety first sir.",
  "call.289.dialog.31": "OK, I will call you later!",
  "call.289.dialog.end": "...",
  "call.289.dialog.address": "{ADDRESS?} Which field is it?",
  "call.289.dialog.addressa0": "The one at [[ADDRESS]].",
  "call.289.dialog.addressa1": "its the Sue Bierman Park",
  "call.289.dialog.addressa2": "its the Jefferson Square Park",
  "call.289.dialog.addressa3": "its the Marina Green",
  "call.289.dialog.reminder": "Hey! I want to help them somehow.",
  "call.289.dialog.reminder2": "Hello?!",
  "call.289.aar.electroc": "Due to wrong operator's instructions, the caller was electrocuted. This resulted in casualty.",
  "call.289.aar.helping": "The caller secured the area while waiting for emergency services.",
  "call.290.title": "Power cut",
  "call.290.scene.caller": "Anna Stark (caller)",
  "call.290.scene.injuried1": "Old man on life-support",
  "call.290.scene.battery": "Battery exhausted!",
  "call.290.scene.generator": "Generator to run",
  "call.290.dialog.1": "911, what's your emergency?",
  "call.290.dialog.2": "This is Anna Stark from the 'Silent Evening' care facility.",
  "call.290.dialog.address": "{ADDRESS?} What's the address ma'am?",
  "call.290.dialog.addressa0": "It's [[ADDRESS]]",
  "call.290.dialog.addressa1": "It's 53 Wolden Street",
  "call.290.dialog.addressa2": "It's 4 Pine Street",
  "call.290.dialog.addressa3": "It's 110 Cedar Avenue",
  "call.290.dialog.5": "{WHAT HAPPENED?] Tell me what happened?",
  "call.290.dialog.6": "We still don't have electricity after the earthquake.",
  "call.290.dialog.7": "{IT'S NORMAL} Ma'am, there are a lot of households that don't have electricity right now.",
  "call.290.dialog.8": "But we have elderly guests to take care of!",
  "call.290.dialog.9": "{AREN'T YOU PREPARED?} Aren't you prepared for such situations?",
  "call.290.dialog.10": "One of our emergency generators broke during the earthquake, we cannot sustain for much longer.",
  "call.290.dialog.11": "{NO SPARE ONE?} Don't you have a spare generator?",
  "call.290.dialog.12": "You think I am an idiot?! If the situation wasn't critical and we had other options I wouldn't be calling out, especially after an earthquake. I know you are completely busy.",
  "call.290.dialog.13": "{ANY DANGER?} OK. Is anyone in a life-threatening situation?",
  "call.290.dialog.14": "One of our patients has an artificial heart, and his batteries are running out!",
  "call.290.dialog.15": "{TRY RECHARGING IT} Is it possible to recharge the battery?",
  "call.290.dialog.16": "The internal battery is empty and the external one is almost depleted.",
  "call.290.dialog.17": "{WHAT DO YOU SUGGEST?} What do you suggest?",
  "call.290.dialog.18": "Send us someone with a power generator and if that ain't gonna happen he needs to be taken to a hospital fast! I mean fast!",
  "call.290.dialog.19": "Do you have your own transport?",
  "call.290.dialog.20": "If I had, I wouldn't be calling you. The patient is nonambulatory, an ambulance is a necessity.",
  "call.290.dialog.21": "How much time do we have?",
  "call.290.dialog.22": "A few minutes, less than that if you want to transport him in a vehicle without onboard life-support.",
  "call.290.dialog.23": "{I'LL SEND A TECH UNIT} I'll try to request someone with battery units or a fully-fitted ambulance as soon as possible.",
  "call.290.dialog.24": "Hurry or he'll die.",
  "call.290.dialog.25": "{TEAM'S ON THE WAY} Don't you worry, ma'am. The team is on the way.",
  "call.290.dialog.26": "Ma'am please calm down.",
  "call.290.dialog.reminder2": "Do something or my patient's gonna die!",
  "call.290.dialog.reminder": "Hello, are you there?",
  "call.290.aar.story": "A facility for the elderly didn't have electricity after a quake, their emergency generator broke.",
  "call.290.aar.sended": "The operator decided to send emergency services.",
  "call.290.aar.lostpat": "The caller has lost her patience, because of the operator's questions.",
  "call.290.aar.runagain": "The emergency services have managed to run the power generator again.",
  "call.290.aar.battex": "The battery died. One of the patients' heart has stopped.",
  "call.291.title": "Flooded flat",
  "call.291.scene.caller": "Caller",
  "call.291.scene.callerinj": "Caller",
  "call.291.scene.bzyk": "The caller was electrocuted!",
  "call.291.scene.water": "Water",
  "call.291.scene.ele": "Electrical installation",
  "call.291.dialog.1": "911, what's your emergency?",
  "call.291.dialog.2": "Hello? Hello! Anybody there?!",
  "call.291.dialog.3": "Ma'am you've reached 911 what's your emergency?",
  "call.291.dialog.4": "Sir, there is plenty of water here... damn it...",
  "call.291.dialog.5": "{WHAT HAPPENED?} What happened ma'am?",
  "call.291.dialog.6": "What? Speak up, I have problems with hearing.",
  "call.291.dialog.7": "I asked: what happened?",
  "call.291.dialog.8": "I just told you, there is water everywhere.",
  "call.291.dialog.9": "{IS A PIPE BROKEN?} Where is it coming from? Do you have something wrong with your pipes?",
  "call.291.dialog.10": "Pardon? Pipes? No!",
  "call.291.dialog.11": "{ARE YOU SURE?} Are you sure?",
  "call.291.dialog.12": "Yeah! When the shaking started I hid under the table, you know. A very solid one, made out of wood not like the ones they make these days.",
  "call.291.dialog.13": "Ok, but what about the water?",
  "call.291.dialog.14": "It flows from the top and on the side. Almost like a river. Maybe some pipe cracked? Or maybe it's coming from the house that started collapsing when the shaking began, a bit higher.",
  "call.291.dialog.15": "How much water is there?",
  "call.291.dialog.16": "I don't know about the basement, but it keeps flowing down there, right through the middle of my room! And there is mud too! I live downstairs where it's flat, so it all stays here. Sometimes even when it's raining... but now...",
  "call.291.dialog.17": "{TURN OFF BREAKER BOX} Ok ma'am you're gonna have to shut down your breaker box.",
  "call.291.dialog.18": "What?",
  "call.291.dialog.19": "The breaker box ma'am, so you don't get electrocuted.",
  "call.291.dialog.20": "But we don't have power at the moment. Nothing's working! When it was shaking, it must have damaged the cables or something. It happens sometimes.",
  "call.291.dialog.21": "{I INSIST} I insist you turn off the breaker box.",
  "call.291.dialog.22": "But I told you that...",
  "call.291.dialog.23": "They could restore power at any moment. If water hits the electricity you could get electrocuted.",
  "call.291.dialog.24": "Get what?",
  "call.291.dialog.25": "Electrocuted.",
  "call.291.dialog.26": "Oh... ok, what should I do then?",
  "call.291.dialog.27": "Shut off your breaker box.",
  "call.291.dialog.28": "Alright, where are those?",
  "call.291.dialog.29": "Usually they are in a box near the entrance to the building.",
  "call.291.dialog.30": "Ah, I know I know, I'm not THAT old.",
  "call.291.dialog.31": "Of course not.",
  "call.291.dialog.32": "Can you send someone over anyway? I can't sit here all day wet and without electricity. That's unbearable...",
  "call.291.dialog.33": "{I'LL SEND SOMEONE} I will send a team as soon as I can.",
  "call.291.dialog.34": "Ok, but better be quick. The water is cold.",
  "call.291.dialog.35": "As soon as I can get them there ma'am.",
  "call.291.dialog.36": "What about the water?",
  "call.291.dialog.address": "{WHERE?} Where are you calling from? Could you please give me your address?",
  "call.291.dialog.addressa0": "It's [[ADDRESS]]",
  "call.291.dialog.addressa1": "At 342 Columbus Avenue",
  "call.291.dialog.addressa2": "At 135 Oak street",
  "call.291.dialog.addressa3": "At 89 7th street",
  "call.291.dialog.reminder": "Will you do something about this water?",
  "call.291.dialog.reminder2": "Hello?",
  "call.291.aar.poweroff": "The operator convinced the caller to turn off a breaker box, which prevented from electrocution.",
  "call.291.aar.electrocut": "The caller was electrocuted. The operator should have instructed the caller to turn off a breaker box.",
  "call.291.aar.flood": "The caller's apartment was flooded.",
  "call.gen10.title": "Car collision",
  "call.gen10.scene.caller": "Caller",
  "call.gen10.scene.driver": "Driver",
  "call.gen10.scene.injuriedA": "Passenger",
  "call.gen10.scene.injuriedB": "Passenger",
  "call.gen10.scene.car1": "Smashed car",
  "call.gen10.scene.car2": "Smashed car",
  "call.gen10.dialog.1": "911, what's your emergency?",
  "call.gen10.dialog.2": "Hello, there was a car collision.",
  "call.gen10.dialog.address": "Where did the collision happen?",
  "call.gen10.dialog.addressa0": "Around [[ADDRESS]]",
  "call.gen10.dialog.addressa1": "Around 135 1st street",
  "call.gen10.dialog.addressa2": "Around 246 2nd avenue",
  "call.gen10.dialog.addressa3": "Around 389 Pine street",
  "call.gen10.dialog.when": "When did it happen?",
  "call.gen10.dialog.wheny": "Yesterday evening.",
  "call.gen10.dialog.whenm": "Just a moment ago.",
  "call.gen10.dialog.whenh": "5 minutes ago.",
  "call.gen10.dialog.wheny2": "{NOT AN EMERGENCY} Sir, you don't call 911 for an accident that happened yesterday.",
  "call.gen10.dialog.wheny3": "But the car is crashed and the bumper is off....",
  "call.gen10.dialog.wheny4": "Sir, please contact your body shop or go to the nearest police station if you have any complaints.",
  "call.gen10.dialog.wheny5": "Ok... bye.",
  "call.gen10.dialog.injured": "{ANY VICTIMS?} Are there any injured?",
  "call.gen10.dialog.injured0": "No, no one.",
  "call.gen10.dialog.injured1": "Yes, one person is injured.",
  "call.gen10.dialog.injured2": "Yes, two people have some injuries.",
  "call.gen10.dialog.injuries": "{WHAT INJURIES?} Can you tell what kind of injuries they have?",
  "call.gen10.dialog.injuriesa1": "Just some scratches.",
  "call.gen10.dialog.injuriesa2": "I think one of the passengers broke his leg.",
  "call.gen10.dialog.injuriesa3": "One of the passengers says his stomach hurts really bad.",
  "call.gen10.dialog.injuries2": "{DON'T LET THEM MOVE} Ok, just make sure they won't move until an ambulance arrives.",
  "call.gen10.dialog.injuries3": "Sure...",
  "call.gen10.dialog.who": "{WHO CAUSED IT?} Who has caused the accident?",
  "call.gen10.dialog.whoduno": "We are still arguing about that, can you send a policeman to figure it out?",
  "call.gen10.dialog.whoi": "I did...",
  "call.gen10.dialog.whoother": "The other driver, he's obviously drunk.",
  "call.gen10.dialog.cars": "{HOW'S THE TRAFFIC?} Are any of the vehicles blocking traffic?",
  "call.gen10.dialog.carsno": "No, they are not.",
  "call.gen10.dialog.cars1": "Yes, one of them cannot be moved.",
  "call.gen10.dialog.cars2": "Yeah, both of them are completely crashed.",
  "call.gen10.dialog.end": "{WAIT FOR HELP} Alright sir, please wait for the emergency services to arrive.",
  "call.gen10.dialog.enda": "Ok, thank you!",
  "call.gen10.dialog.reminder": "Are you there?",
  "call.gen10.dialog.reminder2": "Hello?",
  "call.gen10.aar.yesterday": "The accident took place yesterday and there was no need for intervention.",
  "call.gen10.aar.injur": "One person was injured in the result of a car crash.",
  "call.gen10.aar.injur2": "Two people were injured in the result of a car crash.",
  "call.gen10.aar.blocking": "One of the crashed vehicles was blocking traffic.",
  "call.gen10.aar.blocking2": "Crashed vehicles were blocking traffic.",
  "call.gen10.aar.drunken": "The driver who caused the collision was under influence of alcohol.",
  "call.gen10_3.title": "Car collision",
  "call.gen10_3.scene.caller": "Caller",
  "call.gen10_3.scene.driver": "Driver",
  "call.gen10_3.scene.injuriedA": "Passenger",
  "call.gen10_3.scene.injuriedB": "Passenger",
  "call.gen10_3.scene.car1": "Smashed car",
  "call.gen10_3.scene.car2": "Smashed car",
  "call.gen10_3.dialog.1": "911, what's your emergency?",
  "call.gen10_3.dialog.2": "Hello, there's been a car crash.",
  "call.gen10_3.dialog.address": "{WHERE?} Where did the collision happen?",
  "call.gen10_3.dialog.addressa0": "Around [[ADDRESS]]",
  "call.gen10_3.dialog.addressa1": "Around 135 1st street",
  "call.gen10_3.dialog.addressa2": "Around 246 2nd avenue",
  "call.gen10_3.dialog.addressa3": "Around 389 Pine street",
  "call.gen10_3.dialog.when": "{WHEN?} When did it happen?",
  "call.gen10_3.dialog.wheny": "Yesterday evening.",
  "call.gen10_3.dialog.whenm": "Just a moment ago.",
  "call.gen10_3.dialog.whenh": "5 minutes ago.",
  "call.gen10_3.dialog.wheny2": "{NOT AN EMERGENCY} Sir, you don't call 911 for an accident that happened yesterday.",
  "call.gen10_3.dialog.wheny3": "But the car is crashed and the bumper is off....",
  "call.gen10_3.dialog.wheny4": "{TALK TO THE POLICE} Sir, please contact your body shop or go to the nearest police station if you have any complaints.",
  "call.gen10_3.dialog.wheny5": "Ok... bye.",
  "call.gen10_3.dialog.injured": "Are there any injured?",
  "call.gen10_3.dialog.injured0": "No, no one's hurt.",
  "call.gen10_3.dialog.injured1": "Yes, one person is injured.",
  "call.gen10_3.dialog.injured2": "Yeah, two people have some injuries.",
  "call.gen10_3.dialog.injuries": "{WHAT INJURIES?} Can you tell what kind of injuries they have?",
  "call.gen10_3.dialog.injuriesa1": "Just some scratches.",
  "call.gen10_3.dialog.injuriesa2": "I think one of the passengers might have broken his leg.",
  "call.gen10_3.dialog.injuriesa3": "One of the passengers says his stomach hurts really badly.",
  "call.gen10_3.dialog.injuries2": "{DON'T LET THEM MOVE} Ok, just make sure they won't move until an ambulance arrives.",
  "call.gen10_3.dialog.injuries3": "Sure...",
  "call.gen10_3.dialog.who": "{WHO CAUSED IT?} Who has caused the accident?",
  "call.gen10_3.dialog.whoduno": "We are still arguing about that, can you send a policeman to figure it out?",
  "call.gen10_3.dialog.whoi": "It was my fault...",
  "call.gen10_3.dialog.whoother": "The other driver, he's obviously drunk.",
  "call.gen10_3.dialog.cars": "{HOW'S THE TRAFFIC?} Are any of the vehicles blocking traffic?",
  "call.gen10_3.dialog.carsno": "No, they are not.",
  "call.gen10_3.dialog.cars1": "Yes, one of them can't be moved.",
  "call.gen10_3.dialog.cars2": "Yeah, both of them are completely destroyed.",
  "call.gen10_3.dialog.end": "Alright sir, please wait for the emergency services to arrive.",
  "call.gen10_3.dialog.enda": "Ok, thank you!",
  "call.gen10_3.dialog.reminder": "Are you there?",
  "call.gen10_3.dialog.reminder2": "Hello?",
  "call.gen10_3.aar.yesterday": "The accident took place yesterday and there was no need of intervention.",
  "call.gen10_3.aar.injur": "One person was injured in the result of the car crash.",
  "call.gen10_3.aar.injur2": "Two people were injured in the result of the car crash.",
  "call.gen10_3.aar.blocking": "One of the crashed vehicles was blocking traffic.",
  "call.gen10_3.aar.blocking2": "Crashed vehicles were blocking traffic.",
  "call.gen10_3.aar.drunken": "A driver who caused a collision was under influence of alcohol.",
  "call.gen11.title": "Robbery",
  "call.gen11.scene.caller": "Caller",
  "call.gen11.scene.robber1": "Thief",
  "call.gen11.scene.robber2": "Thief",
  "call.gen11.scene.injuriedA": "Friend",
  "call.gen11.scene.injuriedC": "Robbed",
  "call.gen11.dialog.1": "911, what's your emergency?",
  "call.gen11.dialog.2": "Hey, there was a robbery!",
  "call.gen11.dialog.2b": "Hello, there was a robbery...",
  "call.gen11.dialog.address": "{WHERE?} Where did it happen?",
  "call.gen11.dialog.addressa0": "Around [[ADDRESS]]",
  "call.gen11.dialog.addressa1": "Around 234 1st street",
  "call.gen11.dialog.addressa2": "Around 678 5th avenue",
  "call.gen11.dialog.addressa3": "Around 125 Maple bulevar",
  "call.gen11.dialog.when": "{WHEN?} How long ago did this happen?",
  "call.gen11.dialog.wheny": "Yesterday evening, on my way back home!",
  "call.gen11.dialog.whenm": "A moment ago!",
  "call.gen11.dialog.whenh": "A few minutes ago!",
  "call.gen11.dialog.wheny2": "{IT'S NOT AN EMERGENCY} Sir, the 911 is for immediate emergencies. Not for something that happened in the past.",
  "call.gen11.dialog.wheny3": "But they took my wallet and mobile phone!",
  "call.gen11.dialog.wheny4": "{TALK TO THE POLICE} Sir, please go to the nearest police station if you would like to report a crime.",
  "call.gen11.dialog.wheny5": "But they... alright, whatever.....",
  "call.gen11.dialog.injured": "{ARE YOU OKAY?} Do you have any injuries?",
  "call.gen11.dialog.injured0": "No, we are fine.",
  "call.gen11.dialog.injured1": "Yes, my friend is injured.",
  "call.gen11.dialog.injured2": "Yes, I was hit badly...",
  "call.gen11.dialog.injuredF": "What happened to your friend?",
  "call.gen11.dialog.injuredF2": "They knocked him down. He's hurt and having breathing problems",
  "call.gen11.dialog.injuredF3": "{DON'T LET HIM MOVE} Ok, just make sure he won't move until an ambulance arrives",
  "call.gen11.dialog.injuries3": "Sure...",
  "call.gen11.dialog.injuriedS": "Where were you hit?",
  "call.gen11.dialog.injuredS2": "My head. I'm bleeding!",
  "call.gen11.dialog.injuredS3": "{WAIT FOR THE AMBULANCE} Ok, just sit there please until an ambulance arrives.",
  "call.gen11.dialog.way": "Are your attackers still in the area?",
  "call.gen11.dialog.way1": "They ran away down the road.",
  "call.gen11.dialog.way2": "They took a car and drove away.",
  "call.gen11.dialog.way3": "I have no idea... they ran away somewhere.",
  "call.gen11.dialog.dir": "{WHICH DIRECTION?} Do you know which direction they went?",
  "call.gen11.dialog.dir1": "I think north...",
  "call.gen11.dialog.dir2": "I think south...",
  "call.gen11.dialog.dir3": "I think east...",
  "call.gen11.dialog.dir4": "I think west...",
  "call.gen11.dialog.car": "{WHAT CAR?} What kind of a car was it?",
  "call.gen11.dialog.car1": "A black van, but I don't know the plates.",
  "call.gen11.dialog.car2": "A white sedan, but I don't know the plates.",
  "call.gen11.dialog.car3": "A red pickup, but I don't know the plates.",
  "call.gen11.dialog.weapon": "{ANY WEAPONS?} Did they have any weapons?",
  "call.gen11.dialog.weapon1": "No, I think not.",
  "call.gen11.dialog.weapon2": "Yes, a bat and a knife!",
  "call.gen11.dialog.weapon3": "Yeah, a gun!",
  "call.gen11.dialog.fineb": "Ok, so you're not injured and the people who robbed you are not in the area right now?",
  "call.gen11.dialog.finea": "Ok, so you're not injured and the people who robbed you have left the area?",
  "call.gen11.dialog.fine2": "Well yes, but I have been robbed!",
  "call.gen11.dialog.fine3": "{TALK TO THE POLICE} Sir, please go to the nearest police office to report a crime, right now there is nothing we can do about it.",
  "call.gen11.dialog.end": "Alright sir, we will take care of it, please wait for the emergency services.",
  "call.gen11.dialog.enda": "Yeah I will!",
  "call.gen11.dialog.reminder": "Are you there?",
  "call.gen11.dialog.reminder2": "Hello?",
  "call.gen11.aar.story": "The caller was robbed.",
  "call.gen11.aar.unnec": "The crime was committed yesterday. Sending emergency units wasn't necessary.",
  "call.gen11.aar.nointer": "There was no need for an intervention.",
  "call.gen12.title": "Empty call",
  "call.gen12.scene.caller": "Caller",
  "call.gen12.scene.child": "Child",
  "call.gen12.scene.caretaker": "Child's caretaker",
  "call.gen12.scene.robber1": "Terrorist",
  "call.gen12.scene.robber2": "Terrorist",
  "call.gen12.scene.robber3": "Terrorist",
  "call.gen12.scene.injuriedA": "Paralyzed",
  "call.gen12.scene.door": "Closed door",
  "call.gen12.scene.beaten": "Beaten up caller",
  "call.gen12.dialog.1": "911, what's your emergency?",
  "call.gen12.dialog.buttcall": ". . . . .",
  "call.gen12.dialog.child": ". . . . .",
  "call.gen12.dialog.empty": ". . . . .",
  "call.gen12.dialog.emptymed": ". . . . .",
  "call.gen12.dialog.ask": "{HELLO?} Hello? Anyone there?",
  "call.gen12.dialog.ask1": ". . . . . . . . . . . . .",
  "call.gen12.dialog.ask2": ". . . . . . . . . . . . .",
  "call.gen12.dialog.ask3": ". . . . . . . . . . . . .",
  "call.gen12.dialog.shout": "HELLO, ANYONE THERE!?",
  "call.gen12.dialog.redial": "[HANGUP AND REDIAL]",
  "call.gen12.dialog.shout1": "[call answer] . . . . . . . . . . . . . Hello?",
  "call.gen12.dialog.butcall2": "{YOU'VE CALLED} Hello sir, we've got a 911 call from your phone. Do you have an emergency?",
  "call.gen12.dialog.butcall2F": "{YOU'VE CALLED} Hello ma'am, this is 911, we've got a call from your phone. Do you have an emergency?",
  "call.gen12.dialog.butcall3": "Oh? Excuse me! It's my phone. I accidentally called 911!",
  "call.gen12.dialog.shout2": "[call answer] . . . . . . . . . . . . .",
  "call.gen12.dialog.shout3": "[call answer] . . . . . . . . . . . . .",
  "call.gen12.dialog.redialmed": ". . . . . . . . . . . . .",
  "call.gen12.dialog.redialhost": ". . . . . . . . . . . . .",
  "call.gen12.dialog.digit": "{PRESS A DIGIT} If you can't talk, please press any digit on your phone.",
  "call.gen12.dialog.digit1": ". . . . . . . . . . . . .",
  "call.gen12.dialog.digit2": ". . . . . . . . . . . . .",
  "call.gen12.dialog.digit3": ". . . . . . . . . . . . . . [tone]",
  "call.gen12.dialog.no1": "{ONE FOR HOSTAGE} All right, please press the button once if you are in a hostage situation and can't talk.",
  "call.gen12.dialog.no1no": ". . . . . . . . . . . . .",
  "call.gen12.dialog.hostage": ". . . . . . . . . . . . . . [tone]",
  "call.gen12.dialog.attack": "{HOW MANY OF THEM?} Ok, I want you to press the button on the phone for each person there who's threatening you.",
  "call.gen12.dialog.attack1": ". . . . . . . . . . . . . . [tone]",
  "call.gen12.dialog.attack2": ". . . . . . . . . . . . . . [tone] . . [tone]",
  "call.gen12.dialog.attack3": ". . . . . . . . . . . . . . [tone] . . [tone] . . [tone]",
  "call.gen12.dialog.weapons": "{ANY WEAPONS?} Do they have any weapons? Press once for yes and twice for no.",
  "call.gen12.dialog.weapons1": ". . . . [tone]",
  "call.gen12.dialog.weapons2": ". . . . [tone] . . [tone]",
  "call.gen12.dialog.terror": "{ARE THEY TERRORISTS?} Is this a terrorist attack? Press once for yes and twice for no.",
  "call.gen12.dialog.terror1": ". . . . [tone]",
  "call.gen12.dialog.terror2": ". . . . [tone] . . [tone]",
  "call.gen12.dialog.end": "All right, we have your location, is it [[ADDRESS]]?",
  "call.gen12.dialog.end1": "All right, we have your location, is it 321 Main street?",
  "call.gen12.dialog.end2": "All right, we have your location, is it 456 Washington Avenue?",
  "call.gen12.dialog.end3": "All right, we have your location, is it 789 Oak boulevard?",
  "call.gen12.dialog.enda": ". . . . [tone]",
  "call.gen12.dialog.prot": "{TURN OFF YOUR PHONE} For your own safety we should hang up. Please turn off your phone or put it in silent mode so they can't hear it. Remain calm and wait for the police to get there!",
  "call.gen12.dialog.prota": ". . . .",
  "call.gen12.dialog.no2": "{TWO FOR MEDICAL} Press twice if you are in a medical condition and are unable to speak.",
  "call.gen12.dialog.no2no": ". . . . . . . . . . . . .",
  "call.gen12.dialog.medyes": ". . . . . . . . . . . . . . [tone] . . [tone]",
  "call.gen12.dialog.life": "{IS YOUR LIFE IN DANGER?} Is your life in danger? Press once for yes and twice for no",
  "call.gen12.dialog.lifey": ". . . . [tone]",
  "call.gen12.dialog.lifen": ". . . . [tone] . . [tone]",
  "call.gen12.dialog.door": "{ARE THE DOORS OPEN?} The place where you are, are the doors open? Press once for yes and twice for no.",
  "call.gen12.dialog.doory": ". . . . [tone]",
  "call.gen12.dialog.doorn": ". . . . [tone] . . [tone]",
  "call.gen12.dialog.waitm": "{WAIT FOR SERVICES!} Ok, please wait for the emergency services! They will be there soon!",
  "call.gen12.dialog.waitma": ". . . .",
  "call.gen12.dialog.isinemerg": "Sir, are you having an emergency?",
  "call.gen12.dialog.isinemergF": "Ma'am are you having an emergency?",
  "call.gen12.dialog.15": "No! No I'm not!",
  "call.gen12.dialog.16": "Ok, please lock your phone and make sure you won't call 911 by accident, that way you won't block the line for important calls.",
  "call.gen12.dialog.17": "Of course! I'm sorry!",
  "call.gen12.dialog.reminder": ". . . . . . . . . . . . .",
  "call.gen12.dialog.reminder2": ". . . . . . . . . . . . .",
  "call.gen12.aar.buttcall": "This call was made by an unlocked phone.",
  "call.gen12.aar.medcall": "A person that called could not speak due to his/her medical condition",
  "call.gen12.aar.hostcall": "The caller was taken hostage.",
  "call.gen12.aar.recalwrong": "The operator made a mistake by redialing a person in danger. The emergency services have learned about the hostage situation when it was too late.",
  "call.gen12.aar.childcall": "Those were kids playing with the phone.",
  "call.gen13.title": "Utonięcie",
  "call.gen13.scene.caller": "Caller",
  "call.gen13.scene.unconscious": "Unconscious man",
  "call.gen13.scene.beaten": "Beaten man",
  "call.gen13.scene.drunk": "Drunk man",
  "call.gen13.dialog.1": "911, what's your emergency?",
  "call.gen13.dialog.2": "Hello, there's an unconscious man here on the pavement.",
  "call.gen13.dialog.address": "{WHERE?} Where are you calling from?",
  "call.gen13.dialog.addressa0": "I'm around [[ADDRESS]].",
  "call.gen13.dialog.addressa1": "Around 135 1st street",
  "call.gen13.dialog.addressa2": "Around 246 2nd avenue",
  "call.gen13.dialog.addressa3": "Around 389 Pine street",
  "call.gen13.dialog.faint": "Did you see him pass out?",
  "call.gen13.dialog.faintno": "No, he was on the ground when I found him.",
  "call.gen13.dialog.drunk": "{IS HE DRUNK?} Is it possible that he's drunk?",
  "call.gen13.dialog.drunkno": "No, I guess not, he doesn't look drunk.",
  "call.gen13.dialog.breath": "{IS HE BREATHING?} Is he breathing?",
  "call.gen13.dialog.breathy": "Umm... Yeah, I think he's breathing.",
  "call.gen13.dialog.breathno": "Wait a second . . . . . . . . Oh God. He's not breathing.",
  "call.gen13.dialog.block": "{CHECK HIS MOUTH} Can you see anything in his mouth that might be blocking his airways?",
  "call.gen13.dialog.blockn": "Uhhh no, there's nothing in his mouth...",
  "call.gen13.dialog.blocky": "Well... His tongue looks like it's swollen.",
  "call.gen13.dialog.clear": "{TILT HIS HEAD} Grab his chin and forehead and tilt his head backward. That should open the airway. Do you know how to perform CPR?",
  "call.gen13.dialog.cpr": "{CAN YOU DO THE CPR?} Do you know how to perform the CPR?",
  "call.gen13.dialog.cprno": "What? Uhm no, not really.",
  "call.gen13.dialog.askhelp": "{ASK FOR HELP} Do you have anyone around to ask for help?",
  "call.gen13.dialog.askhelpno": "No, I'm all alone. There's no one around.",
  "call.gen13.dialog.askhelpy1": "There's some girl... Hey! Do you know how to perform the CPR? Yes? Help! Okay, She'll do it.",
  "call.gen13.dialog.askhelpy2": "Hey! You! Do you know how to perform CPR? No?",
  "call.gen13.dialog.instr": "{FOLLOW MY INSTRUCTIONS} Okay, so put your phone on the speaker mode and follow my instructions.",
  "call.gen13.dialog.waitbad": "{WAIT FOR THE AMBULANCE} Well, in that case just wait for the ambulance to arrive. They're on their way.",
  "call.gen13.dialog.waiting": "If you say so... I'll wait.",
  "call.gen13.dialog.cpryes": "Yes, I'm on it!",
  "call.gen13.dialog.great": "{CONTINUE THE CPR} Great, continue until the ambulance arrives.",
  "call.gen13.dialog.hurry": "Okay, hurry!",
  "call.gen13.dialog.instrok": "Okay, it's on the speaker now.",
  "call.gen13.dialog.23": "{START THE COMPRESSIONS} Place your hands in the center of the man's chest and start compressions, 30 times, faster than one compression per second.",
  "call.gen13.dialog.24": "Okay. One, two, three...",
  "call.gen13.dialog.25": "{VENTILATE HIM} Now tilt his head back, pinch his nose holding his chin up, cover his mouth with yours and blow, then repeat it one more time and go back to the chest compressions.",
  "call.gen13.dialog.kiss": "I'm not gonna kiss a stranger!",
  "call.gen13.dialog.27": "Okay!",
  "call.gen13.dialog.kissmust": "{YOU MUST HELP} Sir, you must help him, you might even face a fine if you refuse.",
  "call.gen13.dialog.kissmust2": "{YOU HAVE TO} You have to help him, you might even face a fine if you refuse.",
  "call.gen13.dialog.mustok": "Ok, fine, fine. Ugh.",
  "call.gen13.dialog.mustok2": "Ok, fine, fine. Ugh.",
  "call.gen13.dialog.compr": "{STICK WITH COMPRESSIONS} Ok, so just keep on performing the chest compressions until the ambulance arrives. It should be enough.",
  "call.gen13.dialog.31": "Hurry.",
  "call.gen13.dialog.dont": "{WAIT FOR PARAMEDICS} Then don't do anything and wait for the paramedics to arrive.",
  "call.gen13.dialog.noway": "No way!",
  "call.gen13.dialog.noway2": "No way!",
  "call.gen13.dialog.drunkyes": "Yeah, he smells like hell. Completely drunk. Yuck.",
  "call.gen13.dialog.breath1": "{IS HE BREATHING?} Is he breathing?",
  "call.gen13.dialog.breathsmell": "Yes, ugh, his breath smells so bad.",
  "call.gen13.dialog.injuries": "{ANY INJURIES?} Does he have any visible injuries?",
  "call.gen13.dialog.injuriesyes": "Uhm... A black eye, and there's some dry blood on his face too.",
  "call.gen13.dialog.injuriesno": "No, I think he's not injured.",
  "call.gen13.dialog.40": "{I'LL SEND THE POLICE} I'll send a police officer to check up on him, please stay there until they arrive.",
  "call.gen13.dialog.41": "{LEAVE HIM ALONE} Just leave him where he is.",
  "call.gen13.dialog.42": "{I'LL SEND AN AMBULANCE} I'm sending an ambulance.",
  "call.gen13.dialog.faintyes": "Yes, I saw him falling.",
  "call.gen13.dialog.pulse": "{CHECK HIS BREATH} Does he have a pulse? Is he breathing?",
  "call.gen13.dialog.breathyes": "Yeah... he's breathing... oh wait. He's waking up.",
  "call.gen13.dialog.stay": "{STAY WITH HIM} Can you stay with him and make sure he's completely ok?",
  "call.gen13.dialog.leave": "{LEAVE} I guess you can leave him then.",
  "call.gen13.dialog.okthx": "Okay, thanks...",
  "call.gen13.dialog.bye": "Sure. Bye!",
  "call.gen13.dialog.instrno": "I won't do that, I'll hurt him or something.",
  "call.gen13.dialog.end": "{I'LL SEND SOMEONE} I'll send someone right away.",
  "call.gen13.dialog.enda": "Ok, bye.",
  "call.gen13.dialog.illwait": "Okay, I'm waiting.",
  "call.gen13.dialog.amb": "{I'LL SEND AN AMBULANCE} I'll send an ambulance to check up on him. Can you wait there please?",
  "call.gen13.dialog.reminder": "Hello?",
  "call.gen13.dialog.reminder2": "Man, talk to me!",
  "call.gen13.aar.prison": "The drunk man was taken to the police station to sober up.",
  "call.gen13.aar.helped": "The unconscious man was given first aid.",
  "call.gen13.aar.refused": "The caller refused to follow the operator's instructions.",
  "call.gen13.aar.fail": "The operator has failed to help the caller.",
  "call.gen13_2.title": "Unconscious",
  "call.gen13_2.scene.caller": "Caller",
  "call.gen13_2.scene.unconscious": "Unconscious man",
  "call.gen13_2.scene.beaten": "Beaten man",
  "call.gen13_2.scene.drunk": "Drunk man",
  "call.gen13_2.dialog.1": "911, what's your emergency?",
  "call.gen13_2.dialog.2": "Hi, there's an unconscious man here.",
  "call.gen13_2.dialog.address": "Where are you calling from?",
  "call.gen13_2.dialog.addressa0": "I'm around [[ADDRESS]]",
  "call.gen13_2.dialog.addressa1": "Around 135 1st street",
  "call.gen13_2.dialog.addressa2": "Around 246 2nd avenue",
  "call.gen13_2.dialog.addressa3": "Around 389 Pine street",
  "call.gen13_2.dialog.faint": "Did you see him pass out?",
  "call.gen13_2.dialog.faintno": "No, he was on the ground when I found him.",
  "call.gen13_2.dialog.drunk": "Is it possible that he's drunk?",
  "call.gen13_2.dialog.drunkno": "No, he doesn't look drunk.",
  "call.gen13_2.dialog.breath": "Is he breathing?",
  "call.gen13_2.dialog.breathy": "Umm... Yeah, I think he's breathing.",
  "call.gen13_2.dialog.breathno": "Wait a second . . . . . . . . . Oh God. He's not breathing.",
  "call.gen13_2.dialog.block": "{CHECK HIS MOUTH} Can you see anything in his mouth that might be blocking his airways?",
  "call.gen13_2.dialog.blockn": "No, no, nothing...",
  "call.gen13_2.dialog.blocky": "Well... His tongue looks like it's swollen.",
  "call.gen13_2.dialog.clear": "{TILT HIS HEAD} Grab his chin and forehead and tilt his head backward. That should open the airway. Do you know how to perform CPR?",
  "call.gen13_2.dialog.cpr": "Do you know how to perform the CPR?",
  "call.gen13_2.dialog.cprno": "What? I don't know what that is.",
  "call.gen13_2.dialog.askhelp": "{ASK FOR HELP} Do you have anyone around to ask for help?",
  "call.gen13_2.dialog.askhelpno": "No, I'm all alone.",
  "call.gen13_2.dialog.askhelpy1": "There's some girl... Hey! Do you know how to perform the CPR? Yes? Help! Okay, She'll do it.",
  "call.gen13_2.dialog.askhelpy2": "Hey! You! Do you know how to perform CPR? No?",
  "call.gen13_2.dialog.instr": "{FOLLOW INSTRUCTIONS} Okay, so put your phone on the speaker mode and follow my instructions.",
  "call.gen13_2.dialog.waitbad": "{OK JUST WAIT} Well, in that case just wait for the ambulance to arrive. They're on their way.",
  "call.gen13_2.dialog.waiting": "Ok, I'll wait.",
  "call.gen13_2.dialog.cpryes": "Yes, I'm on it!",
  "call.gen13_2.dialog.great": "Great, continue until the ambulance arrives.",
  "call.gen13_2.dialog.hurry": "Hurry!",
  "call.gen13_2.dialog.instrok": "Okay, it's on the speaker now.",
  "call.gen13_2.dialog.23": "Place your hands in the center of the man's chest and start compressions, 30 times, faster than one compression per second.",
  "call.gen13_2.dialog.24": "Okay. One, two, three...",
  "call.gen13_2.dialog.25": "Now tilt his head back, pinch his nose holding his chin up, cover his mouth with yours and blow, then repeat it one more time and go back to the chest compressions.",
  "call.gen13_2.dialog.kiss": "I'm not gonna kiss a stranger!",
  "call.gen13_2.dialog.27": "Okay!",
  "call.gen13_2.dialog.kissmust": "{YOU MUST} You must help him, you might even face a fine if you refuse.",
  "call.gen13_2.dialog.kissmust2": "{YOU HAVE TO} You have to help him, you might even face a fine if you refuse.",
  "call.gen13_2.dialog.mustok": "Ok, fine, fine. Ugh.",
  "call.gen13_2.dialog.mustok2": "Ok, fine, fine. Ugh.",
  "call.gen13_2.dialog.compr": "{DO THE COMPRESSIONS} Ok, so just keep on performing the chest compressions until the ambulance arrives. It should be enough.",
  "call.gen13_2.dialog.31": "Hurry.",
  "call.gen13_2.dialog.dont": "{WAIT FOR PARAMEDICS} Then don't do anything and wait for the paramedics to arrive.",
  "call.gen13_2.dialog.noway": "No way!",
  "call.gen13_2.dialog.noway2": "No way!",
  "call.gen13_2.dialog.drunkyes": "Yeah, he smells like hell. Completely drunk. Yuck.",
  "call.gen13_2.dialog.breath1": "{IS HE BREATHING?}Is he breathing?",
  "call.gen13_2.dialog.breathsmell": "Yes, ugh, his breath smells so bad.",
  "call.gen13_2.dialog.injuries": "Does he have any visible injuries?",
  "call.gen13_2.dialog.injuriesyes": "A black eye, and there's some dry blood on his face too.",
  "call.gen13_2.dialog.injuriesno": "No, I think he's not injured.",
  "call.gen13_2.dialog.40": "{I'LL SEND THE POLICE} I'll send a police officer to check up on him, please stay there until they arrive.",
  "call.gen13_2.dialog.41": "{JUST LEAVE HIM} Just leave him where he is.",
  "call.gen13_2.dialog.42": "{I'LL SEND AN AMBULANCE} I'm sending an ambulance.",
  "call.gen13_2.dialog.faintyes": "Yes, I saw him falling.",
  "call.gen13_2.dialog.pulse": "{CHECK HIS BREATH} Does he have a pulse? Is he breathing?",
  "call.gen13_2.dialog.breathyes": "Yeah... he's breathing... oh wait. He's waking up.",
  "call.gen13_2.dialog.stay": "{STAY WITH HIM} Can you stay with him and make sure he's completely ok?",
  "call.gen13_2.dialog.leave": "{LEAVE} I guess you can leave him then.",
  "call.gen13_2.dialog.okthx": "Okay, thanks...",
  "call.gen13_2.dialog.bye": "Sure. Bye!",
  "call.gen13_2.dialog.instrno": "I won't do that, I'll hurt him or something.",
  "call.gen13_2.dialog.end": "{I'LL SEND SOMEONE} I'll send someone right away.",
  "call.gen13_2.dialog.enda": "Bye.",
  "call.gen13_2.dialog.illwait": "Okay, I'm waiting.",
  "call.gen13_2.dialog.amb": "{I'LL SEND AN AMBULANCE} I'll send an ambulance to check up on him. Can you wait there please?",
  "call.gen13_2.dialog.reminder": "Hello?",
  "call.gen13_2.dialog.reminder2": "Man, talk to me!",
  "call.gen13_2.aar.prison": "The drunk man was taken to the police station to sober up.",
  "call.gen13_2.aar.helped": "The unconscious man was given first aid.",
  "call.gen13_2.aar.refused": "The caller refused to follow the operator's instructions.",
  "call.gen13_2.aar.fail": "The operator has failed to help the caller.",
  "call.own67.title": "Daughter out of control",
  "call.own67.scene.daughter": "Arguing daughter",
  "call.own67.scene.mother": "Stressed mother (caller)",
  "call.own67.dialog.1": "911, what's your emergency?",
  "call.own67.dialog.2": "Good evening, I have a problem with my daughter... She's screaming, breaking things... Completely out of control!",
  "call.own67.dialog.hurt": "{IS SHE HURT?} Is your daughter hurt?",
  "call.own67.dialog.hurtn": "No...",
  "call.own67.dialog.happ": "{WHAT HAPPENED?} What happened?",
  "call.own67.dialog.pull": "I just can't calm her down! She's pulling my hair! She is almost my height...",
  "call.own67.dialog.old": "{HOW OLD IS SHE?} How old is she?",
  "call.own67.dialog.olda": "14",
  "call.own67.dialog.shoot": "{WANT US TO SHOOT HER?} So you want us to come and shoot her?",
  "call.own67.dialog.what": "... What? Excuse me?!",
  "call.own67.dialog.sar": "{IT WAS SARCASM} Erm... it was just sarcasm, sorry Ma'am.",
  "call.own67.dialog.ina": "That was very inappropriate! I will file a complaint for that, I assure you sir! Goodbye!",
  "call.own67.dialog.no": "{NOT A 911 SITUATION} Ma'am, it doesn't sound like a 911 situation. Please deal with your daughter yourself or call the education support.",
  "call.own67.dialog.how": "But how? She breaks everything in her room! Send in someone! I need help!",
  "call.own67.dialog.address": "{WHERE?} Where do you live?",
  "call.own67.dialog.addressa0": "We live at [[ADDRESS]]",
  "call.own67.dialog.addressa1": "We live at 112 1st street",
  "call.own67.dialog.addressa2": "We live at 246 2nd avenue",
  "call.own67.dialog.addressa3": "We live at 389 Pine street",
  "call.own67.dialog.pol": "{I'LL SEND THE POLICE} I'll send an officer to check up on her.",
  "call.own67.dialog.ty": "Thank you, bye...",
  "call.own67.dialog.nope": "{NOT AN EMERGENCY} As I said, it's not a case for 911. Goodbye.",
  "call.own67.dialog.tyi": "Well... THANK YOU.",
  "call.own67.dialog.reminder": "Oh, she broke something again...",
  "call.own67.dialog.reminder2": "Hello?",
  "call.own67.aar.story": "A mother couldn't manage to calm her daughter down.",
  "call.own67.aar.complaint": "The caller filled a complaint on the operator's behavior.",
  "call.own67.aar.helped": "The teenager was reprimanded by policemen.",
  "call.102.title": "Bad pizza",
  "call.102.scene.caller": "Man under influence of drugs (caller)",
  "call.102.dialog.1": "911, what's your emergency?",
  "call.102.dialog.2": "Hello? Oh, hi. I have a problem, I ordered a pizza and it's too damn spicy...",
  "call.102.dialog.sure": "Are you sure you've reached the right number?",
  "call.102.dialog.3": "Excuse me?",
  "call.102.dialog.surea": "Daaaaamn sure.",
  "call.102.dialog.hot": "My pizza. It's extremely spicy. I could barely manage to eat a slice.",
  "call.102.dialog.dang": "{ARE YOU IN DANGER?} Sir, are you in danger, but you can't talk about it because of someone in the room?",
  "call.102.dialog.nah": "What? Nah! I just want to get my money back!",
  "call.102.dialog.joke": "{ARE YOU KIDDING?} Is this a joke?",
  "call.102.dialog.jokea": "Yo, do I sound like I'm joking? Pizza is neeeeever a joke.",
  "call.102.dialog.hi": "{ARE YOU HIGH?} Are you high?",
  "call.102.dialog.hia": "High as a kite. And I want my munchies. It's tough, man.",
  "call.102.dialog.occ": "Please don't occupy the line unnecessarily.",
  "call.102.dialog.hu": "{HANG UP}",
  "call.102.dialog.pla": "{CALL THE PIZZA PLACE} This isn't a matter for police. Please call the pizza place and complain to them.",
  "call.102.dialog.waste": "{DON'T WASTE MY TIME} Man, don't waste my time!",
  "call.102.dialog.thi": "Think, how would you feel if it was your pizza... Ughhh... I'm disappointed, dude. May your pizza never be too spicy. Peace.",
  "call.102.dialog.fo": "I tried, yo, but they told me to fuck off. It was very rude. Can some officer come and help me?",
  "call.102.dialog.no": "Sir, we can't help you.",
  "call.102.dialog.reminder": "Ughhhh... that was hot.",
  "call.102.dialog.reminder2": "Maaaan...",
  "call.102.aar.trashcall": "The caller was under influence of drugs. He hadn’t got any emergency situation and he was occupying the line unnecessarily",
  "call.102.aar.angry": "The operator lose his patience during the conversation.",
  "call.gen11_2.title": "Robbery",
  "call.gen11_2.scene.caller": "Caller",
  "call.gen11_2.scene.robber1": "Thief",
  "call.gen11_2.scene.robber2": "Thief",
  "call.gen11_2.scene.injuriedA": "Friend",
  "call.gen11_2.scene.injuriedC": "Robbed",
  "call.gen11_2.dialog.1": "911, what's your emergency?",
  "call.gen11_2.dialog.2": "Hey, there was a robbery!",
  "call.gen11_2.dialog.2b": "Hello, I would like to report a robbery.",
  "call.gen11_2.dialog.address": "{WHERE?} Where did it happen?",
  "call.gen11_2.dialog.addressa0": "Around [[ADDRESS]]",
  "call.gen11_2.dialog.addressa1": "Around 234 1st street",
  "call.gen11_2.dialog.addressa2": "Around 678 5th avenue",
  "call.gen11_2.dialog.addressa3": "Around 125 Maple bulevar",
  "call.gen11_2.dialog.when": "{WHEN?} How long ago did this happen?",
  "call.gen11_2.dialog.wheny": "Yesterday evening, on my way back home!",
  "call.gen11_2.dialog.whenm": "A moment ago!",
  "call.gen11_2.dialog.whenh": "A few minutes ago!",
  "call.gen11_2.dialog.wheny2": "The 911 is for immediate emergencies. Not for something that happened in the past.",
  "call.gen11_2.dialog.wheny3": "But they took my wallet and mobile phone!",
  "call.gen11_2.dialog.wheny4": "{TALK TO THE POLICE} Please go to the nearest police station if you would like to report a crime.",
  "call.gen11_2.dialog.wheny5": "But they... alright, whatever.....",
  "call.gen11_2.dialog.injured": "{ARE YOU INJURED?} Do you have any injuries?",
  "call.gen11_2.dialog.injured0": "No, I think we're fine.",
  "call.gen11_2.dialog.injured1": "Yes, my friend is hurt.",
  "call.gen11_2.dialog.injured2": "Yes...",
  "call.gen11_2.dialog.injuredF": "{WHAT HAPPENED TO HIM?} What happened to your friend?",
  "call.gen11_2.dialog.injuredF2": "They knocked him down. He's hurt, having breathing problems",
  "call.gen11_2.dialog.injuredF3": "{DON'T LET HIM MOVE} Ok, just make sure he won't move until an ambulance arrives",
  "call.gen11_2.dialog.injuries3": "Sure...",
  "call.gen11_2.dialog.injuriedS": "Where were you hit?",
  "call.gen11_2.dialog.injuredS2": "It.. It's my head. I am bleeding.",
  "call.gen11_2.dialog.injuredS3": "Ok, just sit there please until an ambulance arrives.",
  "call.gen11_2.dialog.way": "Are your attackers still in the area?",
  "call.gen11_2.dialog.way1": "They ran away down the road.",
  "call.gen11_2.dialog.way2": "They took a car and drove away.",
  "call.gen11_2.dialog.way3": "I have no idea... they ran away somewhere.",
  "call.gen11_2.dialog.dir": "Do you know which direction they went?",
  "call.gen11_2.dialog.dir1": "I think north...",
  "call.gen11_2.dialog.dir2": "I think south...",
  "call.gen11_2.dialog.dir3": "I think east...",
  "call.gen11_2.dialog.dir4": "I think west...",
  "call.gen11_2.dialog.car": "Could you describe the car?",
  "call.gen11_2.dialog.car1": "It was a black van, but I didn't see the plates.",
  "call.gen11_2.dialog.car2": "It was a white sedan, but I didn't see the plates.",
  "call.gen11_2.dialog.car3": "It was a red pickup, but I don't know the plates.",
  "call.gen11_2.dialog.weapon": "Did they have any weapons?",
  "call.gen11_2.dialog.weapon1": "No, I don't think so.",
  "call.gen11_2.dialog.weapon2": "Yeah, they had a bat and a knife!",
  "call.gen11_2.dialog.weapon3": "Yeah, one of them had a gun!",
  "call.gen11_2.dialog.fineb": "Ok so you're not injured and the people who robbed you are not in the area right now?",
  "call.gen11_2.dialog.finea": "Ok so you're not injured and the people who robbed you have left the area?",
  "call.gen11_2.dialog.fine2": "Well yes, but I have been robbed!",
  "call.gen11_2.dialog.fine3": "Please go to the nearest police office to report a crime, right now there is nothing we can do about it.",
  "call.gen11_2.dialog.end": "We will take care of it, please wait for the emergency services.",
  "call.gen11_2.dialog.enda": "Yeah I will!",
  "call.gen11_2.dialog.reminder": "Are you there?",
  "call.gen11_2.dialog.reminder2": "Hello?",
  "call.gen11_2.aar.story": "The caller was robbed.",
  "call.gen11_2.aar.unnec": "The crime was committed yesterday. Sending emergency units wasn't necessary.",
  "call.gen11_2.aar.nointer": "There was no need for an intervention.",
  "call.alb1.title": "Dead daughter",
  "call.alb1.scene.father": "Caller",
  "call.alb1.scene.daughter": "Daughter of the caller",
  "call.alb1.dialog.1": "911, what's your emergency?",
  "call.alb1.dialog.2": "Oh my god... Oh my god...",
  "call.alb1.dialog.wh": "Sir, what's happening there?",
  "call.alb1.dialog.daugh": "My... My daughter...",
  "call.alb1.dialog.wh2": "What happened to your daughter Sir?",
  "call.alb1.dialog.dead": "Why did you do that, my little girl... I just found her... She's dead...",
  "call.alb1.dialog.sure": "{CHECK HER PULSE} Ok, Sir we're gonna get ambulance on the way. Have you checked her pulse?",
  "call.alb1.dialog.surea": "Yes... yes there is no pulse... no pulse... she doesn't have a heartbeat, her heart stopped.",
  "call.alb1.dialog.cold": "Is the body completely cold?",
  "call.alb1.dialog.colda": "Yes, she's cold and stiff... my baby...",
  "call.alb1.dialog.can": "Do you know what happened to her?",
  "call.alb1.dialog.address": "{WHAT'S THE ADDRESS?} What's the address you're calling from?",
  "call.alb1.dialog.addressa0": "[[ADDRESS]]",
  "call.alb1.dialog.addressa1": "2608 Central Avenue",
  "call.alb1.dialog.addressa2": "5603 Menaul Boulevard",
  "call.alb1.dialog.addressa3": "156 Indian School Road",
  "call.alb1.dialog.whya": "Can you tell me what she did?",
  "call.alb1.dialog.drugs": "Drugs... There are syringes all around her... Someone gave her drugs... And now she's dead...",
  "call.alb1.dialog.patrol": "{I'LL SEND THE POLICE} I'll send a patrol there. Please stay where you are and try not to move or touch anything.",
  "call.alb1.dialog.ok": "Okay... God...",
  "call.alb1.dialog.reminder": "My baby...",
  "call.alb1.dialog.reminder2": "Are you there?",
  "call.alb1.aar.overdose": "The caller’s daughter was found dead. The possible cause of death was drugs overdose. The police have started an investigation.",
  "call.alb2.title": "Concerned wife",
  "call.alb2.scene.wife": "Caller",
  "call.alb2.scene.intoxi": "Caller",
  "call.alb2.scene.hubby": "Husband",
  "call.alb2.dialog.1": "911, what's your emergency?",
  "call.alb2.dialog.2": "Uh... Hello. I don't really know how to say it, but...",
  "call.alb2.dialog.3": "Yes?",
  "call.alb2.dialog.cook": "I think my husband is a cook.",
  "call.alb2.dialog.cooka": "I am sorry what do you mean ma'am?",
  "call.alb2.dialog.cookb": "I thought women like men who can cook well.",
  "call.alb2.dialog.drugs": "I mean... I think that he makes drugs.",
  "call.alb2.dialog.why": "{WHY DO YOU THINK SO?} Oh. Why do you think so?",
  "call.alb2.dialog.weird": "I found weird containers filled with some stuff in our cellar. They stink pretty bad... I have no idea what it is... My husband's a chemist but why would he need that...",
  "call.alb2.dialog.tv": "{IT'S NOT A TV SHOW} Ma'am, maybe you've watched too many TV shows.",
  "call.alb2.dialog.serious": "I'm serious...",
  "call.alb2.dialog.evi": "{THAT'S NOT ENOUGH} That's not enough evidence, ma'am.",
  "call.alb2.dialog.kid": "But he keeps in touch with some kid, I guess it's his former student. I think the police used to keep an eye on him. I'm not sure but it might've been connected to drugs...",
  "call.alb2.dialog.husb": "{WHY ARE YOU CALLING?} Why do you call 911 on your husband?",
  "call.alb2.dialog.unsafe": "We don't get along well. And I feel like my home is being observed lately... Some shady guys started to wander around in our neighborhood. I'm scared, I need to protect my son...",
  "call.alb2.dialog.check": "{CHECK THE CELLAR} Can you check what's inside the vessels? The kind of smells getting out of the containers?",
  "call.alb2.dialog.high": "Yeah, sure... [pause, coughs] Uhh... It smells funny... Daaaaamn. I need you to send someone here... now....",
  "call.alb2.dialog.high2": "Yeah, sure... [pause, coughs] Uhh... It smells funny... Daaaaamn. I need you to send someone here... now....",
  "call.alb2.dialog.highdragon": "Yeah, sure... [pause, coughs] Uhh... I got a bit dizzy... Daaaaamn. I need you to send someone here... now.... it's getting very misty in here....",
  "call.alb2.dialog.address": "{WHAT'S THE ADDRESS?} What's your address?",
  "call.alb2.dialog.addressa0": "[[ADDRESS]]",
  "call.alb2.dialog.addressa1": "2608 Central Avenue",
  "call.alb2.dialog.addressa2": "5603 Menaul Boulevard",
  "call.alb2.dialog.addressa3": "156 Indian School Road",
  "call.alb2.dialog.okpol": "{I'LL SEND THE POLICE} I understand, ma'am. I'll send an officer by to check it out. Where are you calling from?",
  "call.alb2.dialog.way": "Ok, the patrol's on the way.",
  "call.alb2.dialog.amb": "{I'LL SEND POLICE AND AMBULANCE} Hold on there ma'am, I'll send an officer and ambulance to you.",
  "call.alb2.dialog.quick": "Just be quick...",
  "call.alb2.dialog.gopol": "{GO TO A POLICE STATION} In that case you should go to the nearest police station and talk to an officer there.",
  "call.alb2.dialog.gopol2": "{GO TO A POLICE STATION} In that case you should go to the nearest police station and talk to an officer there. Bring some photos of the labels that are on the containers ok?",
  "call.alb2.dialog.ty": "Okay, thank you...",
  "call.alb2.dialog.drop": "...",
  "call.alb2.dialog.reminder": "Sir?",
  "call.alb2.dialog.reminder2": "Hello?",
  "call.alb2.aar.story": "A woman suspected that her husband was making drugs.",
  "call.alb2.aar.toxic": "The woman got intoxicated by chemical fumes from the vessel.",
  "call.alb2.aar.found": "The policemen found a drug lab in the cellar. The caller's husband confessed and was arrested.",
  "call.alb2.aar.wrong": "It turned out that the caller was right about her husband. He figured out the situation and ran away.",
  "call.wa3.title": "Suicide senator",
  "call.wa3.scene.caller": "Jenny Wilis (caller)",
  "call.wa3.scene.deads": "Senator Stampson",
  "call.wa3.dialog.1": "911, what's your emergency?",
  "call.wa3.dialog.2": "Hello? Mr. Stampson is dead!",
  "call.wa3.dialog.calm": "{CALM DOWN} Please, try to calm down and describe the situation.",
  "call.wa3.dialog.question": "{WHO IS HE?} Miss who is Mr. Stampson?",
  "call.wa3.dialog.question1": "He is a senator, of course! Such a noble man... How he could do that?!",
  "call.wa3.dialog.who": "Who are you?",
  "call.wa3.dialog.who1": "I'm Jenny Wilis... I work at the office of senator Stampson as an assistant... I thought he went home, the lights were off in his office...",
  "call.wa3.dialog.calm1": "He's hanging from the ceiling! Oh my god, why would he kill himself?",
  "call.wa3.dialog.dont": "{WAIT FOR THE POLICE} Ok, Jenny, don't touch anything, please, and just wait until the police get there.",
  "call.wa3.dialog.address": "{WHAT'S THE ADDRESS?} Jenny, what's the address?",
  "call.wa3.dialog.addressa0": "It's [[ADDRESS]]",
  "call.wa3.dialog.addressa1": "It's 243 1st street.",
  "call.wa3.dialog.addressa2": "It's 4576 Wide Avenue.",
  "call.wa3.dialog.addressa3": "It's 9th street.",
  "call.wa3.dialog.dont1": "I would never do that. This is too much for me. Can I leave the r... OH MY GOD!",
  "call.wa3.dialog.move1": "{WHAT HAPPENED?} What happened?",
  "call.wa3.dialog.move2": "He's moving...",
  "call.wa3.dialog.move3": "{IS HE ALIVE?} Jenny, what do you mean? Did he start breathing?",
  "call.wa3.dialog.stop": "{LEAVE THE ROOM} Jenny, I think you're in shock. You should leave the room and wait for the emergency services.",
  "call.wa3.dialog.move4": "No. He just started... swinging.",
  "call.wa3.dialog.move5": "{CHECK THE WINDOWS} Swinging? Jenny, could you check and see if any of the windows in room are open?",
  "call.wa3.dialog.move6": "One second... One of the windows is slightly open.",
  "call.wa3.dialog.close": "{CLOSE THE WINDOW} Don't be afraid, sounds like it's just a wind. Close the window and wait for emergency services.",
  "call.wa3.dialog.close1": "Yes... Please, hurry if you can.",
  "call.wa3.dialog.leave": "{LEAVE THE ROOM} The police will investigate that. Leave the room and wait for the emergency services. They're already on the way.",
  "call.wa3.dialog.leave1": "Ok... Please, hurry.",
  "call.wa3.dialog.rescue": "{TAKE HIM DOWN} Jenny, I want you to try to take the senator down and check if he's still alive.",
  "call.wa3.dialog.rescue1": "What?! Please, don't make me do it.",
  "call.wa3.dialog.checkp": "{IT'S IMPORTANT} Jenny, it's very important. I'm sure the senator could always count on you. Please, do it for him.",
  "call.wa3.dialog.checkn": "{DON'T DO THIS} I understand Jenny, it's OK, calm down. Emergency services will be there any moment.",
  "call.wa3.dialog.chair": "But... But I'm too short to reach him.",
  "call.wa3.dialog.find": "{STAND ON SOMETHING} Try to find something in the room, something to stand on. Maybe a chair?",
  "call.wa3.dialog.chair1": "Hmm, there is a chair lying on the floor. Should I use it?",
  "call.wa3.dialog.chair2": "Yes, but be careful.",
  "call.wa3.dialog.chair3": "Ugh, he is too heavy for me. I don't think that I can manage to take him down.",
  "call.wa3.dialog.chair2a": ". . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .",
  "call.wa3.dialog.pulse": "{CHECK HIS PULSE} Can you feel the pulse?",
  "call.wa3.dialog.wait": "{LEAVE THE ROOM} Jenny, if you can't take him down, you should just leave the room and wait for the emergency services.",
  "call.wa3.dialog.pulse1": "No. He's gone. His body is really cold.",
  "call.wa3.dialog.pulse2": "{WAIT FOR THE POLICE} I understand. Jenny, I want you to wait for the police officers. They will be there shortly.",
  "call.wa3.dialog.reminder": "Are you there?",
  "call.wa3.dialog.reminder2": "What should I do?",
  "call.wa3.aar.story": "The senator was found dead. His assistant claimed it was a suicide.",
  "call.wa3.aar.good": "The police started an investigation to establish if he'd committed suicide or had been murdered.",
  "call.wa3.aar.bad": "The crime scene was interfered, because of operator's instructions. The police were unable to claim if the senator has committed suicide or had been murdered.",
  "call.ny2.title": "Axe Robbery",
  "call.ny2.scene.caller": "Gamer (caller)",
  "call.ny2.scene.fcomputer": "Computer",
  "call.ny2.dialog.1": "911, what's your emergency?",
  "call.ny2.dialog.2": "I was robbed! Bastard!",
  "call.ny2.dialog.what": "What was stolen?",
  "call.ny2.dialog.what_1": "My axe! I've been working for so long to get it!",
  "call.ny2.dialog.robbrery": "{HOW DID IT HAPPEN?} Sir, were you assaulted? Was this a burglary?",
  "call.ny2.dialog.robbery_1": "No, just a shameless theft! The deal was - I drop the axe and he drops gold, but that bastard just picked the axe, didn't pay and ran away instead!",
  "call.ny2.dialog.robbery_2": "Sorry, I don't really understand.",
  "call.ny2.dialog.robbery_4": "Hey, it's simple..",
  "call.ny2.dialog.where": "{WHERE?} Where did it happen?",
  "call.ny2.dialog.where_1": "In the Evergreen Forest. Near the blacksmith's house.",
  "call.ny2.dialog.where_2": "{ADDRESS?} I'm asking for your real address.",
  "call.ny2.dialog.addressa0": "It's [[ADDRESS]].",
  "call.ny2.dialog.addressa1": "It's 243 1st street.",
  "call.ny2.dialog.addressa2": "It's 4576 Wide Avenue.",
  "call.ny2.dialog.addressa3": "It's 9th street.",
  "call.ny2.dialog.gold": "{GOLD?} So, he was supposed to pay with... gold?",
  "call.ny2.dialog.gold_1": "Yes, it's the currency here. We've agreed for 6000 golden coins.",
  "call.ny2.dialog.gold_2": "{WHAT?} I'm confused. I don't get it.",
  "call.ny2.dialog.gold_game": "{IS IT A GAME?} Sir, are we talking about a computer game?",
  "call.ny2.dialog.gold_3": "It's in the game! That's how the trades go, but he tricked me and stole my axe!",
  "call.ny2.dialog.knowhim": "Do you know who did it?",
  "call.ny2.dialog.knowhim_1": "His nickname is NiceOrk1337. He belongs to the Misty Assassins' Guild.",
  "call.ny2.dialog.novirtual": "{NOT AN EMERGENCY} Sir. Events happening in virtual worlds... are not emergencies.",
  "call.ny2.dialog.novirtual_1": "But it was a robbery!",
  "call.ny2.dialog.novirtual_2": "{I CAN'T HELP YOU} Tell me, honestly, would it help if I sent the police over?",
  "call.ny2.dialog.novirtual_3": "Um... not really.",
  "call.ny2.dialog.nothingtodo": "So there's nothing I can do for you, Sir.",
  "call.ny2.dialog.end": "Uhhh.... Gosh. Alright, I will find him and kill him myself.",
  "call.ny2.dialog.mean": "{YOU'RE RIDICULOUS} Come down to earth, man. 911 is intended to be used in real emergencies.",
  "call.ny2.dialog.mean2": "It was a real robbery! Okay, I'll get him on my own!",
  "call.ny2.dialog.reminder": "Hello?",
  "call.ny2.dialog.reminder2": "Are you there?",
  "call.ny2.dialog.send": "{I'LL SEND THE POLICE} Alright, I'll send the police to you.",
  "call.ny2.dialog.sendok": "You better hurry!",
  "call.ny2.aar.meanopt": "The operator has lost his temper.",
  "call.ny2.aar.story": "The caller reported a robbery in a virtual world.",
  "call.ny2.aar.unneces": "The policeman reported that the intervention was completely unnecessary.",
  "call.ny3.title": "Sports fans fight",
  "call.ny3.scene.caller": "Caller",
  "call.ny3.scene.fire": "Coach on fire",
  "call.ny3.scene.aggr1": "Aggressive thug",
  "call.ny3.scene.aggr2": "Aggressive thug",
  "call.ny3.scene.injur1": "Injured fan",
  "call.ny3.scene.injur2": "Injured fan",
  "call.ny3.scene.injur3": "injured fan",
  "call.ny3.scene.norm1": "Fan",
  "call.ny3.scene.norm2": "Fan",
  "call.ny3.dialog.1": "911, what’s your emergency?",
  "call.ny3.dialog.strat_1": "Hello? Dude, we have a serious mess here!",
  "call.ny3.dialog.what": "Ok, what's happening?",
  "call.ny3.dialog.what_1": "Our boys are beating up the other fans! I thought it’s gonna be this kinda, you know, friendly brawl… but our boys are pushing it a bit too far. Can you send an ambulance or somethin’?",
  "call.ny3.dialog.injured": "Is anyone severely injured?",
  "call.ny3.dialog.injured_1": "Well, not severely but some of them are pretty messed up. Few are actually unconscious. One of ours as well!",
  "call.ny3.dialog.ours": "What do you mean by ‘ours’?",
  "call.ny3.dialog.ours_1": "I’m rootin’ for Mets guys obviously! B-but I’m staying out of the fight…",
  "call.ny3.dialog.appeal": "{TELL THEM TO STOP} Can you advise them to stop fighting try to get'em to break it up?",
  "call.ny3.dialog.appeal_1": "Are you for real! I’m just spectating mate! From a safe distance.",
  "call.ny3.dialog.interwention": "Alright, I'm gonna have to send the police.",
  "call.ny3.dialog.interwention_1": "No! No need for that…just an ambulance…well, maybe some firefighters cuz the bus is in flames…",
  "call.ny3.dialog.where": "What’s the location of the fight?",
  "call.ny3.dialog.addressa0": "Bar on [[ADDRESS]]",
  "call.ny3.dialog.addressa1": "Bar on 21 Arthur Avenue",
  "call.ny3.dialog.addressa2": "Bar on Christopeher Street",
  "call.ny3.dialog.addressa3": "Bar on 5 Maiden Avenue",
  "call.ny3.dialog.who_wins": "Who’s winning?",
  "call.ny3.dialog.who_wins_1": "Our boys so far! They’re really smacking them good!",
  "call.ny3.dialog.size": "How many people are involved in the fight?",
  "call.ny3.dialog.size_1": "Like ten dudes. It’s one of those ‘too many drinks per head’ exchange of arguments thing, you know. And a bit of smolder… maybe they beat us in the game but we've smoked their bus! Ha!",
  "call.ny3.dialog.burning": "Is something on fire?",
  "call.ny3.dialog.burning_1": "That’s what I’ve said, they pushed it a little too far. Oh, you know, we’re mourning our loss after that game. I kinda do understand them, wouldn’t you mate?",
  "call.ny3.dialog.burning_2": "Setting a vehicle on fire and assaulting people those are crimes…",
  "call.ny3.dialog.burning_3": "Oh, you’re at work I guess. I just hope I did not spoil you the result of the game… did you record it?",
  "call.ny3.dialog.focus": "Can you please focus on the fight?",
  "call.ny3.dialog.focus_1": "Well, that’s all! Ours are givin’ them hell! So far...",
  "call.ny3.dialog.end": "Ok, Sir, I've got officers on the way. They're gonna break up the fight and deal with the situation.",
  "call.ny3.dialog.end1": "Be quick about it.",
  "call.ny3.dialog.reminder": "Hello?",
  "call.ny3.dialog.reminder2": "Are you there?",
  "call.ny3.aar.barFight": "A witness reported a bar fight between sports fans.",
  "call.ny3.aar.noaction1": "The fight started to expand. The witness refused to take action as he was afraid of his own safety.",
  "call.ny3.aar.firefight": "In the course of fight, the suspects set a bus on fire. A firefighters' intervention was required.",
  "call.wa1.title": "Ran over dog",
  "call.wa1.scene.caller": "Frank Underhill (caller)",
  "call.wa1.scene.dog": "Dog",
  "call.wa1.scene.deaddog": "Dead dog",
  "call.wa1.dialog.1": "911, what's your emergency?",
  "call.wa1.dialog.2": "There was an accident, please send an ambulance.",
  "call.wa1.dialog.what": "{WHAT HAPPENED?} Alright sir, you gonna have to tell me more before I send an ambulance.",
  "call.wa1.dialog.send": "Just stand by, the ambulance will be there shortly.",
  "call.wa1.dialog.accident": "What more do you want to know?",
  "call.wa1.dialog.info": "What exactly happened? Who is injured?",
  "call.wa1.dialog.info1": "A dog was hit by some asshole driver. I don't know how serious the injuries are, but it looks really bad.",
  "call.wa1.dialog.sup": "A dog? You mean a dog is injured?",
  "call.wa1.dialog.address": "{ADDRESS} Where did it happen?",
  "call.wa1.dialog.addressa0": "At [[ADDRESS]]",
  "call.wa1.dialog.addressa1": "At 104 Doungton ave.",
  "call.wa1.dialog.addressa2": "At 232 Roosevelt st.",
  "call.wa1.dialog.addressa3": "At 478 Osmond blv.",
  "call.wa1.dialog.ofc": "Yes, a dog was ran over by a car!",
  "call.wa1.dialog.vet": "{CALL A VET} I can't send an ambulance for an injured dog. You will have to take it to a vet.",
  "call.wa1.dialog.help": "{TRY TO HELP} Is the dog in critical condition? Maybe you can help him by yourself.",
  "call.wa1.dialog.help1": "I don't think so... It looks terrible. He can't really move... seems like there's something wrong with his spine.",
  "call.wa1.dialog.vet1": "I don't know if it makes sense. The dog probably will probably die before they arrive.",
  "call.wa1.dialog.kill": "That dog is in enormous pain. Maybe I should kill it?",
  "call.wa1.dialog.killit": "{DO IT} If there's no other way to help this dog, maybe you should.",
  "call.wa1.dialog.callvet": "{GIVE VET NUMBER} Sir, I strongly recommend you don't do that. I can give you the number to a good vet. Do you have something to write it down?",
  "call.wa1.dialog.sendf": "{I'LL SEND HELP} No! The situation is critical enough to send the ambulance. Please wait, the help is on the way.",
  "call.wa1.dialog.done": "You're right. My dad always said that they're two kinds of pain: the pain that makes you stronger and useless pain. That dog will never be stronger. There is no point to his suffering...",
  "call.wa1.dialog.doneop1": "{...} . . .",
  "call.wa1.dialog.doneop2": "{DONT DO IT!} No, no, Sir, don't do that, please! I'll send someone there right away, they will be there shortly!",
  "call.wa1.dialog.done1": ". . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .",
  "call.wa1.dialog.done2": "It's over now. Sorry for an unnecessary call.",
  "call.wa1.dialog.callvet1": ". . . . . . . . . It is not a good idea. Moments like this require somebody who will act. Who will do unpleasant, but necessary, things.",
  "call.wa1.dialog.thanks": "Thanks. I'll wait with him.",
  "call.wa1.dialog.reminder": "Hello?",
  "call.wa1.dialog.reminder2": "Can you hear me?",
  "call.wa1.aar.story": "A dog was ran over by a car.",
  "call.wa1.aar.unnecessary": "Medical service was dispatched unnecessarily.",
  "call.wa1.aar.necessary": "The animal's condition was critical. The caller decided to inflict a fatal wound, that would end the dog's suffering.",
  "call.ch1.title": "Prison escape",
  "call.ch1.scene.criminal1": "Fugitive",
  "call.ch1.scene.criminal2": "Fugitive",
  "call.ch1.scene.criminal3": "Fugitive",
  "call.ch1.scene.criminal4": "Fugitive",
  "call.ch1.scene.kidnaped": "Kidnapped driver",
  "call.ch1.dialog.1": "911, what's your emergency?",
  "call.ch1.dialog.2": "Hey, I live near the jail, and I think I just saw someone escaping it!",
  "call.ch1.dialog.what": "Ok, tell me what you saw sir.",
  "call.ch1.dialog.whata": "I noticed some men going out through the window by a rope... Like in a movie!",
  "call.ch1.dialog.address": "Which prison are we talking about sir?",
  "call.ch1.dialog.addressa0": "Fox River, at the [[ADDRESS]]",
  "call.ch1.dialog.addressa1": "Fox River, at the 702 Jefferson Street.",
  "call.ch1.dialog.addressa2": "Fox River, at the 332 Green Drive.",
  "call.ch1.dialog.addressa3": "Fox River, at the 85 Second Avenue.",
  "call.ch1.dialog.many": "Did you count how many prisoners escaped?",
  "call.ch1.dialog.manya": "There were four of them!",
  "call.ch1.dialog.where": "Where are they now?",
  "call.ch1.dialog.wherea": "I don't know, they drove away quickly, heading north.",
  "call.ch1.dialog.vehicle": "Did they have someone waiting for them?",
  "call.ch1.dialog.vehiclea": "No, it seemed like they've stolen a car.",
  "call.ch1.dialog.driver": "Was there someone in the car?",
  "call.ch1.dialog.drivera": "Yes, the driver... They dragged him out of the car, hit a few times and threw him in the trunk.",
  "call.ch1.dialog.kind": "{DESCRIBE THE CAR} Did you get a look at the car? Make, model, color that kind of thing.",
  "call.ch1.dialog.kinda": "Well... it was a... a white car, I believe it was sedan. A white sedan.",
  "call.ch1.dialog.way": "Ok, thanks for the call, the police will start looking for them.",
  "call.ch1.dialog.imp": "That's not possible sir.",
  "call.ch1.dialog.impa": "I saw it with my own eyes! Who gave you this job? I guess I'll better call the news!",
  "call.ch1.dialog.gl": "Good luck!",
  "call.ch1.dialog.reminder": "Will you do something with this?",
  "call.ch1.dialog.reminder2": "Hello!",
  "call.ch1.aar.story": "A few prisoners escaped from the jail.",
  "call.ch1.aar.compl": "The caller recalled 911, got through to another dispatcher who took the report and later filed a complaint on the operator's incompetence.",
  "call.alb3.title": "Plane crash",
  "call.alb3.scene.witn": "Caller",
  "call.alb3.scene.workk": "Rubble",
  "call.alb3.scene.owner": "Plane crash victim",
  "call.alb3.scene.dpl": "Plane crash victim",
  "call.alb3.scene.injpl": "Plane crash victim",
  "call.alb3.scene.colla": "Injured witness",
  "call.alb3.dialog.1": "911, what's your emergency?",
  "call.alb3.dialog.addressa0": "Send people here! Now! At [[ADDRESS]]",
  "call.alb3.dialog.addressa1": "Send people here! Now! At 217 Main Street!",
  "call.alb3.dialog.addressa2": "Send people here! Now! At 1506 Sunshine Boulevard!",
  "call.alb3.dialog.addressa3": "Send people here! Now! At 45 Long Drive!",
  "call.alb3.dialog.wh": "{WHAT HAPPENED?} Alright what happened?",
  "call.alb3.dialog.wha": "A plane has crashed into a house!",
  "call.alb3.dialog.pl": "{WHAT PLANE?} What type of plane? A large one or a small one?",
  "call.alb3.dialog.pla": "A small one... two seater, I guess!",
  "call.alb3.dialog.fir": "{IS THERE FIRE?} Is anything on fire?",
  "call.alb3.dialog.fira": "There's some smoke coming out from the rooftop, but I can't see the flames.",
  "call.alb3.dialog.ins": "{ANYONE INSIDE?} Can you tell if there is anyone inside the house?",
  "call.alb3.dialog.insa": "No, a woman ran outside. She said she was alone and she's not injured, but I can tell she's in deep shock.",
  "call.alb3.dialog.cas": "{IS ANYONE INJURED?} Is there anyone else there who's injured?",
  "call.alb3.dialog.casa": "I think whoever was in the plane is dead, but I'm not sure... Can't see them!",
  "call.alb3.dialog.make": "{ANY SURVIVORS?} Can you make it through to see if there is any survivors?",
  "call.alb3.dialog.makea": "You sure I should go in there?",
  "call.alb3.dialog.makeyes": "Yes, go and try to help!",
  "call.alb3.dialog.makeyes2": "Ok, I will try!",
  "call.alb3.dialog.makeno": "Not if it is any danger to you in any way, ok?",
  "call.alb3.dialog.makeno2": "Then I'll better stay! Send someone here quick!",
  "call.alb3.dialog.resc": "Okay, the emergency services are on the way, they should be there soon.",
  "call.alb3.dialog.hurr": "Hurry!",
  "call.alb3.dialog.reminder": "Hello?",
  "call.alb3.dialog.reminder2": "Hey!",
  "call.alb3.aar.crash": "The caller was a plane crash witness. He informed the dispatcher about disaster.",
  "call.alb3.aar.plane": "The accident resulted in casualties.",
  "call.alb3.aar.collapse": "The caller got injured while trying to make his way to the victims.",
  "call.gen14.title": "Kitchen on fire",
  "call.gen14.scene.boom": "Burned caller",
  "call.gen14.scene.elec": "Electrocuted caller",
  "call.gen14.scene.caller": "Caller",
  "call.gen14.scene.fiyah": "Fire",
  "call.gen14.dialog.1": "911, what's your emergency?",
  "call.gen14.dialog.name": "What's your name?",
  "call.gen14.dialog.namea0": "I'm [[NAME]]",
  "call.gen14.dialog.namea1": "I'm Callie Douglas",
  "call.gen14.dialog.namea2": "I'm Mary Smith",
  "call.gen14.dialog.namea3": "I'm Karen Wetson",
  "call.gen14.dialog.2": "Help! My kitchen is on fire.",
  "call.gen14.dialog.2b": "Help! My kitchen is on fire.",
  "call.gen14.dialog.address": "Where are you calling from?",
  "call.gen14.dialog.addressa0": "[[ADDRESS]]",
  "call.gen14.dialog.addressa1": "34 Oak Street",
  "call.gen14.dialog.addressa2": "765 Jefferson Avenue",
  "call.gen14.dialog.addressa3": "34 Maple Street",
  "call.gen14.dialog.wht": "What's on fire?",
  "call.gen14.dialog.w1": "Oil in the frying pan!",
  "call.gen14.dialog.w2": "My toaster! And the fire's spreading!",
  "call.gen14.dialog.w3": "The counter! I accidentally threw a cloth on the burner... And the fire spreads quickly!",
  "call.gen14.dialog.a3": "{USE A DAMP TOWEL} I want you to stay calm. Carefully cover the fire with a damp towel.",
  "call.gen14.dialog.a1": "{USE WATER} Try to put out the fire with water.",
  "call.gen14.dialog.a2": "{USE AN EXTINGUISHER} Ok, do you have an extinguisher?",
  "call.gen14.dialog.ex1": "Yeah...",
  "call.gen14.dialog.ex1a": "Ok, use it to put out the fire.",
  "call.gen14.dialog.oilbe": ". . . . . . . . . . . . . . . . . . . . . . Oh my god! It blew up! The hood started to burn too! Help!",
  "call.gen14.dialog.ex2": "No...",
  "call.gen14.dialog.countb": "It didn't help! What should I do?!",
  "call.gen14.dialog.toastbw": "Okay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Aaaah!",
  "call.gen14.dialog.toastb": "Okay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Aaaah!",
  "call.gen14.dialog.toastbwa": "Ma'am? Hello?",
  "call.gen14.dialog.toastbwaend": "...",
  "call.gen14.dialog.oilbw": ". . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Aaah! It blew up! My skin! I got burned! Everything's on fire!",
  "call.gen14.dialog.firamb": "{I'LL SEND FIREFIGHTERS AND AMBULANCE} Get out of the kitchen, get out of the house ma'am and make sure everybody else is out with you. The ambulance will be there soon.",
  "call.gen14.dialog.firfi": "{I'LL SEND FIREFIGHTERS} Ok, get yourself and anyone else that's in the house out of the house now. The fire department will be there soon.",
  "call.gen14.dialog.firfia": "Ok",
  "call.gen14.dialog.firfia2": "Help!",
  "call.gen14.dialog.oilg": "Okay! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . done. I guess everything's fine! Thank you!",
  "call.gen14.dialog.exg": "Okay... Wait . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Phew. The fire's gone. Thank you!",
  "call.gen14.dialog.countg": ". . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Phew... It's gone, I guess... I panicked... Thank you!",
  "call.gen14.dialog.np": "No problem. Just doing my job.",
  "call.gen14.dialog.npa": "Bye!",
  "call.gen14.dialog.reminder": "Are you there?",
  "call.gen14.dialog.reminder2": "Help me!",
  "call.gen14.aar.goodinstr": "The operator gave the right instructions to the caller. Thanks to that, the situation was easily controlled and there was no need to dispatch the fire fighting team.",
  "call.gen14.aar.badinstr": "The operator failed to give the right instructions to the caller, which made the situation worse.",
  "call.gen14.aar.electro": "Due to the operator's wrong instructions, the caller got electrocuted and needed both firefighters' and paramedics' intervention.",
  "call.gen14.aar.unnec": "The caller would've managed the situation by herself if the operator gave her the right instructions. The firefighters' intervention could've been avoided.",
  "call.gen14.aar.necc": "Firefighters' intervention was needed.",
  "call.steve.title": "Singer",
  "call.steve.scene.wonder": "Stevie Wonder Wannabe",
  "call.steve.dialog.1": "911, what's your emergency?",
  "call.steve.dialog.2": "I just called to say I love you!",
  "call.steve.dialog.hello": "Hello?",
  "call.steve.dialog.3": "(singing)",
  "call.steve.dialog.isitme": "Is it me you're looking for?",
  "call.steve.dialog.4": "I just called to say how much I care...",
  "call.steve.dialog.where": "cause I wonder where you are?",
  "call.steve.dialog.5": "(singing)",
  "call.steve.dialog.what": "and I wonder whaaat you doo?",
  "call.steve.dialog.6": "(singing)",
  "call.steve.dialog.youall": "You're all I've ever wanted...",
  "call.steve.dialog.7": "(singing)",
  "call.steve.dialog.8": "(singing)",
  "call.steve.dialog.loveyou": "...I love you too! Bye!",
  "call.steve.dialog.hang": "{HANGUP} [HANGUP]",
  "call.steve.dialog.excuse": "Excuse me?",
  "call.steve.dialog.redial": "[HANGUP AND REDIAL]",
  "call.steve.dialog.reminder": "(singing)",
  "call.steve.dialog.reminder2": "(singing)",
  "call.steve.aar.prank": "It was a prank call. No interactions could be made with the caller.",
  "call.steve.aar.nodo": "The caller was unwilling to change the song",
  "call.steve.aar.song": "At the place a song was sung to the officers, however they were not very happy to go there.",
  "call.wa2.title": "Letter with poison",
  "call.wa2.scene.jour": "Caller",
  "call.wa2.scene.jourw": "Journalist",
  "call.wa2.scene.boss": "Office manager",
  "call.wa2.scene.jour2": "Journalist",
  "call.wa2.scene.jour3": "Journalist",
  "call.wa2.scene.ricin": "Poisoned letter",
  "call.wa2.scene.decont": "Decontamination",
  "call.wa2.dialog.1": "911, what's your emergency?",
  "call.wa2.dialog.2": "I'm calling from the Charlie Herald editorial office. We've received a death threat again.",
  "call.wa2.dialog.2_2": "I'm calling from the Washington Scoffers editorial office. We've received a death threat again.",
  "call.wa2.dialog.name": "What is your name?",
  "call.wa2.dialog.name1": "I am Kate Barne.",
  "call.wa2.dialog.again": "Again? So you had this happen before?",
  "call.wa2.dialog.why": "{WHY WOULD YOU GET IT?} Ma'am, do you have any idea why someone would be sending threats to your organization?",
  "call.wa2.dialog.how": "How did you receive the threat?",
  "call.wa2.dialog.again1": "I don't remember exactly. Maybe two weeks ago? We're political journalists, we're used to it. According to our policy, we report all threats to 911... but in my opinion, it's usually unnecessary.",
  "call.wa2.dialog.why1": "Probably someone doesn't like our writing style!",
  "call.wa2.dialog.why2": "Excuse me?",
  "call.wa2.dialog.nojoke": "{IT IS SERIOUS} Ma'am, you shouldn't joke about these things. You could be in real danger.",
  "call.wa2.dialog.address": "{ADDRESS} What's the address for your office?",
  "call.wa2.dialog.addressa0": "[[ADDRESS]]",
  "call.wa2.dialog.addressa1": "943 West Place",
  "call.wa2.dialog.addressa2": "20 Fortigs Boulevard",
  "call.wa2.dialog.addressa3": "223A Osmond Street",
  "call.wa2.dialog.why3": "Honestly, I'm not surprised. You know... journalism is about printing what someone else does not want to be printed. Yesterday, we wrote about a suspicious suicide, two days ago about terrorists among illegal immigrants...",
  "call.wa2.dialog.letter": "A letter came to our office. Who sends paper letters these days? Usually, we receive death threats by e-mail.",
  "call.wa2.dialog.read": "Do you want me to read it?",
  "call.wa2.dialog.yes": "{YES} Yes, please.",
  "call.wa2.dialog.no": "{NO!} No! Do not touch the letter.",
  "call.wa2.dialog.no1": "Oh my... I already did it... Do you think there could be a poison on it?",
  "call.wa2.dialog.decont": "{DECONTAMINATION} I am sending emergency services to put the office in quarantine and decontaminate it. Just wait for them and everything will be fine.",
  "call.wa2.dialog.en": "{LOOK FOR POISON} It's possible. I want you to check the envelope.",
  "call.wa2.dialog.en1": "Em... wait a second . . . . . . . . . . . .",
  "call.wa2.dialog.got": "Ok, I have it.",
  "call.wa2.dialog.open": "Great. Now, slowly open the envelope and look into it. Is there any powder or another substance?",
  "call.wa2.dialog.open1": "Okay. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .",
  "call.wa2.dialog.open2": "Jesus... I see some white powder. And it smells odd. Oh shit! Please send the ambulance right away! I think I've just exposed myself to whatever's in this envelope.",
  "call.wa2.dialog.stop": "{PUT IT AWAY!} Put it away immediately and don't spill it!",
  "call.wa2.dialog.stopp": "Will I die? Please, help me...",
  "call.wa2.dialog.whoelse": "{WHO ELSE TOUCHED IT?} Was there anybody else in your office who touched the letter?",
  "call.wa2.dialog.bosss": "Yes, I showed it to my editor-in-chief. He said he felt a little sick, so he lay down in his office. I think he's asleep. Should I wake him up?",
  "call.wa2.dialog.nwake": "No, stay where you are and wait for the help.",
  "call.wa2.dialog.wake": "Yes. Go to his office now, check him, see if he's conscious.",
  "call.wa2.dialog.check": "Ok, I'm going.",
  "call.wa2.dialog.check1": ". . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .",
  "call.wa2.dialog.check2": "Greg, are you okay? Greg!",
  "call.wa2.dialog.greg": "I can't wake him up. Please, tell me what to do...",
  "call.wa2.dialog.pulse": "Check his pulse.",
  "call.wa2.dialog.breath": "Is he breathing?",
  "call.wa2.dialog.feel": "Yes, I can feel it!",
  "call.wa2.dialog.pulse1": "Wait... yes, he is breathing.",
  "call.wa2.dialog.readb": "It's rather short: 'Curiosity killed the cat, do you have nine lives, too? You better have, because today you will lose the first one'",
  "call.wa2.dialog.readb2": "It's rather short: 'Curiosity is a fatal sin'",
  "call.wa2.dialog.police": "{I'LL SEND THE POLICE} Okay, I'll have officers attend and look into it.",
  "call.wa2.dialog.nopolice": "{I WON'T SEND THE POLICE} It doesn't sound like something serious. If the threats happen again, please report them. For now, you should remain calm and be careful.",
  "call.wa2.dialog.same": "Yep, I agree. I have to report it, because of our company's policy, but it's probably nothing. Thanks for your time, bye!",
  "call.wa2.dialog.policewait": "I don't think that is necessary, but it's your call. I will wait for them with the letter.",
  "call.wa2.dialog.end": "I'll wait. Please come as soon as it possible...",
  "call.wa2.dialog.reminder": "Hello?",
  "call.wa2.dialog.reminder2": "Are you there?",
  "call.wa2.aar.decontdone": "Decontamination was performed, which saved a possible pathogen from spreading.",
  "call.wa2.aar.story": "An editorial office has received a death threat letter. The letter contained a dangerous poison.",
  "call.wa2.aar.nosend": "The operator should have sent the emergency services and put the office in quarantine.",
  "call.wa2.aar.badopen": "The operator told the caller to check the letter, which confirmed the presence of a toxic powder, but also exposed the journalist to the effect of the poison.",
  "call.wa2.aar.quar": "The office was put in quarantine. Police found ricin inside the envelope.",
  "call.wa2.aar.noquar": "The operator should have put the office in quarantine and send a proper unit to decontaminate it.",
  "call.wa2.aar.policef": "The police have examined the letter. It will serve as evidence.",
  "call.alb4.title": "Car wash row",
  "call.alb4.scene.caller": "Agnes Black (caller)",
  "call.alb4.scene.sman1": "Arguing man",
  "call.alb4.scene.sman2": "Arguing man",
  "call.alb4.dialog.1": "911, what's your emergency?",
  "call.alb4.dialog.2": "Hi, I'd like to report two arguing men, they're shouting and pulling each others’ clothes, I'm worried they will start fighting any moment.",
  "call.alb4.dialog.address": "Ok, where are you calling from?",
  "call.alb4.dialog.addressa0": "It's the car wash at [[ADDRESS]].",
  "call.alb4.dialog.addressa1": "It's the car wash at 2608 Central Avenue.",
  "call.alb4.dialog.addressa2": "It's the car wash at 5603 Menaul Boulevard.",
  "call.alb4.dialog.addressa3": "It's the car wash at 2608 156 Indian School Road.",
  "call.alb4.dialog.know": "Do you know either of these men?",
  "call.alb4.dialog.knowa": "No, I have no idea who they are. Haven't seen them here before. They scared all my customers off!",
  "call.alb4.dialog.name": "Ok, what is your name?",
  "call.alb4.dialog.namea0": "[[NAME]] I'm the owner",
  "call.alb4.dialog.namea1": "I'm Agnes Black, I'm the owner",
  "call.alb4.dialog.gun": "Can you tell if they have any weapons?",
  "call.alb4.dialog.guna": "I don't know... Hurry, it's getting violent.",
  "call.alb4.dialog.calm": "Have you tried to calm them down?",
  "call.alb4.dialog.calma": "Uh... Guys! Calm down or else the police will come! . . . . . . . . . Are you there, sir? I think they don't wanna meet any policemen. They're running to a car.",
  "call.alb4.dialog.car": "Can you tell the make and model of the car?",
  "call.alb4.dialog.cara": "A black SUV. They're driving away!",
  "call.alb4.dialog.solved": "Well, in that case, your problem is solved.",
  "call.alb4.dialog.susp": "{HOW DO THEY LOOK?} Can you tell me what the men look like? Are they white, black, Hispanic?",
  "call.alb4.dialog.suspa": "Both are white and tall, wearing dark clothes.",
  "call.alb4.dialog.plates": "Were you able to get the license plate number?",
  "call.alb4.dialog.platesa": "Not really, I don't see well.",
  "call.alb4.dialog.brand": "Do you know the make and model of the SUV they left in?",
  "call.alb4.dialog.branda": "No, sorry.",
  "call.alb4.dialog.nope": "In that case, I can't help.",
  "call.alb4.dialog.patr": "I understand. I'll have officers keep a look out for them.",
  "call.alb4.dialog.bye": "Okay, bye!",
  "call.alb4.dialog.uh": "Umm okay, thanks, I guess. Bye!",
  "call.alb4.dialog.reminder": "Hello?",
  "call.alb4.dialog.reminder2": "Sir?",
  "call.alb4.aar.story": "A worried car wash owner reported a fight between two men.",
  "call.alb4.aar.ran": "The suspects might have been known fugitives, but due to the operator's decision, they ran away.",
  "call.alb4.aar.caught": "The suspects were caught by police and turned out to be known fugitives.",
  "call.ny1.title": "Serious fall",
  "call.ny1.scene.caller": "Barney Stinpson (caller)",
  "call.ny1.scene.chick": "Attractive woman",
  "call.ny1.scene.teddy": "Ted Mosbay",
  "call.ny1.scene.marsh": "Marshall Eriks",
  "call.ny1.scene.robin": "Robin Serbatsky",
  "call.ny1.scene.lily": "Lily Aldron",
  "call.ny1.dialog.1": "911, what is your emergency?",
  "call.ny1.dialog.2": "Hello, I need an ambulance, paramedics woman's life is in danger.",
  "call.ny1.dialog.con": "{HOW IS SHE IN DANGER?} Ok, how is she in danger? What is her medical condition?",
  "call.ny1.dialog.con1": "I suspect there could be some internal bleeding. Maybe even fractures. Come quick and take her to the hospital!",
  "call.ny1.dialog.address": "What's the address you're calling from?",
  "call.ny1.dialog.addressa0": "[[ADDRESS]]",
  "call.ny1.dialog.addressa1": "It's at Columbus Avenue 246",
  "call.ny1.dialog.addressa2": "It's at Oak street 135",
  "call.ny1.dialog.addressa3": "We're in MacLaren's Pub",
  "call.ny1.dialog.ext": "{ANY INJURIES?} Do you see any injuries? How does she look?",
  "call.ny1.dialog.ext1": "Oh, she looks gorgeous.",
  "call.ny1.dialog.after": "{WHAT DO YOU MEAN?} What do you mean sir? She went through after serious accident, didn't she?",
  "call.ny1.dialog.always": "What can I say... she always looks stunning.",
  "call.ny1.dialog.sure": "Sir, does she really need medical help?",
  "call.ny1.dialog.heaven": "Yes, she fell straight from heaven.",
  "call.ny1.dialog.heaven1": "She fell straight from heaven.",
  "call.ny1.dialog.happen": "{WHAT REALLY HAPPENED?} Sir, tell me what exactly did happen to her?",
  "call.ny1.dialog.fell": "Well, she did fell.",
  "call.ny1.dialog.high": "What height did she fall from?",
  "call.ny1.dialog.high1": "Well, I dunno but that was pretty high fall.",
  "call.ny1.dialog.fromw": "Ok, how many feet of the ground was she when she fell?",
  "call.ny1.dialog.precise": "{MORE DETAILS} Sir, could you be more precise please? It will help me determine the urgency of ambulance response.",
  "call.ny1.dialog.feet": "Of course she needs the ambulance! She's fallen from like 20,000 feet! Dude! Seriously!",
  "call.ny1.dialog.not": "No, I have not.",
  "call.ny1.dialog.serious": "Are you serious?",
  "call.ny1.dialog.cons": "{CONSEQUENCES OF FAKE CALLS} Do you know the consequences of such prank calls? If somebody needs help, he might not get it, because of you.",
  "call.ny1.dialog.niceone": "{NICE ONE} That's a nice one. I hope you'll get lucky tonight buddy.",
  "call.ny1.dialog.niceone1": "Thanks a lot, bro.",
  "call.ny1.dialog.send": "{I'LL SEND HELP} Okay. I've got an ambulance on the way.",
  "call.ny1.dialog.send1": "Oh, really? O... ok, I'll wait then.",
  "call.ny1.dialog.jjoke": "Hey dude, it was just a joke. You need to chillax a bit.",
  "call.ny1.dialog.jjoke1": "{I'LL SEND THE POLICE} I'll send the police who are gonna explain to you why they don't tolerate this kind of jokes in our line of work.",
  "call.ny1.dialog.quit": "{DON'T BLOCK THE LINE} You're blocking the emergency line, sir. I hope this is the last time because if you do it again there is gonna be serious consequences.",
  "call.ny1.dialog.sorry": "Okay, okay. I'm sorry. Bye.",
  "call.ny1.dialog.again": "Don’t you worry my friend, I never use the same pick-up line twice, so you will never hear from me again. Bye.",
  "call.ny1.dialog.reminder": "Hey, this stunning voluptuous young lady needs you!",
  "call.ny1.dialog.reminder2": "Hello?",
  "call.ny1.aar.noneed": "The medical intervention was unnecessary. The caller tried to use medical services to impress a woman by pick-up line about falling from heaven.",
  "call.ny1.aar.legend": "Although the pick-up line was legendary, the operator should warn the caller about fake call's consequences, instead of congratulating him the idea.",
  "call.ny1.aar.good": "The operator discovered that caller was trying to impress the girl by calling 911. The operator warned him about consequences of fake calls.",
  "call.bribe.title": "Factory incident",
  "call.bribe.scene.susemp": "Factory owner (caller)",
  "call.bribe.scene.crimemp": "Factory owner (caller)",
  "call.bribe.scene.worker": "Injured worker",
  "call.bribe.dialog.1": "911, what's your emergency?",
  "call.bribe.dialog.2": "There was an incident in my factory. One of my employees got stabbed with a sharp tool.",
  "call.bribe.dialog.3": "Are you in danger? Do you need police assistance?",
  "call.bribe.dialog.4": "Police!? No, no police! We just need an ambulance.",
  "call.bribe.dialog.address": "What's the address you're calling from?",
  "call.bribe.dialog.addressa0": "[[ADDRESS]]",
  "call.bribe.dialog.addressa1": "1st street 135",
  "call.bribe.dialog.addressa2": "2nd avenue 246",
  "call.bribe.dialog.addressa3": "Pine street 389",
  "call.bribe.dialog.9": "What exactly happened to your employee?",
  "call.bribe.dialog.10": "He fell off a ladder and stabbed himself with a knife while falling.",
  "call.bribe.dialog.polmed": "{I'LL SEND AMBULANCE AND POLICE} I understand. I'll send an ambulance and police to your location.",
  "call.bribe.dialog.med": "{I'LL SEND AN AMBULANCE} I understood. I will send an ambulance there.",
  "call.bribe.dialog.12": "Could you... not send the police??",
  "call.bribe.dialog.13": "I am sorry, what?!",
  "call.bribe.dialog.14": "I would be grateful if you didn't inform the police about it. I would be very, VERY grateful indeed.",
  "call.bribe.dialog.15": "{WHAT DO YOU MEAN} What do you mean by very grateful?",
  "call.bribe.dialog.16": "I mean $5 000 grateful...",
  "call.bribe.dialog.17": "{A BRIBE?} Are you offering me money for silence?",
  "call.bribe.dialog.18": "Yes.",
  "call.bribe.dialog.bribeno": "{NO WAY} Sir, I would like to inform bribery is a very serious crime.",
  "call.bribe.dialog.bribemore": "{I WANT MORE} Five thousand? It's not enough... I want ten thousand.",
  "call.bribe.dialog.bribeok": "{OK, NO POLICE} Ok, I won't send the police if you say that it's not necessary.",
  "call.bribe.dialog.20": "Listen, I have a family... wife... three children... and a factory that I really need to run.",
  "call.bribe.dialog.26": ". . . . . . . . . Okay, let's make it $7 000.",
  "call.bribe.dialog.27": "Ok, you can collect the money in my office.",
  "call.bribe.dialog.28": "{WAIT FOR PARAMEDICS} Please wait for the ambulance, sir.",
  "call.bribe.dialog.28ok": "Ok",
  "call.bribe.dialog.why": "Why are you asking me to do this?",
  "call.bribe.dialog.31": "All those health and safety regulations are expensive. We skipped some of them and the fine would ruin us.",
  "call.bribe.dialog.32": "Some of them??",
  "call.bribe.dialog.33": "Whatever, just don't send the police okay?",
  "call.bribe.dialog.40": "Ok, just wait for the ambulance.",
  "call.bribe.dialog.stop": "{I'VE HEARD ENOUGH} Enough! Sir, the police are going to attend the ambulance. You'll have to explain the situation.",
  "call.bribe.dialog.iwait": "Ok.",
  "call.bribe.dialog.end": "....",
  "call.bribe.dialog.reminder": "So?",
  "call.bribe.dialog.reminder2": "Are you there?",
  "call.bribe.aar.bribeprop": "A bribe was proposed to the operator and was immediately rejected.",
  "call.bribe.aar.inc": "There was an accident at a production site.",
  "call.bribe.aar.bribecrime": "The operator committed a crime by accepting the bribe. Recording of the conversation will be sent as evidence to a proper institution.",
  "call.288.title": "Car in a crack",
  "call.288.scene.caller": "Caller",
  "call.288.scene.injuried1": "Trapped woman",
  "call.288.scene.car": "Car in a crack",
  "call.288.dialog.1": "911, what's your emergency?",
  "call.288.dialog.2": "Whoa, dude, we have a situation here!",
  "call.288.dialog.3": "Ok, what happened?",
  "call.288.dialog.fell": "Eeeeerrm….you know, a car fell into the ground!",
  "call.288.dialog.address": "{ADDRESS?} Sir, what's your location?",
  "call.288.dialog.addressa0": "[[ADDRESS]]",
  "call.288.dialog.addressa1": "It's at Columbus Avenue 246",
  "call.288.dialog.addressa2": "It's at Oak street 135",
  "call.288.dialog.addressa3": "It's at 7th street 89",
  "call.288.dialog.mean": "Tell me what happened sir?",
  "call.288.dialog.meana": "After the quake, the road just cracked and kinda split up. And the car just... it just fell there.",
  "call.288.dialog.7": "So the car is in one of the cracks in the roadway?",
  "call.288.dialog.8": "It partially, like, slid into the hole.",
  "call.288.dialog.parked": "{IS CAR RUNNING?} Is the car still running?",
  "call.288.dialog.10": "No, no... I mean, it was running but the lady that was driving it stopped and turned it off when the shaking started. I guess she was just panicked.",
  "call.288.dialog.deep": "{HOW DEEP IS IT?} How deep is the hole the car is in?",
  "call.288.dialog.deepa": "Let me have a look... Well, I don't know, six to eight feet, maybe more.",
  "call.288.dialog.inside": "Is there anyone still in the car?",
  "call.288.dialog.insidea": "Ummm, Yes, a-a woman.",
  "call.288.dialog.closer": "{GET DOWN AND HELP} Sir, if it's safe could you check the vehicle and see if the woman has any injuries.",
  "call.288.dialog.16": "OK, sure thing... [in distance] Hey hold this . . . . . . . . . pass me my phone! Thanks.",
  "call.288.dialog.17": "{CHECK IF DRIVER IS INJURED} Ok, I want you to check the driver and see if she has any injuries.",
  "call.288.dialog.20": "... Ohh man! She's not moving, I can see blood on the airbag . . . . . . . . . The door is blocked, a boulder is blocking it, dude! Damn rubble is everywhere!",
  "call.288.dialog.smash": "{SMASH THE WINDOW} Sir, here is what I want you to do. I want you to find something heavy and smash the window to help her.",
  "call.288.dialog.smashn": "No way! I will get hurt. Send us some help now!",
  "call.288.dialog.smashy": "Ok, let's do this!!",
  "call.288.dialog.checkdoor": "{OPEN OTHER DOOR} Try to open any of the other car doors, maybe one on the other side, and help her.",
  "call.288.dialog.checkdoor2": "There is so much stuff lying around her, damn rubble is everywhere.",
  "call.288.dialog.checkdoor3": "Sir, please, you have to help her.",
  "call.288.dialog.checkdoor4": "Ok . . . . . . . . . Damn it!!! The car just moved! Crap, I'm trapped now!! Help me!",
  "call.288.dialog.checkdoor5": "{HELP IS ON THE WAY} The emergency services are on the way, they will be there any minute now. Keep calm.",
  "call.288.dialog.help": "{I'LL SEND HELP} I am sending the emergency services, please wait for them.",
  "call.288.dialog.end": "Better be quick, the tremors might start again!",
  "call.288.dialog.askhelp": "{ASK OTHERS FOR HELP} Sir, is there anyone around you? Ask someone for help with the boulder blocking the door. Then take out the trapped woman.",
  "call.288.dialog.askhelp2": "I will . . . . Hey, Tony! Find someone and get down here. I need help! . . . . . . . . . I will need both hands to move this stuff.",
  "call.288.dialog.askhelp3": "Get her out of the car and out the hole to the ground level and check her pulse. If she has no pulse please call 911 again.",
  "call.288.dialog.askhelp4": "Ok, ok, I‘ll do it.",
  "call.288.dialog.reminder": "Are you there?",
  "call.288.dialog.reminder2": "Hello?",
  "call.288.aar.carinachasm": "During an earthquake, a car fell into a chasm. The driver was inside the vehicle, unconscious.",
  "call.288.aar.nosmash": "The witness refused to break the car's window to provide help. Emergency services were deployed.",
  "call.288.aar.smash": "The witness smashed the car's window and provided help to the injured woman.",
  "call.288.aar.trapped": "The operator asked the witness to provide help in a dangerous environment. This resulted in the witness being trapped. Emergency services were deployed rapidly.",
  "call.288.aar.help": "The operator provided remote instructions and together with the witness and other bystanders, they rescued the injured woman.",
  "call.gen18.title": "Loud neighbors",
  "call.gen18.scene.caller": "Caller",
  "call.gen18.scene.host": "Party host",
  "call.gen18.scene.party1": "Student",
  "call.gen18.scene.party2": "Student",
  "call.gen18.scene.party3": "Student",
  "call.gen18.scene.fighterA": "Aggressive man",
  "call.gen18.scene.fighterB": "Aggressive man",
  "call.gen18.scene.fighterW": "Aggressive man with a gun",
  "call.gen18.scene.burglar": "Burglar",
  "call.gen18.scene.drugd": "Drug dealer",
  "call.gen18.scene.shot": "Victim with gunshot wound",
  "call.gen18.scene.drunken": "Drunk man",
  "call.gen18.scene.child1": "Scared child",
  "call.gen18.scene.child2": "Scared child",
  "call.gen18.scene.olddead": "Dead old man",
  "call.gen18.scene.oldalive": "Old man",
  "call.gen18.scene.father": "Father",
  "call.gen18.scene.mother": "Mother",
  "call.gen18.scene.child3": "Scared child",
  "call.gen18.scene.child4": "Scared child",
  "call.gen18.dialog.1": "911, what's your emergency?",
  "call.gen18.dialog.2": "Hello, I hear a lot of noise coming from the apartment next door. It's keeping my kids up... they can't get to sleep. Can you do something about it?",
  "call.gen18.dialog.3": "I want to complain about my neighbors. They're being noisy.",
  "call.gen18.dialog.4": "Hello, I hear loud noises from the neighboring flat. Can you send somebody to check it?",
  "call.gen18.dialog.address": "{ADDRESS?} What's the address you're calling from?",
  "call.gen18.dialog.addressa0": "My house is at [[ADDRESS]], I'm in unit 6.",
  "call.gen18.dialog.addressa1": "My house is at [[ADDRESS]]",
  "call.gen18.dialog.addressa2": "[[ADDRESS]]",
  "call.gen18.dialog.addressa3": "39A Porcupine Plaza",
  "call.gen18.dialog.name": "What's your name?",
  "call.gen18.dialog.name1": "I'm Marianne Fates.",
  "call.gen18.dialog.name2": "I'm Chloe Smith",
  "call.gen18.dialog.name3": "I'm Jessy Taylor",
  "call.gen18.dialog.what": "{WHAT'S GOING ON?} Do you know what's happening at your neighbor's place?",
  "call.gen18.dialog.party": "Some kind of a party, I guess. I hear a lot of voices and loud music.",
  "call.gen18.dialog.danger": "{ARE YOU IN DANGER?} Do you feel threatened in any way?",
  "call.gen18.dialog.nodanger": "No, but my kids can't sleep because of the loud music. I can clearly hear every single word of the songs they're playing.",
  "call.gen18.dialog.yesdanger": "Honestly? Yes, I don't feel safe.",
  "call.gen18.dialog.noneed": "No, but the noise is driving me crazy. I mean, it wouldn't be so bad if they listened to decent music...",
  "call.gen18.dialog.aresure": "{IS IT REALLY TOO LOUD?} Are you sure they are breaking noise bylaws? Is this music really too loud or... or you just don't like it?",
  "call.gen18.dialog.too": "Yes, it's far too loud!",
  "call.gen18.dialog.dubstep": "That music violates the law! It's dubstep!",
  "call.gen18.dialog.nosendp": "{NOT AN EMERGENCY} Ma'am, I'm afraid that this isn't a 911 call. 911 is for emergencies only.",
  "call.gen18.dialog.fightn": "{NOT AN EMERGENCY} Ma'am, I'm afraid that this isn't a 911 call. 911 is for emergencies only.",
  "call.gen18.dialog.nosendf": "{NOT AN EMERGENCY} Ma'am, I'm afraid that this isn't a 911 call. 911 is for emergencies only.",
  "call.gen18.dialog.nosend1": "Really? I don't know what I pay my taxes for if you can't send even one police officer! Ehh... Bye.",
  "call.gen18.dialog.why": "{WHY?} Could you tell me why aren't you feeling safe?",
  "call.gen18.dialog.fight": "I've heard some aggressive voices, maybe an argument. I think they might start fighting at any moment.",
  "call.gen18.dialog.drugs": "While I was going to my apartment, I saw a guy leaving my neighbor's place. He was acting weird. Very weird. Like, maybe, he was on drugs.",
  "call.gen18.dialog.noweird": "{I WON'T SEND POLICE} Madam, strange behavior doesn't necessarily mean somebody's taking drugs. It's not a case for 911. If you think they're dealing or using drugs call your local police department. They will put you in touch with their drug squad. You can give them the information, they will check it out.",
  "call.gen18.dialog.sendn": "{I'LL SEND THE POLICE} I will send a couple of officers over to calm your neighbors down.",
  "call.gen18.dialog.sendp": "{I'LL SEND THE POLICE} I will send a couple of officers over to calm your neighbors down.",
  "call.gen18.dialog.sendfight": "{I'LL SEND THE POLICE} I will send a couple of officers over to check things out and see what's going on.",
  "call.gen18.dialog.serious": "{WHAT ARGUMENT?} Are we talking about a really serious argument where there could be a fight? Because we can't send police to every little argument.",
  "call.gen18.dialog.weapon": "{DO THEY HAVE WEAPONS?} Do you think they might have any weapons? Did you hear something that might indicate that they might be armed?",
  "call.gen18.dialog.soserious": "Yes! I told you... Wait! I just heard a sound of a gunshot. Somebody is screaming! Please send an ambulance quickly!",
  "call.gen18.dialog.idkserious": "How should I know that? They're having a fight, I called 911 so the police can deal with it.",
  "call.gen18.dialog.noidea": "I have no idea.",
  "call.gen18.dialog.gun": "Yes, somebody's shouting threats about pulling out a gun.",
  "call.gen18.dialog.check": "{GO AND CHECK!} Can you go there and check if somebody is hurt?",
  "call.gen18.dialog.check1": "Are you out of your mind? You're the cops, that's your job.",
  "call.gen18.dialog.check2": "{I'LL SEND THE POLICE} I understand, madam. You don't have to go there if you are afraid. I'm sending a police unit right now.",
  "call.gen18.dialog.senda": "{I'LL SEND HELP} I'm sending the emergency services. Stay at your apartment and stay calm.",
  "call.gen18.dialog.senddrug": "{I'LL SEND HELP} I have emergency services on the way. Stay at your apartment and stay calm.",
  "call.gen18.dialog.okthx": "Thank you. I'll be waiting at my place. Bye.",
  "call.gen18.dialog.talking": "{ASK THEM TO CALM} Did you try asking them if they could turn the music down?",
  "call.gen18.dialog.yestalk": "Yes, I tried, but nobody answered the door.",
  "call.gen18.dialog.notalk": "No, I don't want to leave my kids alone.",
  "call.gen18.dialog.notalkdanger": "Um... Are you sure it's safe? They don't sound like reasonable people. To be honest, I'm a bit scared of them.",
  "call.gen18.dialog.noises": "The TV is very loud.",
  "call.gen18.dialog.anyelse": "Do you hear anything else?",
  "call.gen18.dialog.furnit": "Hmm... from time to time I hear strange noises. Like someone is moving furniture. But I don't know why they'd rearrange their room in the middle of the night.",
  "call.gen18.dialog.cry": "It may just be the TV, but I think I can hear a child crying.",
  "call.gen18.dialog.tvonly": "I can't hear anything other than the TV. It's really, really loud.",
  "call.gen18.dialog.who": "Do you know who lives there?",
  "call.gen18.dialog.idk": "Some old man. He looks like he's 60 or 70 years old. I don't know him very well, we don't really talk to each other.",
  "call.gen18.dialog.students": "Students. There are four of them, one couple and two guys.",
  "call.gen18.dialog.family": "A family with two children.",
  "call.gen18.dialog.often": "{HOW OFTEN DOES IT HAPPEN?} Are they loud like this all the time or is this an exception?",
  "call.gen18.dialog.oftenn": "No, they have little children, so normally they're really quiet during the night.",
  "call.gen18.dialog.ofteny": "Yes.... I hear the parents fight all the time. I don't want to be cruel, but I would call that family pathological. They drink a lot, and it doesn't look like they take care of their children. Maybe you should send somebody to check on their kids.",
  "call.gen18.dialog.alone": "Does he live alone?",
  "call.gen18.dialog.alone1": "I think so.",
  "call.gen18.dialog.normal": "Is he often loud like this?",
  "call.gen18.dialog.normaly": "Yes, he turns his TV up loud, probably because he's hard of hearing. I get used to it when it happens during the day, but I won't tolerate that at night. My children need to sleep.",
  "call.gen18.dialog.normaln": "No, he's rather quiet, especially at night.",
  "call.gen18.dialog.visit": "{ANY VISITORS?} Do you know if anybody visits his apartment?",
  "call.gen18.dialog.visit1": "I've never seen anyone who comes to visit him. Do you think something has happened to him?",
  "call.gen18.dialog.visit2": "I've never seen anyone who comes to visit him. Do you think something has happened to him?",
  "call.gen18.dialog.sendcheck": "{I'LL SEND THE POLICE} I will send a police officer to check on it.",
  "call.gen18.dialog.sendcheckpath": "{I'LL SEND THE POLICE} I will send a police officer to check on it.",
  "call.gen18.dialog.nosendcheck": "{NO} That seems to be an ordinary situation, ma'am. He probably fell asleep in front of the TV. Wait until the morning and if his TV is still running, please contact the nearest police department.",
  "call.gen18.dialog.nosendfam": "{IT'S NOT URGENT} I don't think what you've got here is urgent enough for 911. Just call your local police department talk to them they will help you out.",
  "call.gen18.dialog.susp": "{ANYBODY SUSPICIOUS?} Have you seen anybody suspicious in your neighborhood lately?",
  "call.gen18.dialog.susp1": "Well... maybe. A few hours ago, my intercom was ringing, but when I answered nobody said anything.",
  "call.gen18.dialog.home": "Are you sure that your neighbors are home?",
  "call.gen18.dialog.weekends": "Oh my God, do you think somebody else might be there?! They sometimes leave the city during weekends, as far as I know.",
  "call.gen18.dialog.stay": "Oh my God, do you think somebody else might be there?! They don't get out a lot, because of their little children.",
  "call.gen18.dialog.end": ". . . . . . . . . . .",
  "call.gen18.dialog.reminder": "Can you do something about that noise?",
  "call.gen18.dialog.reminder2": "Are you there?",
  "call.gen18.aar.story": "The caller's neighbors were behaving very loudly.",
  "call.gen18.aar.partycalm": "The party was not very loud and there was no ground for a police intervention.",
  "call.gen18.aar.partycalmneg": "The music wasn't too loud and there was no ground for a police intervention. The police were sent unnecessarily.",
  "call.gen18.aar.partyhardch": "Police officers calmed down the party.",
  "call.gen18.aar.partyhardn": "The operator should send police officer to calm down the party.",
  "call.gen18.aar.drugsn": "The caller suspected that drugs could be found in the neighboring apartment. The police should have checked that place.",
  "call.gen18.aar.drugsch": "The police found a drug dealer in the neighboring apartment.",
  "call.gen18.aar.gunch": "The argument ended with a shooting in the neighboring flat. The shooter was arrested and the victim with a gunshot wound was taken to a hospital.",
  "call.gen18.aar.fightch": "When police arrived two men were fighting in the neighboring flat.",
  "call.gen18.aar.shouldsend": "The operator should have sent the police to investigate the case.",
  "call.gen18.aar.familyout": "During the absence of the flat's owners, burglars have entered the place. They have been caught red-handed by the police.",
  "call.gen18.aar.familyinv": "The neighboring flat was invaded by two burglars. The householder was heavily beaten and the rest of his family was imprisoned in one of the rooms.",
  "call.gen18.aar.path": "The police officers, who came to the scene, found an unconscious drunken man along with two scared, neglected children.",
  "call.gen18.aar.deadold": "The police found a dead old man. His TV was still running. He probably died several hours before the police's arrival.",
  "call.gen18.aar.aliveold": "The old man was surprised by police's arrival. He didn't hear how loud his TV was playing because of a dead battery in his hearing aid.",
  "call.ks300.title": "Drone attack",
  "call.ks300.scene.caller": "Nellie Watson (caller)",
  "call.ks300.scene.dronepilot": "Drone pilot",
  "call.ks300.scene.drone1": "Drone",
  "call.ks300.dialog.1": "911, what's your emergency?",
  "call.ks300.dialog.2": "Uh, hi, umm ... I need to report something a little strange.",
  "call.ks300.dialog.name": "Ok, what's your name?",
  "call.ks300.dialog.namea": "I'm Nellie Watson.",
  "call.ks300.dialog.3": "So Nellie, why did you call 911?",
  "call.ks300.dialog.4": "There's this… drone that's buzzing around the neighborhood.",
  "call.ks300.dialog.5": "{IT'S NORMAL} Well, that's not uncommon. They are pretty much everywhere nowadays.",
  "call.ks300.dialog.5b": "Maybe but it shouldn't attack people!",
  "call.ks300.dialog.6": "{ATTACK?} Attack people?! Is this an emergency situation?",
  "call.ks300.dialog.7": "Well, I don't know if it's an emergency, but it's… swooping on things! Like next door's cat!",
  "call.ks300.dialog.8": "{IS IT AGGRESSIVE?} Swooping. I see. So someone is flying this drone aggressively then?",
  "call.ks300.dialog.9": "Yeah, I guess so. I dunno who though? Maybe that damned Henderson kid… AAAH!",
  "call.ks300.dialog.10": "Hello? Ma'am what happened?",
  "call.ks300.dialog.12": "It snuck up from behind me. It's right above my head now. This is spooky, this is wrong. I don't like this.",
  "call.ks300.dialog.13": "Sounds like someone is playing a prank.",
  "call.ks300.dialog.14": "Well I don't find it funny. This thing has blades. It can hurt. What about the children? Think of the children!",
  "call.ks300.dialog.15": "{I'LL SEND THE POLICE} Alright I'm sending the police. They will be there shortly.",
  "call.ks300.dialog.address": "What's your address?",
  "call.ks300.dialog.addressa0": "I'm in [[ADDRESS]].",
  "call.ks300.dialog.addressa1": "I' am at 35 Pine Street",
  "call.ks300.dialog.addressa2": "I' am at 255 Oak Street",
  "call.ks300.dialog.addressa3": "I' am at 54 1st Street",
  "call.ks300.dialog.18": "Ok, thank you, be quick please.",
  "call.ks300.dialog.reminder": "So? Can you help me get rid of this thing? Please?",
  "call.ks300.dialog.reminder2": "Are you there? It's still flying around.",
  "call.ks300.dialog.19": "{DID IT ATTACK YOU?} Ma'am did the drone attack you or anyone around you?",
  "call.ks300.dialog.19a": "No bu.. EEEP! It's chasing me! NO! Go AWAY!",
  "call.ks300.dialog.20": "{STAY CALM} Please try to stay calm.",
  "call.ks300.dialog.21": "Wwaah arrgh I don't like this.",
  "call.ks300.dialog.22": "{HIDE} Ma'am can you take shelter somewhere near?",
  "call.ks300.dialog.23": "Ok – a shed, I'll hide in there.",
  "call.ks300.dialog.24": "{IT'S NOT AN EMERGENCY} Ma'am, your matter is not life-threatening and doesn't require emergency assistance. Please deal with the drone yourself.",
  "call.ks300.dialog.25": "I do need help! But you don't want to help me! Goodbye!",
  "call.ks300.aar.drone": "A caller reported a dangerous drone flying around.",
  "call.ks300.aar.dronedanger": "The machine endangered the locals, the police unit was dispatched to take care of the situation.",
  "call.ks300.aar.droneprank": "The operator ignored the drone situation. No unit was dispatched.",
  "call.ks300.aar.hide": "The operator provided caller with instructions to hide from the dangerous situation. A police unit was dispatched.",
  "call.ch4.title": "Bat in a room",
  "call.ch4.scene.caller": "Caller",
  "call.ch4.scene.bat": "Bat",
  "call.ch4.dialog.1": "911, what's your emergency?",
  "call.ch4.dialog.2": "HELP! AAAAAA! . . . . There's a bat in my apartment!!!",
  "call.ch4.dialog.name": "{WHAT'S YOUR NAME?} What is your name?",
  "call.ch4.dialog.namea0": "[[NAME]]",
  "call.ch4.dialog.namea1": "Selina Kyle!",
  "call.ch4.dialog.namea2": "Talia al Ghul!",
  "call.ch4.dialog.namea3": "Julie Madison!",
  "call.ch4.dialog.address": "{WHERE ARE YOU?} What's your address?",
  "call.ch4.dialog.addressa0": "[[ADDRESS]]!!!",
  "call.ch4.dialog.addressa1": "345 Oxygen Road, apartment 52!",
  "call.ch4.dialog.addressa2": "124 2nd Alley!",
  "call.ch4.dialog.addressa3": "504 Basic Square!",
  "call.ch4.dialog.batman": "So what do you want me to do... send... batman?",
  "call.ch4.dialog.batmana": "I don't care who you send, just send someone please!!!",
  "call.ch4.dialog.calm": "{HIDE YOURSELF} The bat isn't gonna hurt you. It's more afraid of you than you are of it. Just close the door and stay calm.",
  "call.ch4.dialog.calma": "I did, I'm in the toilet, but I can hear it flying around the whole apartment! I'm locked here, please help me!",
  "call.ch4.dialog.sendh": "Ok, I will send you some help, just stay there please.",
  "call.ch4.dialog.deal": "{OPEN THE WINDOW} Ma'am, you can help yourself, just open the window wide and turn off the lights, before you know it the bat will be gone.",
  "call.ch4.dialog.deala": "No way I'm going out of here!",
  "call.ch4.dialog.haveto": "{YOU HAVE TO} You have to, I am not gonna send an officer over there, your life is not in danger. It's not even an emergency, it's a bat in your house.",
  "call.ch4.dialog.havetoa": "But oh... please! . . . . . . . . . [crying]",
  "call.ch4.dialog.candoit": "{BE CAREFUL} You can do it, ma'am. Just be careful, ok?",
  "call.ch4.dialog.hangup": "{HANGUP} ....",
  "call.ch4.dialog.candoita": "No, I can't.... I really can't....",
  "call.ch4.dialog.end": "Hurry!",
  "call.ch4.dialog.reminder": "Hello?",
  "call.ch4.dialog.reminder2": "Are you there?",
  "call.ch4.aar.story": "A woman was extremely scared by a bat that flew into her apartment.",
  "call.ch4.aar.dealit": "The operator tried to convince the woman to handle the situation by herself.",
  "call.ch4.aar.ignored": "The operator decided to end the conversation.",
  "call.gen16.title": "Stolen car",
  "call.gen16.scene.caller": "Car owner (caller)",
  "call.gen16.scene.thief1": "Thief",
  "call.gen16.scene.thief2": "Thief",
  "call.gen16.scene.thief3": "Thief",
  "call.gen16.dialog.1": "911, what's your emergency?",
  "call.gen16.dialog.2": "My car was stolen!",
  "call.gen16.dialog.2b": "They stole my car!",
  "call.gen16.dialog.2c": "Hey! My car is gone!",
  "call.gen16.dialog.address": "{ADDRESS} What's the address of where this happened, sir?",
  "call.gen16.dialog.addressa0": "It happened at [[ADDRESS]]",
  "call.gen16.dialog.addressa1": "345 Oxygen Road",
  "call.gen16.dialog.addressa2": "124 2nd Alley",
  "call.gen16.dialog.addressa3": "504 Basic Square",
  "call.gen16.dialog.name": "What's your name, sir?",
  "call.gen16.dialog.name1": "My name is John Belloic.",
  "call.gen16.dialog.name2": "I'm Richard Swenty.",
  "call.gen16.dialog.name3": "My name's Robert Fortier.",
  "call.gen16.dialog.when": "{WHEN?} When was your car stolen?",
  "call.gen16.dialog.now": "Just now! I saw the thieves driving away in my car! Send somebody to catch them!",
  "call.gen16.dialog.idk": "I just saw that my car is gone, but I've no idea when it happened.",
  "call.gen16.dialog.hour": "I don't know. I've left my car about an hour ago.",
  "call.gen16.dialog.toolate": "{IT'S NOT AN EMERGENCY} Sir, it isn't an emergency case, please report the theft to the nearest police station.",
  "call.gen16.dialog.ok": "Of course... Thank you for the help and sorry for blocking the line. Goodbye.",
  "call.gen16.dialog.ok2": "Awww, come on.....",
  "call.gen16.dialog.asshole": "This is the number to the police, isn't it? Just send somebody, ok? I haven't got time to go looking for cops.",
  "call.gen16.dialog.warn": "{DON'T BLOCK THE LINE} Sir, please do not block the line. Your case is not urgent enough to call 911.",
  "call.gen16.dialog.complain": "Oh, really? Somebody stole my car and this is nothing for you? You're responsible for sending police here! I'll file a complaint. Maybe that will be urgent enough for you!",
  "call.gen16.dialog.notafraid": "{LET ME EXPLAIN} Excuse me, sir, but we've a limited number of police vehicles available. Because of that, I can only send units to cases which require immediate response. Yours is not one of them.",
  "call.gen16.dialog.notafraid1": "Eh.... what a bullshit. I want to talk to your supervisor right now.",
  "call.gen16.dialog.angryop": "{YOU'RE BLOCKING THE LINE} Let me decide, what I'm responsible for, okay? You're wasting the time of a 911 operator and tying up the emergency lines. Goodbye.",
  "call.gen16.dialog.sendass": "Ok, I will send a police patrol.",
  "call.gen16.dialog.send": "{POLICE WILL COME} Ok, I will send an officer when I have one available.",
  "call.gen16.dialog.thanks": "Thank you. I'll wait for them.",
  "call.gen16.dialog.where": "{WHERE?} Where did it happen?",
  "call.gen16.dialog.shop": "In front of the shopping mall.",
  "call.gen16.dialog.gta": "In the middle of a street! While I was waiting at the red light, he just dragged me out of my car and drove away!",
  "call.gen16.dialog.parking": "The car was in the parking lot of my apartment building.",
  "call.gen16.dialog.else": "{MAYBE IT WAS ELSEWHERE?} Maybe you left your car somewhere else?",
  "call.gen16.dialog.noelse": "No, I always park here.",
  "call.gen16.dialog.notsure": "No, rather not.",
  "call.gen16.dialog.yesforgot": "Hmmm... I don't think so... No, wait! How could I forget that?! It is a wrong row. Sorry!",
  "call.gen16.dialog.yesforgot1": "{NO PROBLEM} No problem, sir. Everyone makes mistakes. But next time before calling 911, please check twice if it's really necessary.",
  "call.gen16.dialog.sure": "{ARE YOU SURE?} Sir, are you completely sure that your car is not at another parking space?",
  "call.gen16.dialog.noidiot": "Please, don't treat me like I'm an idiot. I've just said I'm sure.",
  "call.gen16.dialog.yesyes": "Yes, yes, I'm 100% sure.",
  "call.gen16.dialog.sorrytl": "{IT'S NOT AN EMERGENCY} I'm sorry to hear that your car was stolen, but I can't do anything about that. This is not an emergency case and you should contact your local police station. They will help you out.",
  "call.gen16.dialog.legal": "{WERE YOU PARKING LEGALLY?} Sir, are you sure you didn't park your car in no parking zone, a driveway or a bus stop?",
  "call.gen16.dialog.yeslegal": "I'm sure I didn't. It was a normal parking place.",
  "call.gen16.dialog.nolegal": "Emm . . . . . . . . . I was . . . . . . . . . Damn it . . . . . . . . . There is a 'No Parking' sign... I just realized that. Sorry. How can I get my car back?",
  "call.gen16.dialog.nolegal1": "Your car was towed to the police impound yard. Just contact the police on their non-emergency number, they will help you out.",
  "call.gen16.dialog.end": "Thank you. Goodbye.",
  "call.gen16.dialog.sendchase": "{THE POLICE WILL COME} We're notifying the officers in the area now. They will see if they can find your car.",
  "call.gen16.dialog.many": "{HOW MANY?} So how many suspects did you see?",
  "call.gen16.dialog.two": "There were two of them.",
  "call.gen16.dialog.three": "Three... I guess.",
  "call.gen16.dialog.whathapp": "It's hard to say, it all happened really fast. I didn't even know what was going on.",
  "call.gen16.dialog.aboutc": "{PLATES?} I am gonna need your license plates number, could you give it to me, please?",
  "call.gen16.dialog.plates0": "It's [[PLATES]].",
  "call.gen16.dialog.plates1": "It's [[PLATES]].",
  "call.gen16.dialog.plates2": "It's [[PLATES]].",
  "call.gen16.dialog.plates3": "It's [[PLATES]].",
  "call.gen16.dialog.color": "{COLOR?} What is the color of your car?",
  "call.gen16.dialog.color1": "Red.",
  "call.gen16.dialog.color2": "Blue.",
  "call.gen16.dialog.color3": "Purple.",
  "call.gen16.dialog.type": "{CAR TYPE?} What is the type of your car?",
  "call.gen16.dialog.type1": "It was a van.",
  "call.gen16.dialog.type2": "Just a 4 door family sedan.",
  "call.gen16.dialog.type3": "Muscle car. Expensive one!",
  "call.gen16.dialog.reminder": "Do you know where my car is?",
  "call.gen16.dialog.reminder2": "Hey, are you still talking with me?",
  "call.gen16.dialog.reminder3": "Hello?",
  "call.gen16.aar.story": "Caller's car has gone missing.",
  "call.gen16.aar.noturgent": "The operator decided that the case is not urgent enough to send emergency unit.",
  "call.gen16.aar.complain": "The caller disagreed with operator's decision and filed a claim.",
  "call.gen16.aar.calm": "Despite aggressive caller, the operator remained calm and thanks to that supervisor finds the complaint unfounded.",
  "call.gen16.aar.provoked": "The operator was provoked by the caller and ended the call.",
  "call.gen16.aar.pressure": "Under the caller's pressure, the operator agreed to send the police to a non-emergency situation.",
  "call.gen16.aar.policesend": "The operator decided to send the police to the place, where the car was stolen.",
  "call.gen16.aar.ignore": "During the conversation, the operator discovered that the car was not stolen and help is unnecessary.",
  "call.gen16.aar.chase": "The operator sent a police unit to chase the thieves.",
  "call.ks301.title": "Bear in a bush",
  "call.ks301.scene.caller": "Caller",
  "call.ks301.scene.aftera": "Injured man",
  "call.ks301.scene.bear": "Bear",
  "call.ks301.dialog.1": "911, what's your emergency?",
  "call.ks301.dialog.2": "Hi. I know it sounds silly, but I think there might be a bear in my backyard.",
  "call.ks301.dialog.name": "{WHA'S YOUR NAME?} What is your name, sir?",
  "call.ks301.dialog.namea": "Amos Hayes",
  "call.ks301.dialog.nameb": "Frank Woolen",
  "call.ks301.dialog.namec": "Anthony Roswell",
  "call.ks301.dialog.serious": "{ARE YOU SERIOUS?} Sir, are you sure you have an emergency? Joking 911 line is strictly prohibited.",
  "call.ks301.dialog.4": "I'm not joking! I hear the bear right now!",
  "call.ks301.dialog.5": "{CAN YOU SEE IT?} Do you see the bear?",
  "call.ks301.dialog.6": "No. I haven't seen it. It is just making a really loud and scary growling noise.",
  "call.ks301.dialog.address": "{WHAT'S YOUR ADDRESS?} Could I have your address, please?",
  "call.ks301.dialog.addressa0": "It is [[ADDRESS]]",
  "call.ks301.dialog.addressa1": "It is 56 Oak Street",
  "call.ks301.dialog.addressa2": "It is 81 Washington Street",
  "call.ks301.dialog.addressa3": "It is 21 Main Avenue",
  "call.ks301.dialog.10": "{ARE YOU SURE?} Sir, you perfectly sure the bear is there, even though you have not actually seen it. Am I right?",
  "call.ks301.dialog.11": "Well... I wouldn't say that I'm perfectly sure, but... it's-it's dark and there is a big bush in our yard and it is sha-shaking and there is a crazy growling sound coming out of it and I…",
  "call.ks301.dialog.12": "{ANYTHING ELSE?} Anything else?",
  "call.ks301.dialog.13": "Well… I'm hearing he-heavy breathing. And the leaves are rustling.",
  "call.ks301.dialog.14": "{DESCRIBE THE SOUND} Could you describe the sound to me?",
  "call.ks301.dialog.15": "Hmm... it sounds like AARRRRGHGHGHLGLGLGLGGL…",
  "call.ks301.dialog.16": "{THANK YOU} … Thank you, sir.",
  "call.ks301.dialog.send": "{I'LL SEND THE FIREFIGHTERS} I will send a firefighters unit as one is available. They will take care of it.",
  "call.ks301.dialog.send1": "Thank you so much! I'm waiting.",
  "call.ks301.dialog.dontsend": "{IT'S PROBABLY NOT DANGEROUS} Sir, if it was a bear, you would recognize it easily. It's probably just a common harmless animal like stray cat or raccoon.",
  "call.ks301.dialog.19": "But.. But.. What if it's not?!",
  "call.ks301.dialog.food": "{WAS THERE ANY FOOD?} Sir, did you have any food left in your backyard? Maybe in a trash bin?",
  "call.ks301.dialog.food1": "Yes. Yesterday, I made barbecue for few friends. There were too many leftovers, so I put them the trash bin.",
  "call.ks301.dialog.hide": "{HIDE IN YOUR HOUSE} If you are outside the house, please get inside and lock the door, sir.",
  "call.ks301.dialog.hide1": "Yes, that's a great idea. Wait a second.",
  "call.ks301.dialog.dontsendwait": "{IT'S PROBABLY A CAT} Now, just wait and observe the bush. Try not to leave the house without a need. I guess that it's just a cat, but if a bear comes out please call us again and I'll send the emergency unit immediately.",
  "call.ks301.dialog.eh": "I was hoping that you would send someone now. But okay. I'll wait.",
  "call.ks301.dialog.check": "{CHECK THE BUSH} Sir, do you have any pot, pan or something else which can be used to make noise?",
  "call.ks301.dialog.21": "Umm.. Yeah.. Why?",
  "call.ks301.dialog.22": "{MAKE A NOISE} I'd like you to make some noise in front of the bush.",
  "call.ks301.dialog.23": "What? Why?",
  "call.ks301.dialog.24": "If there is actually a bear, it should come out and run away.",
  "call.ks301.dialog.25": "Is that wise?",
  "call.ks301.dialog.26": "{YOU SHOULD CHECK IT} Sir, we need to confirm that there is a threat before we can dispatch emergency unit.",
  "call.ks301.dialog.maybenot": "{I'LL SEND THE FIRE DEPARTMENT} If you afraid to do it alone, I will send the firefighters to check it.",
  "call.ks301.dialog.27": "So, it's only way. Okay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .",
  "call.ks301.dialog.28": "Ohh, there is a bear actually! But it didn't go away! Fuck!",
  "call.ks301.dialog.29": "Sir? Sir, are you there?",
  "call.ks301.dialog.30": ". . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .",
  "call.ks301.dialog.dontsendend": "{DON'T BLOCK THE LINE} As I said, there's no sign of an emergency situation. Please don't block the line, sir.",
  "call.ks301.dialog.end1": "Eh... I thought you would treat my problem seriously.... Bye",
  "call.ks301.dialog.reminder": "I could swear I heard a roar. Did you hear it?",
  "call.ks301.dialog.reminder2": "Are you still there?",
  "call.ks301.aar.bear": "A caller reported a wild animal in his backyard.",
  "call.ks301.aar.hide": "The operator told the man to lock himself inside the house.",
  "call.ks301.aar.attack": "Instructions given by operator caused the caller to be attacked by the bear.",
  "call.ks301.aar.nosend": "The operator decided not to send any unit, because the signs of bear's presence were unclear.",
  "call.ks301.aar.sended": "The operator decided to send a unit to investigate the case. The bear was founded in the bush and was transported to the nearest veterinary institution.",
  "call.gen21.title": "Street fight",
  "call.gen21.scene.caller": "Caller",
  "call.gen21.scene.fighter1": "Fighting man",
  "call.gen21.scene.fighter2": "Fighting man",
  "call.gen21.scene.fighter3": "Fighting man",
  "call.gen21.scene.fighter4": "Fighting man",
  "call.gen21.scene.injuredf": "Injured man",
  "call.gen21.dialog.1": "911, what's your emergency?",
  "call.gen21.dialog.2": "Hello, there is a fight out in the street! Please, send the police quickly!",
  "call.gen21.dialog.2a": "Hello? There some guys here fighting... can you do something about it?",
  "call.gen21.dialog.address": "{ADDRESS?} Could you give me the precise address of the incident?",
  "call.gen21.dialog.addressa0": "Yes, of course. It's at [[ADDRESS]]",
  "call.gen21.dialog.addressa1": "345 Fordon Road",
  "call.gen21.dialog.addressa2": "124 5th Alley",
  "call.gen21.dialog.addressa3": "504 Roderick Square",
  "call.gen21.dialog.name": "{WHAT'S YOUR NAME?} What's your name, ma'am?",
  "call.gen21.dialog.namemale": "{WHAT'S YOUR NAME?} What's your name, sir?",
  "call.gen21.dialog.name1": "My name is Anna Godder.",
  "call.gen21.dialog.name2": "I'm Marla Sanger.",
  "call.gen21.dialog.name3": "My name's Rita Scoof.",
  "call.gen21.dialog.who": "{HOW MANY ARE INVOLVED?} How many of them are there?",
  "call.gen21.dialog.two": "There are two of them!",
  "call.gen21.dialog.three": "There are three of them!",
  "call.gen21.dialog.four": "Four men are fighting!",
  "call.gen21.dialog.running": "Two men are... oh wait... they're not fighting anymore... one of them is lying on the street now. I think the second man left...",
  "call.gen21.dialog.checkq": "{CHECK UP ON HIM} Could you check his medical condition?",
  "call.gen21.dialog.check": "I'll do that. What should I do?",
  "call.gen21.dialog.notgo": "I'd prefer not to go there, it might be dangerous!",
  "call.gen21.dialog.pers": "{YOU HAVE TO HELP HIM} Ma'am, those people who were fighting went away and in these kind of cases they usually never come back to the crime scene. Your life isn't in danger in contrast to life of that guy lying there on the street. He might die without your intervention.",
  "call.gen21.dialog.notgosend": "{I'LL SEND AN AMBULANCE} Of course, ma'am. Your own safety is the most important. I'll send the ambulance immediately.",
  "call.gen21.dialog.breath": "Is he breathing?",
  "call.gen21.dialog.breath1": "One second.... Yes.",
  "call.gen21.dialog.wounds": "{ANY INJURIES?} Does he have any injuries that you can see?",
  "call.gen21.dialog.lightw": "His face doesn't look good, but apart from some bruises and a bleeding lip, I don't see any serious wounds.",
  "call.gen21.dialog.knifew": "Just let me look... God. He has a knife in the stomach. There is a lot of blood around it. Should I pull the knife out?",
  "call.gen21.dialog.55": "{YES} Yes, pull the knife out.",
  "call.gen21.dialog.66": "{NO} No, leave it, don't pull the knife out.",
  "call.gen21.dialog.bleeding": "Oh my God, the bleeding is even worse than before. What should I do?",
  "call.gen21.dialog.nok1": "Okay, so what should I do?",
  "call.gen21.dialog.waitamb": "{WAIT FOR AN AMBULANCE} Just wait with him until the ambulance arrives. It's on the way.",
  "call.gen21.dialog.stopb": "{STOP THE BLEEDING} Do you have anything that you can use to stop the bleeding? You know, something to wrap around the knife. You should dress the wound around the knife as best you can. Be careful though, don't move the knife.",
  "call.gen21.dialog.stopa": "{STOP THE BLEEDING} Do you have anything that you can use to stop the bleeding?",
  "call.gen21.dialog.scarf": "I can use a scarf. Wait a second . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Okay, it's done.",
  "call.gen21.dialog.okwait": "Okay, I'll wait.",
  "call.gen21.dialog.where": "{WHAT ABOUT THE OTHER GUYS?} So these other guys who were fighting, did you see where they went?",
  "call.gen21.dialog.where1": "I have no idea...",
  "call.gen21.dialog.weapons": "{DO THEY HAVE ANY WEAPONS?} Do you see if they have any weapons?",
  "call.gen21.dialog.noweapons": "No, I don't see any.",
  "call.gen21.dialog.bottle": "One of them picked up some kind of a club.",
  "call.gen21.dialog.knife": "Yes, they have knives.",
  "call.gen21.dialog.injured": "{IS ANYONE INJURED?} Is anybody injured?",
  "call.gen21.dialog.started": "I don't think so. They've just started and they're mostly shouting and pushing each other.",
  "call.gen21.dialog.light": "It's hard to tell, but one of them has taken a lot of punches. I can't believe he's still standing after that!",
  "call.gen21.dialog.heavy": "Oh my... one of them just fell down... he's not moving...",
  "call.gen21.dialog.calm": "{CALM THEM DOWN} Maybe it's possible to calm them down? Do you think you could do it, ma'am?",
  "call.gen21.dialog.calmno": "Me?... No, I'd rather not... Can't you just send the police here?",
  "call.gen21.dialog.calmyes": "Hmm... I could try. What should I do?",
  "call.gen21.dialog.police": "{THE POLICE ARE ON THE WAY} You could tell them that the police are on the way and if they don't stop, they will get arrested.",
  "call.gen21.dialog.separate": "Try to separate them.",
  "call.gen21.dialog.police1n": "Hey! You! Stop fighting! The police are on their way! . . . . . . . I don't know if they didn't hear me or they don't care about the police, but they're still fighting.",
  "call.gen21.dialog.police1y": "Hey! You! Stop fighting! The police are on their way! . . . . . . . Oh! It worked! They've stopped fighting and look like they're just talking now.",
  "call.gen21.dialog.goodj": "Good job, ma'am.",
  "call.gen21.dialog.goodj1": "Thank you! Bye.",
  "call.gen21.dialog.separate1": "And what if they attack me? No...I'm going to stay here. It's a job for the police.",
  "call.gen21.dialog.oksend": "{I'M SENDING HELP} Of course, your own safety is the most important. I'm sending the emergency services right now.",
  "call.gen21.dialog.send": "{I' SENDING HELP} I'm sending the emergency services right now.",
  "call.gen21.dialog.dontsend": "{IT'S NOT AN EMERGENCY} Ma'am according to your description, this isn't a life-threatening situation, I don't have any police units available.",
  "call.gen21.dialog.thanks": "Thank you. Bye.",
  "call.gen21.dialog.nothanks": "Really? I thought the police were supposed to protect and serve.... apparently I was wrong!",
  "call.gen21.dialog.end": ". . . . . . . . . . .",
  "call.gen21.dialog.reminder": "Are you there, sir?",
  "call.gen21.dialog.reminder2": "Hello?",
  "call.gen21.aar.story": "Some men were fighting on a street.",
  "call.gen21.aar.talking": "The caller ended the fight thanks to operator's instructions.",
  "call.gen21.aar.injured": "In the result of the fight one man was injured.",
  "call.gen21.aar.nosend": "The operator decided that sending the emergency units is not necessary.",
  "call.gen21.aar.knifeout": "The operator gave the caller a wrong medical instruction.",
  "call.gen20.title": "Fire",
  "call.gen20.scene.caller": "Caller",
  "call.gen20.scene.inside1": "Tenant",
  "call.gen20.scene.inside3": "Tenant",
  "call.gen20.scene.fire": "Fire",
  "call.gen20.scene.car": "Car on fire",
  "call.gen20.dialog.1": "911, what's your emergency?",
  "call.gen20.dialog.2": "I want to report a fire.",
  "call.gen20.dialog.2b": "There's a fire here!",
  "call.gen20.dialog.address": "{ADDRESS?} Where are you, sir?",
  "call.gen20.dialog.addressa0": "In front of [[ADDRESS]].",
  "call.gen20.dialog.addressa1": "In front of 345 Fordon Road",
  "call.gen20.dialog.addressa2": "At 124 5nd Alley",
  "call.gen20.dialog.addressa3": "Behind 504 Roderick Square",
  "call.gen20.dialog.name": "What's your name, sir?",
  "call.gen20.dialog.name1": "My name is Tom Hilder.",
  "call.gen20.dialog.name2": "I'm Chris Hoover.",
  "call.gen20.dialog.name3": "My name's Oliver Forterson.",
  "call.gen20.dialog.what": "{WHAT'S BURNING?} So what's on fire?",
  "call.gen20.dialog.garbage": "Some garbage...",
  "call.gen20.dialog.room": "I guess it's a living room...",
  "call.gen20.dialog.garage": "It's a garage.",
  "call.gen20.dialog.garbage1": "{IS IT SECURED?} Is that garbage placed in some sort of container or a trash bin?",
  "call.gen20.dialog.dumpster": "A large dumpster is burning.",
  "call.gen20.dialog.trashcan": "It's in the trash can.",
  "call.gen20.dialog.pile": "No, it's just a pile of rubbish.",
  "call.gen20.dialog.around": "{ANY FLAMMABLES AROUND?} Are there any inflammable materials near the fire?",
  "call.gen20.dialog.aroundy": "Yes.",
  "call.gen20.dialog.aroundn": "No, I don't see any.",
  "call.gen20.dialog.howbig": "{HOW BIG IS THE FIRE?} How big is the fire?",
  "call.gen20.dialog.vbig": "Pretty big! The flames are shooting up 10, maybe 15 feet!",
  "call.gen20.dialog.mbig": "It's kind of big, like the size of a bonfire.",
  "call.gen20.dialog.sbig": "It's hard to tell. There's a lot of smoke...",
  "call.gen20.dialog.spread": "Is the fire spreading anywhere?",
  "call.gen20.dialog.spreadyes": "Yes.",
  "call.gen20.dialog.spreadno": "I don't think so.",
  "call.gen20.dialog.burnout": "Hm, actually, it looks like it's burning out.",
  "call.gen20.dialog.room1": "{MORE DETAILS} I need you to be more specific, sir? Is the room in a house or an apartment?",
  "call.gen20.dialog.house": "It's part of the house.",
  "call.gen20.dialog.apartment": "It's situated in apartment building.",
  "call.gen20.dialog.inside": "You're not inside, are you?",
  "call.gen20.dialog.no": "No, I saw the fire through a window.",
  "call.gen20.dialog.own": "Is it your place?",
  "call.gen20.dialog.own1": "No, I was just passing by.",
  "call.gen20.dialog.somebody": "{ANYONE INSIDE?} Do you know if there's anyone inside?",
  "call.gen20.dialog.nobody": "I'm not sure, but I don't see or hear anyone.",
  "call.gen20.dialog.light": "Maybe... somebody might be there, I see the lights being on in the other rooms.",
  "call.gen20.dialog.scream": "Yes! I think so! I heard a scream just before I called...",
  "call.gen20.dialog.gkind": "{WHAT KIND?} What kind of a garage is it?",
  "call.gen20.dialog.resgar": "It's a garage next to the house.",
  "call.gen20.dialog.parking": "It's a parking garage.",
  "call.gen20.dialog.underground": "It's an underground garage.",
  "call.gen20.dialog.car": "{ANY CARS?} Are there any cars near the fire?",
  "call.gen20.dialog.nocar": "No, there isn't.",
  "call.gen20.dialog.closecar": "Yes, obviously, there are quite a few of them",
  "call.gen20.dialog.burncar": "Actually, a car is already on fire.",
  "call.gen20.dialog.noneed": "{IT'S NOT URGENT} Sir, I don't think the help of firefighters is really necessary. If the fire doesn't burn out, just call 911 again.",
  "call.gen20.dialog.send": "{THE FIREFIGHTERS ARE COMING} The fire department is on the way.",
  "call.gen20.dialog.send1": "Okay. Goodbye.",
  "call.gen20.dialog.noneed1": "If you think so... Bye.",
  "call.gen20.dialog.reminder": "Hello?",
  "call.gen20.dialog.reminder2": "Is that everything you need to know?",
  "call.gen20.aar.story": "The caller reported a fire.",
  "call.gen20.aar.inside": "People were inside the burning building.",
  "call.gen20.aar.nosend": "The operator decided that there is no need to send emergency services.",
  "call.gen20.aar.nobody": "Nobody was inside the burning building.",
  "call.wa_b1.title": "Blown up car",
  "call.wa_b1.scene.blown": "Blown up car",
  "call.wa_b1.scene.fire": "Car fire",
  "call.wa_b1.dialog.1": "911, what's your emergency?",
  "call.wa_b1.dialog.2": "Oh, you're gonna have an emergency real soon",
  "call.wa_b1.dialog.3": "{WHAT DO YOU MEAN?} What do you mean?",
  "call.wa_b1.dialog.4": "I mean that you should look out your window... cya!",
  "call.wa_b1.dialog.address": "{WHERE?} Where?",
  "call.wa_b1.dialog.addressa0": "Oh, right outside your window.",
  "call.wa_b1.dialog.reminder": "10...... 9...... 8...... 7....... 6......",
  "call.wa_b1.dialog.reminder2": "5...... 4....... 3...... 2....... 1......",
  "call.wa_b1.aar.story": "The caller has mentioned the bomb explosion that happened few seconds later.",
  "call.wa_b2.title": "Possible bomb",
  "call.wa_b2.scene.bomb": "The bomb",
  "call.wa_b2.scene.bombt": "Time to blow up: {1}s",
  "call.wa_b2.scene.w1": "Resident",
  "call.wa_b2.scene.w2": "Resident",
  "call.wa_b2.scene.w3": "Resident",
  "call.wa_b2.scene.rubble": "Rubble",
  "call.wa_b2.scene.fireb": "Fire",
  "call.wa_b2.scene.evacuation": "Evacuation",
  "call.wa_b2.dialog.1": "911, what's your emergency?",
  "call.wa_b2.dialog.2": "Now you know I'm not joking... The next bomb will blow up at [[ADDRESS]]. You have 5 minutes to evacuate.",
  "call.wa_b2.dialog.why": "{WHY?} Why are you doing this?!",
  "call.wa_b2.dialog.whya": "You will learn soon enough.",
  "call.wa_b2.dialog.where": "{WHERE ARE YOU?} Where are you calling from?",
  "call.wa_b2.dialog.wherea": "HAHAHA! That was really lame and disrespectful! You have 3 minutes instead.",
  "call.wa_b2.dialog.what": "{WHAT DO YOU WANT?} What are your terms?",
  "call.wa_b2.dialog.whata": "Do as I say when I call you next time.",
  "call.wa_b2.dialog.reminder": "Tick-tock-tick-tock",
  "call.wa_b2.dialog.reminder2": "It's not gonna work man, I know the drill.",
  "call.wa_b2.aar.evac": "The residents were evacuated.",
  "call.wa_b2.aar.story": "The caller has given a warning about an incoming explosion.",
  "call.wa_b2.aar.explode": "The bomb blew up.",
  "call.wa_b4.title": "Bomber",
  "call.wa_b4.scene.bomber": "The bomber",
  "call.wa_b4.scene.car": "Abandoned car",
  "call.wa_b4.dialog.1": "911, what's your emergency?",
  "call.wa_b4.dialog.2": "You should listen to my demands, or you will have much bigger problems than you already have...",
  "call.wa_b4.dialog.opnot": "{WE WON'T NEGOTIATE} We do not negotiate with terrorists!",
  "call.wa_b4.dialog.opcons": "{STOP IT!} Stop it right now or you will face serious consequences!",
  "call.wa_b4.dialog.opdem": "{WHAT DO YOU WANT} Ok, what are your demands?",
  "call.wa_b4.dialog.shame": "That is too bad. You will have some blood on your hands very soon...",
  "call.wa_b4.dialog.opconsa": "Oh, I know the consequences and you should also know the consequences of NOT LISTENING TO ME!",
  "call.wa_b4.dialog.opdema": "I want my demands presented to the media: All the deportations of the so called 'illegal immigrants' must stop now, or more bombs will follow. If you want to send us back to the warzone, I will bring the warzone to you. I want to see my demands on every TV station in the city in 5 minutes.",
  "call.wa_b4.dialog.opdemav2": "I want my demands presented to the media: all the military activity of US Army outside its territory must stop now, or more bombs will follow. If you want to operate in the warzone, I will bring the warzone to you. I want to see my demands on every TV station in the city in 5 minutes.",
  "call.wa_b4.dialog.forthem": "{IS IT A POLITICAL REASON?} So you're doing this for political reasons?",
  "call.wa_b4.dialog.forthema": "Yes, I do it for all the refugees that are not welcome here, for all those that have no voice. I am the one that you have to reckon with!",
  "call.wa_b4.dialog.forthemav2": "Yes, people from my country have suffered enough. Those countless wars caused by the US interference. . . It's about time that you start minding your own business, my fellow Americans!",
  "call.wa_b4.dialog.onlyworse": "{YOU'RE MAKING IT WORSE!} You will only make the things worse this way - far, far worse. You have to stop it now for the sake of your cause.",
  "call.wa_b4.dialog.onlyworsea": "I WILL TAKE THE BLAME...Don't you get it??? SOMETHING has to be done...something radical... only RADICAL actions can bring RADICAL CHANGE",
  "call.wa_b4.dialog.onlyworsea2": "I WILL TAKE THE BLAME...Don't you get it??? SOMETHING has to be done... something radical... only RADICAL actions can bring RADICAL CHANGE in this country!",
  "call.wa_b4.dialog.opok": "{OK, I WILL} Ok, I'll do what I can to arrange what you asking for.",
  "call.wa_b4.dialog.opgoon": "{I CANT!} But I can't do that, I don't have the authority to make that decision!",
  "call.wa_b4.dialog.opoka": "Good boy. Then, I want a public declaration from the president that not a single person will be departed from the country.",
  "call.wa_b4.dialog.opokav2": "Good boy. Then, I want a public declaration from the president that not a single American soldier will remain outside of the US borders .",
  "call.wa_b4.dialog.repeat": "{REPEAT PLEASE} I am sorry, could you repeat that?",
  "call.wa_b4.dialog.repeata": "I said, I want THE PRESIDENT to say that NO ONE will be DEPORTED!!!",
  "call.wa_b4.dialog.repeatav2": "I said, I want THE PRESIDENT to say that NO American soldier will remain OUTSIDE YOUR BORDERS!!!",
  "call.wa_b4.dialog.opgoona": "Of course you can. Just pass it on to your supervisor.",
  "call.wa_b4.dialog.insane": "{YOU'RE INSANE} That's insane, it's impossible!",
  "call.wa_b4.dialog.insanea": "Just DO AS I SAY!!!",
  "call.wa_b4.dialog.noboms": "{IT MAKES NO SENSE} Really, a few bombs aren't gonna force the government to do what you want.",
  "call.wa_b4.dialog.oktoo": "{I WILL PASS THAT ON} Ok, I will pass that on too.",
  "call.wa_b4.dialog.goodwait": "You have 5 minutes. I will talk to you later.",
  "call.wa_b4.dialog.iknow": "{WE KNOW THE BOMB'S LOCATION} We already know where the bomb is!",
  "call.wa_b4.dialog.iknowa": ". . . . . . . . .",
  "call.wa_b4.dialog.reminder": "Play for time again and you won't get a warning for the next bomb.",
  "call.wa_b4.dialog.reminder2": "I mean it!",
  "call.wa_b4.aar.story": "The bomber has called again to make his demands.",
  "call.wa_b4.aar.explode": "The bomb blew up.",
  "call.wa_b4.aar.deton": "The caller has detonated the bomb, probably in panic.",
  "call.wa_b4.aar.fail": "The operator has failed to persuade or talk the bomber out.",
  "call.wa_b4.aar.check": "A cell phone was found in the car. Both were found out to be stolen.",
  "call.gen19.title": "Stomach ache",
  "call.gen19.scene.caller": "Caller",
  "call.gen19.dialog.1": "911, what's your emergency?",
  "call.gen19.dialog.2": "Hello, my stomach hurts really bad...",
  "call.gen19.dialog.address": "{WHAT'S YOUR ADDRESS?} What is your address, sir?",
  "call.gen19.dialog.addressa0": "It's [[ADDRESS]]",
  "call.gen19.dialog.addressa1": "13 Raspberry Road",
  "call.gen19.dialog.addressa2": "104 8th Alley",
  "call.gen19.dialog.addressa3": "64 Frotemond Plaza",
  "call.gen19.dialog.name": "{WHAT'S YOUR NAME?} And your name?",
  "call.gen19.dialog.name1": "My name is Kevin Rogerson.",
  "call.gen19.dialog.name2": "I'm Steve Walters.",
  "call.gen19.dialog.name3": "My name's Seth Dorts.",
  "call.gen19.dialog.howlong": "{HOW LONG?} So how long have you had this stomach pain?",
  "call.gen19.dialog.now": "About an hour ago....it started suddenly.",
  "call.gen19.dialog.hours": "I've been feeling awful since morning, but it feels like it's getting worse by the hour.",
  "call.gen19.dialog.weeks": "Hmm... it's about two weeks, I guess.",
  "call.gen19.dialog.symp": "{DOES ANYTHING ELSE HURT YOU?} Does anything else hurt?",
  "call.gen19.dialog.nosymp": "No... I can't feel anything except the pain in my belly.",
  "call.gen19.dialog.headache": "I have a terrible headache.",
  "call.gen19.dialog.vomits": "I vomited half an hour ago.",
  "call.gen19.dialog.alco": "{DID YOU DRINK ALCOHOL?} Sir, have you drunk alcohol lately?",
  "call.gen19.dialog.noalco": "What? No! I'm not hangover!",
  "call.gen19.dialog.party": "Well... I went to a party last night and... maybe I drink a bit too much...",
  "call.gen19.dialog.vine": "Only a glass of wine during a dinner.",
  "call.gen19.dialog.nosendalko": "{IT'S NOT AN EMERGENCY} Sir, that's probably result of too much alcohol last night, I think that's the reason. I can't send ambulance in such a situation. So here is my advice: Wait a couple of hours, if the pain is still there or it increases get yourself to the emergency room at the hospital, OK?",
  "call.gen19.dialog.nosendresp1": "What?! Is this a joke to you? I can barely make it to the toilet and you tell me to wait?",
  "call.gen19.dialog.nosendresp1a": "{CALM DOWN} Sir...",
  "call.gen19.dialog.nosendresp1b": "I heard enough. Bye.",
  "call.gen19.dialog.nosendresp2": "Okay, I guess you're right. Bye.",
  "call.gen19.dialog.eat": "{WHAT DID YOU EAT?} Have you eaten anything unusual lately, sir?",
  "call.gen19.dialog.noeat": "No, just what I always eat.",
  "call.gen19.dialog.burritoeat": "Hm, I don't know.... I've eaten a burrito, but I don't know if it counts as unusual.",
  "call.gen19.dialog.musheat": "Well... maybe it's because of those mushrooms...",
  "call.gen19.dialog.doctor": "{WHY DIDN'T YOU VISIT A DOCTOR} So why haven't you gone to a doctor, sir?",
  "call.gen19.dialog.doctime": "I was busy. There were so many things to do...",
  "call.gen19.dialog.docserious": "I didn't think it would get so bad. But the pain didn't go away and now it's even worse!",
  "call.gen19.dialog.docpain": "I wasn't able to do it. I took a few days off at work, but the pain was so overwhelming... I literally haven't got out of my bed since Tuesday.",
  "call.gen19.dialog.godoc": "{GO TO A DOCTOR} You should go visit a doctor as soon as possible. 911 is for emergencies I hope you understand that, so I can't send an ambulance in this kind of case.",
  "call.gen19.dialog.othersym": "Do you have any other symptoms?",
  "call.gen19.dialog.diar": "Umm...I also have diarrhea.",
  "call.gen19.dialog.pale": "I looked in the mirror and my skin's very pale, I have the chills and I can't stop sweating",
  "call.gen19.dialog.noother": "No, I don't think so.",
  "call.gen19.dialog.nosendfood": "{FOOD MIGHT BE THE REASON} Are you sure about quality of the food you've had? Maybe you have indigestion.",
  "call.gen19.dialog.nosendfoodok": "I haven't been to that restaurant before... and, now that I think about it, the burrito didn't taste right...but I ate it anyway.",
  "call.gen19.dialog.nosendfooddis": "It's not about the food...",
  "call.gen19.dialog.endfood": "{GO TO A DOCTOR} Probably there's nothing to worry about. Although, I think you should contact your doctor if the pain doesn't go away.",
  "call.gen19.dialog.endfood1": "Sure. Thank you! Bye.",
  "call.gen19.dialog.endfood2": "Seriously? I knew I could go to the doctor before I called you. Thanks for nothing!",
  "call.gen19.dialog.send": "Okay, I'll send an ambulance to you.",
  "call.gen19.dialog.sendmush": "{I'LL SEND AN AMBULANCE} Sir, there is a possibility that you've eaten some poisonous mushrooms. I'll send an ambulance immediately.",
  "call.gen19.dialog.endmush": "Oh, God... what have I done?!?... Please... get the ambulance here fast!",
  "call.gen19.dialog.sendsymp": "{I'LL SEND AN AMBULANCE} Your symptoms could be a sign of something really serious. I'm gonna get you medical help as soon as possible.",
  "call.gen19.dialog.waitsick": "Thank you... thank you very much. I'll wait for them to get here. Bye.",
  "call.gen19.dialog.end": ". . . . . . . . . . .",
  "call.gen19.dialog.reminder": "Ohhhh, my stomach!",
  "call.gen19.dialog.reminder2": "Oh... can you help me?",
  "call.gen19.aar.story": "The caller had a severe stomach ache.",
  "call.gen19.aar.sympserious": "The caller had symptoms which could be a sign of a serious disease.",
  "call.gen19.aar.mushrooms": "The caller ate toxic mushrooms.",
  "call.gen19.aar.food": "The caller had indigestion. Medical help was not necessary.",
  "call.gen19.aar.noemergency": "Stomach ache did not appear suddenly and the caller should visit a doctor. The help of ambulance was not necessary.",
  "call.gen19.aar.alco": "Stomach ache was caused by the alcohol and medical help wasn't needed.",
  "call.gen19.aar.sended": "The operator decided to send an ambulance.",
  "call.gen19.aar.ignore": "The operator decided that the case was not urgent enough to send emergency medical services.",
  "call.wa_b3.title": "Possible bomb",
  "call.wa_b3.scene.caller": "Security officer (caller)",
  "call.wa_b3.scene.bomb": "Car bomb",
  "call.wa_b3.scene.bombt": "Time to blow up: {1}s",
  "call.wa_b3.scene.w1": "Resident",
  "call.wa_b3.scene.w2": "Resident",
  "call.wa_b3.scene.w3": "Resident",
  "call.wa_b3.scene.w4": "Resident",
  "call.wa_b3.scene.w5": "Resident",
  "call.wa_b3.scene.evacuation": "Evacuation",
  "call.wa_b3.scene.w6": "Roughed up man",
  "call.wa_b3.scene.blown": "Blown up car",
  "call.wa_b3.dialog.1": "911, what's your emergency?",
  "call.wa_b3.dialog.2": "Hello? Umm... there's a strange car at the back of our building...",
  "call.wa_b3.dialog.address": "Could you give me the address, sir?",
  "call.wa_b3.dialog.addressa0": "Yes, we're at [[ADDRESS]]",
  "call.wa_b3.dialog.addressa1": "its 345 Oxygen Road",
  "call.wa_b3.dialog.addressa2": "its 124 2nd Avenue",
  "call.wa_b3.dialog.addressa3": "its 504 Basic Square",
  "call.wa_b3.dialog.whatp": "Is this a residence or a business?",
  "call.wa_b3.dialog.whatpa1": "It's an insurance company office building.",
  "call.wa_b3.dialog.whatpa2": "It's an office of a mining company.",
  "call.wa_b3.dialog.whatpa3": "It's a labor union office.",
  "call.wa_b3.dialog.legal": "Is that car parked in a prohibited area?",
  "call.wa_b3.dialog.resarea": "It's a private property.",
  "call.wa_b3.dialog.name": "Who am I speaking to?",
  "call.wa_b3.dialog.name1": "I'm Jason Sobers, a security guard.",
  "call.wa_b3.dialog.who": "Did you see who parked it there?",
  "call.wa_b3.dialog.whoa": "That's the thing, nobody saw it being parked and it's not supposed to be there, it's a restricted area.",
  "call.wa_b3.dialog.cams": "{ANY CAMERAS?} Are there any surveillance cameras in the area?",
  "call.wa_b3.dialog.camsfail": "Yeah, we do, but the car is parked exactly in the blind spot!",
  "call.wa_b3.dialog.dontcome": "{STAY AWAY FROM THE CAR} Sir, tell everyone to stay away from the area.",
  "call.wa_b3.dialog.dontcomea": "Well, ok... do you think it's that important?",
  "call.wa_b3.dialog.evacuate": "{EVACUATE THE BUILDING} You should start to evacuate the building immediately! Sound the fire alarm now!",
  "call.wa_b3.dialog.remain": "{NOT SURE} No sir, maybe not. Please keep calm, the situation is under control.",
  "call.wa_b3.dialog.evacuatea": "Oh my god... do you think it's one of those bombs?! Should I tell people?",
  "call.wa_b3.dialog.tellyes": "{YES} Yes, tell everyone and evacuate as fast as possible!",
  "call.wa_b3.dialog.tellno": "{NO} No, just pull the fire alarm and make sure everyone gets to a safe place.",
  "call.wa_b3.dialog.tellyesa": "OH MY GOD!!! Of course! . . . . . . . . . . . . . . EVERYONE, GET OUT OF HERE NOW, THERE'S A BOMB!..... RUN!.....",
  "call.wa_b3.dialog.tellnoa": "Oh my.... of course.... the alarm . . . . . . . . . . . . . . . . . . . what now?",
  "call.wa_b3.dialog.waits": "{GO TO SAFE ZONE AND WAIT} There is nothing more for you to do right now, just get out of the building, wait in the safe zone for the emergency services to arrive. They will be there shortly.",
  "call.wa_b3.dialog.whattodo": "What should I do then?",
  "call.wa_b3.dialog.whattodoa": "{JUST WAIT} Just wait for the services to arrive.",
  "call.wa_b3.dialog.endwait": "Ok, I will wait...",
  "call.wa_b3.dialog.check1": "Did you check that car?",
  "call.wa_b3.dialog.nocheck": "Not yet. I thought it might be dangerous. There are all kinds of stories about bombs going off in the news. I thought I'd call 911 first.",
  "call.wa_b3.dialog.check2": "{CHECK THE CAR} Go out and check the car closely.",
  "call.wa_b3.dialog.check3": "Ok, I'm going . . . . . . . . . . . . . . . . . . . What should I check?",
  "call.wa_b3.dialog.check4": "Just look through the windows and under the car.",
  "call.wa_b3.dialog.tellmorea": "Ok... Hmmm . . . . . I don't see anything under the car . . . . . . . . I'm looking in the windows . . . . . . Oh, sweet Jesus . . . Is that a bomb?",
  "call.wa_b3.dialog.describe": "What do you see?",
  "call.wa_b3.dialog.describe1": "There is... there's a device with a lot of cables and wires. It's attached to... some kind of a container. God, what should I do?!",
  "call.wa_b3.dialog.goback": "Go back to the building immediately!",
  "call.wa_b3.dialog.goback1": "Yes... I'm going back . . . . . . . . . . . . . . . . . . . . . . . . I'm inside!",
  "call.wa_b3.dialog.notime": "{IT'S NOT IMPORTANT} We have no time for that now, sir. Please contact the security of the building.",
  "call.wa_b3.dialog.notimea": "But I am security!",
  "call.wa_b3.dialog.ignore": "{IT'S YOUR JOB} So... aren't you paid to deal with such problems?",
  "call.wa_b3.dialog.ignored": "Well... yes, but I-I... Nevermind. I'll find somebody who will treat me seriously. Bye.",
  "call.wa_b3.dialog.end": "Ok, I'm going! Thank you!",
  "call.wa_b3.dialog.reminder": "Hello?",
  "call.wa_b3.dialog.reminder2": "I really think that might be dangerous!",
  "call.wa_b3.aar.story": "The caller reported an unknown car in a restricted area.",
  "call.wa_b3.aar.panic": "The caller notified the people about a bomb, causing panic, which resulted in a person being injured.",
  "call.wa_b3.aar.noevac": "The operator told the security guard to wait for emergency services.",
  "call.wa_b3.aar.nopanic": "The operator instructed to start building evacuation.",
  "call.wa_b3.aar.risk": "The operator's instructions put the caller in danger. Checking the car could cause detonation of the bomb.",
  "call.wa_b3.aar.ignorefail": "The operator ignored a serious terrorist threat.",
  "call.wa_b3.aar.explode": "The bomb blew up.",
  "call.gen22.title": "Parking violation",
  "call.gen22.scene.caller": "Caller",
  "call.gen22.scene.car": "Parked car",
  "call.gen22.scene.suspcar": "Suspicious car",
  "call.gen22.dialog.1": "911, what's your emergency?",
  "call.gen22.dialog.2": "Hello, I want to report an illegally parked car.",
  "call.gen22.dialog.2b": "Um... there's a strange car parked here.",
  "call.gen22.dialog.2c": "Hi, there is a strange car parked here. Could you check it?",
  "call.gen22.dialog.place": "{WHERE?} Where is the car parked?",
  "call.gen22.dialog.side": "On the sidewalk.",
  "call.gen22.dialog.mall": "In the shopping mall parking.",
  "call.gen22.dialog.hospital": "It's a restricted area.",
  "call.gen22.dialog.legal": "{PROHIBITED AREA?} Is the car parked in a prohibited area?",
  "call.gen22.dialog.illegal": "Yes, there's a sign here saying 'NO PARKING'",
  "call.gen22.dialog.feeling": "No... but I don't think it should be parked here.",
  "call.gen22.dialog.blocking": "The car is blocking the traffic!",
  "call.gen22.dialog.address": "{ADDRESS?} Can you give me the address of where this car is parked, sir?",
  "call.gen22.dialog.addressa0": "It's [[ADDRESS]]",
  "call.gen22.dialog.addressa1": "20 Frideric Street",
  "call.gen22.dialog.addressa2": "402 Vortens Plaza",
  "call.gen22.dialog.addressa3": "154 49th Alley",
  "call.gen22.dialog.why": "{WHAT'S CONCERNING?} Sir, what is it about the parked car that has you concerned?",
  "call.gen22.dialog.myspot": "This is my spot!",
  "call.gen22.dialog.nospace": "There is not enough space to walk through.",
  "call.gen22.dialog.private": "Private cars are not allowed to park here.",
  "call.gen22.dialog.dontsend2": "{NO EMERGENCY} Sir, this isn't an emergency call. You will need to contact proper city services to make a complaint.",
  "call.gen22.dialog.why2": "Why is that, sir?",
  "call.gen22.dialog.privat": "It's private property.",
  "call.gen22.dialog.safe": "It's for safety reasons. Maybe I'm overreacting, but could you send the police to check it?",
  "call.gen22.dialog.y": "{YES} Yes, of course. I'll send the police to check the car.",
  "call.gen22.dialog.n": "{NO} Sir, honestly I don't know why you would feel threatened by this vehicle.",
  "call.gen22.dialog.send": "{POLICE WILL CHECK} I'll have an officer check it out and they'll decide if the car should be towed.",
  "call.gen22.dialog.thanks": "Thank you! Bye.",
  "call.gen22.dialog.end": "I hope you will not regret that decision. Bye.",
  "call.gen22.dialog.end2": "Ok, I'll do it. Bye.",
  "call.gen22.dialog.end3": "Oh, really? I thought you have to at least try to help me. Eh...",
  "call.gen22.dialog.reminder": "Hello..? Are you still there?",
  "call.gen22.dialog.reminder2": "Hey! I'm waiting!",
  "call.gen22.aar.story": "The caller reported a car parked in a wrong area.",
  "call.gen22.aar.shouldcheck": "The operator didn't check the possible bomb threat.",
  "call.gen22.aar.check": "The operator decided to check the suspicious car, but the police didn't find anything dangerous.",
  "call.gen22.aar.blocked": "The car was blocking traffic.",
  "call.gen22.aar.illegal": "The car was parked in a handicapped parking space. Owner of the car had broken the law, but the intervention of emergency services wasn't necessary.",
  "call.gen22.aar.noneed": "The intervention of emergency services wasn't necessary.",
  "call.gen22.aar.moved": "The car was removed.",
  "call.go90.title": "Childbirth in a traffic jam",
  "call.go90.scene.father": "Father (caller)",
  "call.go90.scene.mother": "Mother",
  "call.go90.scene.child": "Newborn",
  "call.go90.dialog.1": "911, what's your emergency?",
  "call.go90.dialog.2": "My wife is giving birth!",
  "call.go90.dialog.where": "{WHERE?} Sir, keep calm. Where are you?",
  "call.go90.dialog.freq": "{ANY CONTRACTIONS?} Is your wife having contractions?",
  "call.go90.dialog.jam": "We were heading to the hospital, but we got stuck in a traffic jam! There is no way we can get out of here! Please help us!",
  "call.go90.dialog.freq1": "Yes... wait a second . . do you have contractions? . . . . . . . . . . . . Contractions are getting stronger and occur very often. Send an ambulance quickly!",
  "call.go90.dialog.month": "{WHAT MONTH IS IT?} How far along is your wife's pregnancy?",
  "call.go90.dialog.month1": "She's in her ninth month, sir! We need help!",
  "call.go90.dialog.address": "{WHERE ARE YOU?} Sir, do you know where you are, can you give me the address?",
  "call.go90.dialog.addressa0": "We're stuck near [[ADDRESS]].",
  "call.go90.dialog.addressa1": "We're stuck near 20 Frote Road",
  "call.go90.dialog.addressa2": "We're stuck near 104 9th Alley",
  "call.go90.dialog.addressa3": "We're stuck near 154 Downtown Street",
  "call.go90.dialog.toolate": "{YOU HAVE TO ACT} Sir, I've sent an ambulance, but it may not arrive before the baby does.",
  "call.go90.dialog.panic": "What?! What does it mean?! That's our baby!!! I don't know what to do!!!",
  "call.go90.dialog.hardcalm": "{BE A MAN} Hey, sir! You need to be strong, strong for your wife, strong for your baby. And believe me when I say this, your wife has a far tougher job ahead of her, ok?",
  "call.go90.dialog.namecalm": "{EVERYTHING WILL BE FINE} Everything's gonna be fine, sir. Do you have a name for the baby yet?",
  "call.go90.dialog.namecalm1": "Em... yes. We're expecting a girl, so we'll name her Lucy, after my grandma.",
  "call.go90.dialog.namecalm2": "{STAY CALM} That's a beautiful name. So, please be calm, listen to my instructions and together we will take care of your wife and Lucy, sound good?",
  "call.go90.dialog.namecalm3": ". . . . . okay... let's do it...",
  "call.go90.dialog.trycalm": "I-I'll try...",
  "call.go90.dialog.first": "What should I do first?",
  "call.go90.dialog.clothes": "{TAKE OFF HER CLOTHES} What you're gonna have to do is expose you wife from the waist down. So you're gonna help take her pants off. She shouldn't have anything below the waist.",
  "call.go90.dialog.flat": "{LAY HER DOWN} I want you to get your wife comfortable on a back on a steady flat surface.",
  "call.go90.dialog.left": "{FIND SOMEONE TO HELP} I want you to get out of your car and see if you can find someone else also stuck in traffic, who maybe is a medical professional.",
  "call.go90.dialog.left1": "Should I leave my wife alone?!",
  "call.go90.dialog.leftno": "{NO} No, that's a bad idea.",
  "call.go90.dialog.thenwhat": "Then what should I do???",
  "call.go90.dialog.leftyes": "{YES} Yes. Try to do it quickly.",
  "call.go90.dialog.leftend": "Okay... So... I'm going. Thanks for the help... I guess...",
  "call.go90.dialog.backseat": "Okay, wait. I'll make some space on the backseat . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . .",
  "call.go90.dialog.backseat1": "Thank God I bought a big car. . . . . . . . .",
  "call.go90.dialog.backseat2": "Lay down, honey. You need to lay down. . . . . . . . . . . . .",
  "call.go90.dialog.backseat3": "Okay, what's next?",
  "call.go90.dialog.clothes1": "Sure.",
  "call.go90.dialog.clothes2": "Honey, you need to take off your pants... Let me help you . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .",
  "call.go90.dialog.clothes3": "Done.",
  "call.go90.dialog.relax": "{RELAX AND WAIT} Now, your wife should try to relax and breathe deeply. She'll probably have the urge to push very soon.",
  "call.go90.dialog.water": "Has her water broken?",
  "call.go90.dialog.water1": "My wife says so...",
  "call.go90.dialog.push": "{PUSH} Now, you should tell your wife to push.",
  "call.go90.dialog.okstart": "Okay.",
  "call.go90.dialog.forcepush": "Push, honey! Push! Come on!",
  "call.go90.dialog.relaxpush": "Relax, sweetheart. Take a deep breaths. Yes, like that. Everything will be okay.",
  "call.go90.dialog.screams": ". . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .",
  "call.go90.dialog.babysee": "I see the baby!",
  "call.go90.dialog.head": "{CAN YOU SEE THE HEAD?} Can you see the head?",
  "call.go90.dialog.legs": "I can't! I don't see the head! Oh God, those are legs. Christ, what I'm supposed to do?!",
  "call.go90.dialog.stoplab": "Your wife needs to stop pushing or at least delay her labor. The ambulance is on the way.",
  "call.go90.dialog.pull": "{PULL OUT THE BABY} You should pull the baby in your direction.",
  "call.go90.dialog.head1": "Yes, it's the head!",
  "call.go90.dialog.pull1": "What? I can't do that! The head is slippery and I don't want to hurt the baby.",
  "call.go90.dialog.inprogress": "Okay, wait until the baby is out. You'll need to catch her and protect her from falling.",
  "call.go90.dialog.inprogress1": "Okay, okay. Darling, you can do this!",
  "call.go90.dialog.inprogress2": ". . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .",
  "call.go90.dialog.inprogress3": "Oh, my God...... she's here. It's a girl! Our baby...",
  "call.go90.dialog.congrats": "{CONGRATS!} Congratulations! You did it!",
  "call.go90.dialog.congrats2": "Thank you!",
  "call.go90.dialog.breathing": "{IS SHE BREATHING?} Is Lucy breathing? Is she crying?",
  "call.go90.dialog.breathing1": "Yes, she is... she looks healthy and beautiful. My sweet Lucy...",
  "call.go90.dialog.nocry": "She isn't crying! I don't know... I don't know if she's breathing!",
  "call.go90.dialog.rub": "{RUB HER BACK} Don't panic, sir. If she's not crying you may need to clear her airway. Use your little finger to remove any mucus from her mouth, then turn her over, face down, and pat her back.",
  "call.go90.dialog.badwait": "{WAIT FOR HELP} Don't do anything, just wait for an ambulance. It's on the way.",
  "call.go90.dialog.rubworked": "Okay. . . . . It worked! Oh, Jesus, I'm so happy, Lucy is alive!",
  "call.go90.dialog.givetoma": "You can give Lucy to your wife.",
  "call.go90.dialog.stomach": "You should put the child on mother's stomach.",
  "call.go90.dialog.stomach1": ". . . . . . .",
  "call.go90.dialog.cordblock": "Sure...... Oh, I can't do it, because of the umbilical cord. Sweet God, I almost disrupted it.",
  "call.go90.dialog.tie": "{TIE THE CORD} Find something to tie the umbilical cord. It could be anything: ribbon, string or even a clean shoelace.",
  "call.go90.dialog.pulsate": "Check if the umbilical cord is still pulsating.",
  "call.go90.dialog.pulsate1": "No, it isn't!",
  "call.go90.dialog.tie1": "Okay, I got a ribbon.",
  "call.go90.dialog.tie2": "{MAKE A KNOT} Now, you should make a knot about 1,5 inches from the newborn's belly.",
  "call.go90.dialog.tie3": ". . . . . . . . . . . . . . . . . . . . It's done. Should I cut it?",
  "call.go90.dialog.necess": "Yes, do it immediately.",
  "call.go90.dialog.nonecess": "{NOT NECESSARILY} It isn't necessary. You can wait with that until you get to the hospital.",
  "call.go90.dialog.stayordrive": "Okay... The traffic jam looks a bit smaller. Should I drive to the hospital or an ambulance will arrive here?",
  "call.go90.dialog.stay": "{WAIT} Just wait, the ambulance is almost there.",
  "call.go90.dialog.drive": "{DRIVE ON YOUR OWN} The hardest part is behind you and your wife too. Drive her to the hospital and drive carefully.",
  "call.go90.dialog.end": "Okay, thank you very much, sir.",
  "call.go90.dialog.end2": "Oh God, we'll try. Please, hurry!",
  "call.go90.dialog.reminder": ". . . . . . . . . . . . . . . . . . . . . . . . . . . .",
  "call.go90.dialog.reminder2": "So what should I do now?",
  "call.go90.aar.story": "A pregnant woman started giving a birth in a traffic jam.",
  "call.go90.aar.badinst": "The operator gave wrong medical instruction.",
  "call.go90.aar.keepcalm": "The operator efficiently calmed the man down.",
  "call.go90.aar.nocalm": "The operator didn't manage to calm the man down.",
  "call.go90.aar.badidea": "The operator put the woman in danger. Her husband left her alone, because of the operator's instruction.",
  "call.go90.aar.badwait": "The operator didn't give the important medical instructions, which put the newborn's life in danger.",
  "call.go90.aar.itsalive": "The child was born.",
  "call.gen20_2.title": "Fire",
  "call.gen20_2.scene.caller": "Caller",
  "call.gen20_2.scene.arson": "Arsonist",
  "call.gen20_2.scene.arson2": "Caller",
  "call.gen20_2.scene.inside1": "Tenant",
  "call.gen20_2.scene.inside3": "Tenant",
  "call.gen20_2.scene.fire": "Fire",
  "call.gen20_2.scene.car": "Car on fire",
  "call.gen20_2.dialog.1": "911, what's your emergency?",
  "call.gen20_2.dialog.2": "Hello, I've seen a fire. Can you do something with it?",
  "call.gen20_2.dialog.2b": "It's burning here! Please, send help!",
  "call.gen20_2.dialog.address": "{ADDRESS?} What's the address you're calling from, ma'am?",
  "call.gen20_2.dialog.addressa0": "In front of [[ADDRESS]].",
  "call.gen20_2.dialog.addressa1": "In front of 345 Fordon Road",
  "call.gen20_2.dialog.addressa2": "At 124 5th Alley",
  "call.gen20_2.dialog.addressa3": "Behind 504 Roderick Square",
  "call.gen20_2.dialog.name": "What's your name?",
  "call.gen20_2.dialog.name1": "My name is Charlene Gee.",
  "call.gen20_2.dialog.name2": "I'm Jessica Domaters.",
  "call.gen20_2.dialog.name3": "My name's Olivia Brightow.",
  "call.gen20_2.dialog.what": "{WHAT'S BURNING?} What is burning?",
  "call.gen20_2.dialog.garbage": "Just garbage...",
  "call.gen20_2.dialog.room": "I don't know, it's probably a living room...",
  "call.gen20_2.dialog.garage": "A garage!",
  "call.gen20_2.dialog.garbage1": "{IS IT SECURED?} Is the garbage in some sort of container or dumpster?",
  "call.gen20_2.dialog.dumpster": "It's placed in a dumpster. Pretty big one!",
  "call.gen20_2.dialog.trashcan": "Emm.. it's just a trash can.",
  "call.gen20_2.dialog.pile": "No, it's a pile of rubbish lying on the ground.",
  "call.gen20_2.dialog.around": "{ANY FLAMMABLES AROUND?} Are there any inflammable materials around the fire?",
  "call.gen20_2.dialog.aroundy": "Yes, there is!",
  "call.gen20_2.dialog.aroundn": "Emm... no, I don't see any.",
  "call.gen20_2.dialog.howbig": "{HOW BIG IS THE FIRE?} How big is this fire?",
  "call.gen20_2.dialog.vbig": "The flames are huge! They're shooting into the sky! It looks really scary.",
  "call.gen20_2.dialog.mbig": "Big enough to be worried about! Send help!",
  "call.gen20_2.dialog.sbig": "I don't know... There's a lot of thick smoke... I can barely see the fire.",
  "call.gen20_2.dialog.spread": "{IS IT SPREADING?} Is the fire spreading?",
  "call.gen20_2.dialog.spreadyes": "Yes, it is.",
  "call.gen20_2.dialog.spreadno": "I don't think so.",
  "call.gen20_2.dialog.burnout": "No... Hmm.. Now, it looks like it's burning out.",
  "call.gen20_2.dialog.room1": "{BE MORE SPECIFIC} Could you be more specific, ma'am? Is the room in a house or in an apartment?",
  "call.gen20_2.dialog.house": "Yes, the house is burning.",
  "call.gen20_2.dialog.apartment": "The fire is in an apartment building.",
  "call.gen20_2.dialog.inside": "{ARE YOU INSIDE?} Are you inside?",
  "call.gen20_2.dialog.no": "No, I'm on the street.",
  "call.gen20_2.dialog.cause": "{WHAT CAUSED THE FIRE?} Do you know what caused the fire?",
  "call.gen20_2.dialog.cause1": "I have no idea.",
  "call.gen20_2.dialog.cause2": "Somebody set it on fire.",
  "call.gen20_2.dialog.who": "{WHO DID IT?} Did you see who did it?",
  "call.gen20_2.dialog.idid": "I did...",
  "call.gen20_2.dialog.ididi": "I did...",
  "call.gen20_2.dialog.idid1": "{DID YOU SET THE FIRE?} What?! Did you set the fire?",
  "call.gen20_2.dialog.idid2": ". . . . . .",
  "call.gen20_2.dialog.teens": "It was a bunch of kids. Those teenagers... they behave like animals nowadays!",
  "call.gen20_2.dialog.somebody": "{ANYONE INSIDE?} Do you know if there's anybody inside?",
  "call.gen20_2.dialog.nobody": "I don't know. I haven't been inside.",
  "call.gen20_2.dialog.light": "There are lights on inside, so... somebody might be there...",
  "call.gen20_2.dialog.scream": "I think there is! I've heard a scream a moment ago!",
  "call.gen20_2.dialog.gkind": "{WHAT KIND OF GARAGE?} What kind of garage is that?",
  "call.gen20_2.dialog.resgar": "Just a small garage near to the house.",
  "call.gen20_2.dialog.parking": "It's a parking garage.",
  "call.gen20_2.dialog.underground": "It's an underground garage.",
  "call.gen20_2.dialog.car": "{ANY CARS AROUND?} Are there any cars near the fire?",
  "call.gen20_2.dialog.nocar": "I don't see any.",
  "call.gen20_2.dialog.closecar": "Of course, there are plenty of cars around the fire!",
  "call.gen20_2.dialog.burncar": "Oh, didn't I say that a car is already on fire?",
  "call.gen20_2.dialog.noneed": "{FIREMEN AREN'T NEEDED} I don't think the help of firefighters is really necessary. If the fire doesn't burn out, please call 911 again.",
  "call.gen20_2.dialog.send": "{I'LL SEND THE FIREMEN} I am sending fire department now.",
  "call.gen20_2.dialog.send1": "Good. Bye!",
  "call.gen20_2.dialog.noneed1": "If you think so... Bye.",
  "call.gen20_2.dialog.reminder": "So...? That's all?",
  "call.gen20_2.dialog.reminder2": "The fire won't wait for you!",
  "call.gen20_2.aar.inside": "People were inside the burning building.",
  "call.gen20_2.aar.nosend": "The operator decided that there is no need of sending emergency services.",
  "call.gen20_2.aar.nobody": "Nobody was inside burning building.",
  "call.gen20_2.aar.firestarter": "The caller admitted that she raised the fire.",
  "call.gen20_2.aar.story": "The caller reported a fire.",
  "call.ksold3.title": "Murdered wife",
  "call.ksold3.scene.caller": "Caller",
  "call.ksold3.scene.wife": "Murdered wife",
  "call.ksold3.scene.deadcaller": "Dead caller",
  "call.ksold3.dialog.1": "911, what's your emergency?",
  "call.ksold3.dialog.2": "A murder has been committed.",
  "call.ksold3.dialog.address": "{ADDRESS?} Where did this happen?",
  "call.ksold3.dialog.addressa0": "At [[ADDRESS]].",
  "call.ksold3.dialog.addressa1": "23 Rosemary Road",
  "call.ksold3.dialog.addressa2": "425 Downtown Alley",
  "call.ksold3.dialog.addressa3": "235 Rotten Street",
  "call.ksold3.dialog.name": "{WHAT'S YOUR NAME?} What's your name, sir?",
  "call.ksold3.dialog.name1": "Arthur Baker.",
  "call.ksold3.dialog.name2": "Adam Green.",
  "call.ksold3.dialog.name3": "Robert Novak.",
  "call.ksold3.dialog.who": "{WHO'S THE MURDERER?} Who's the murderer?",
  "call.ksold3.dialog.iam": "I am...",
  "call.ksold3.dialog.how": "{HOW DID IT HAPPEN?} How did it happen?",
  "call.ksold3.dialog.how1": "It was a.... we had an argument... It was self-defense.",
  "call.ksold3.dialog.sd": "{SELF-DEFENSE?} What do you mean by a self-defense?",
  "call.ksold3.dialog.knife": "She had a knife...",
  "call.ksold3.dialog.victim": "{WHO'S THE VICTIM?} Who is the victim?",
  "call.ksold3.dialog.wife": "It's my wife. Could you send a police here?",
  "call.ksold3.dialog.weapon": "{DO YOU HAVE A WEAPON?} Do you have a weapon?",
  "call.ksold3.dialog.weapon1": "Yes, I have a gun.",
  "call.ksold3.dialog.gunaway": "{PUT IT AWAY} You're gonna need to put the gun away.",
  "call.ksold3.dialog.gunaway1": "Yes... I'll... I'll put it on the table... I'm nowhere near the gun.",
  "call.ksold3.dialog.sure": "{YOU SURE SHE'S DEAD?} Are you sure your wife is dead?",
  "call.ksold3.dialog.sure1": "Yes... yes, I'm sure.",
  "call.ksold3.dialog.breathing": "{IS SHE BREATHING?} Can you check if she breathing?",
  "call.ksold3.dialog.nocalm": "I told you. She is dead! I shot her in a head...",
  "call.ksold3.dialog.sendp": "{WAIT FOR THE POLICE} Sir, stay where you are and wait for the police, okay? They'll take care of this.",
  "call.ksold3.dialog.end": "Okay, I'll wait. Thank you...",
  "call.ksold3.dialog.unfair": "{IT WASN'T SELF-DEFENSE} She had a knife and you used a gun? That clearly wasn't a self-defense.",
  "call.ksold3.dialog.unfair1": "She came at me with a knife. I didn't have a choice... I just did it... I wasn't thinking..",
  "call.ksold3.dialog.always": "There is always a choice.",
  "call.ksold3.dialog.always1": ". . . . . . . . . . . . . . . . . . . . . . .",
  "call.ksold3.dialog.reminder": "Just send them.",
  "call.ksold3.dialog.reminder2": "What now?",
  "call.ksold3.aar.story": "The caller has admitted to murder his wife.",
  "call.ksold3.aar.suicide": "The caller committed a suicide after the conversation with the 911 operator. Some of the operator's questions may have provoked him to do it.",
  "call.chris.title": "Trapped under a car",
  "call.chris.scene.caller": "Car mechanic",
  "call.chris.scene.car": "Car",
  "call.chris.dialog.1": "911, what's your emergency?",
  "call.chris.dialog.2": "Heeeelp… I can't breathe…",
  "call.chris.dialog.2short": "Heeeelp… I can't breathe… I am trapped under a car!",
  "call.chris.dialog.where": "{ADDRESS?} Sir, keep calm. Where are you?",
  "call.chris.dialog.under": "I am trapped under the car!!",
  "call.chris.dialog.what": "{WHAT?} What happened?",
  "call.chris.dialog.fell": "A car fell on me, I need help!!",
  "call.chris.dialog.addre": "{ADDRESS?} What's the address you're calling from?",
  "call.chris.dialog.where2": "Help!! Help!! I can’t breathe!!! Help me…",
  "call.chris.dialog.where3": "{STAY CALM} Please try to stay calm.",
  "call.chris.dialog.where4": ". . . . . . . . . . . . . . . .",
  "call.chris.dialog.where5": "Hello? What happened?",
  "call.chris.dialog.where6": ". . . . . . . . . . . . . . . .",
  "call.chris.dialog.end": ". . . . . . . . . . . . . . . .",
  "call.chris.dialog.reminder": ". . . . . . . . . . . . . . . .",
  "call.chris.dialog.reminder2": ". . . . . . . . . . . . . . . .",
  "call.chris.aar.story": "Car mechanic was trapped under a car during the repairs.",
  "call.chris.aar.nocon": "The caller lost his consciousness during the conversation. He didn't manage to give his address, so usage of tracking tool was needed.",
  "menu.singlegame.button.randomCity": "RANDOM CITY",
  "popup.message.randomCity": "The random city is: {1}. Do you want to download this city?",
  "Options.texLabel.MuffleGen": "MUFFLE TYPICAL CALLS",
  "popup.message.popup.message.shortModeDesc2": "The unique stories mode is designed for players who want to experience the highest number of diverse situations in the shortest time possible. In this mode, you need to maintain a positive reputation through all duties in each city.\n\nRecommended for the first playthrough.",
  "popup.message.popup.message.shortModeDesc3": "Playing the Daily Routine mode represents operator’s job in a more realistic way, but completing the career will take more time. In this mode, you need to collect the required number of reputation points in each city.",
  "management.vehicle.name.ve_quad": "QUAD",
  "management.vehicle.description.ve_quad": "The all-terrain vehicle has multiple usages for firefighters. Fast and small ATV is able to get virtually anywhere.",
  "management.equipment.name.e_exting": "FIRE EXTINGUISHER",
  "management.equipment.name.e_firemask": "FIREFIGHTER MASK",
  "management.equipment.name.e_chestcomp": "CHEST COMPRESSION SYSTEM",
  "management.equipment.description.e_exting": "The primary tool for firefighting. This larger fire extinguisher can allow policemen and paramedics to put out a minor fire.",
  "management.equipment.description.e_firemask": "This firefighter's mask protects against toxic smoke by providing oxygen.",
  "management.equipment.description.e_chestcomp": "An automatic device which provides constant chest compressions to a victim. Especially useful in case of a cardiac arrest. ",
  "tipoftD.totd_21.title": "Job of 911 Operator",
  "tipoftD.totd_21.desc": "In reality, an operator receives about 150 calls during a duty.\n<b>Almost ¾ of those calls are ignorable.</b> Those are empty calls, mistaken calls, unreasonable questions or pranks in most of the cases.\nOut of all the others, only about 25% actually needed an intervention of the emergency units. The most popular incidents are car collisions, domestic violence, loud behavior and health problems.\n\nAlthough we’ve tried to represent the routine of the operator’s job, we decided to change the real proportions of calls in order to make the game more enjoyable.",
  "teamPanel.unitLabel.code": "CODE...",
  "popup.message.unlockedCityShort": "You have been promoted to the next city. Press OK to proceed. ",
  "Menu.button.storyMode": "Story Mode",
  "Menu.button.uniqueMode": "UNIQUE STORIES",
  "Menu.button.dailyMode": "DAILY ROUTINE",
  "Menu.button.normalMode": "Normal Mode",
  "Menu.button.intensiveMode": "Intensive Mode",
  "Menu.button.scenarioMode": "Scenario Mode",
  "Menu.button.longMode": "Long Mode",
  "rep_gunwound.desc": "A PERSON WITH A GUNSHOT WOUND WAS FOUND. THE VICTIM IS BLEEDING HEAVILY. OFFENDER REMAINS UNKNOWN.",
  "rep_gunwound.name": "GUNSHOT WOUND",
  "rep_shoplifting.desc": "A SHOPLIFTER WAS CAUGHT APPREHENDED IN A SUPERMARKET. A SECURITY GUARD IS WAITING WITH THE SUSPECT FOR THE POLICE'S ARRIVAL.",
  "rep_shoplifting.name": "SHOPLIFTING",
  "rep_stalker.desc": "A WOMAN REPORTED THAT SOMEBODY IS WATCHING HER HOUSE. SHE HAS BEEN RECEIVING A LOT OF MESSAGES FROM AN UNKNOWN PERSON LATELY.",
  "rep_stalker.name": "STALKER",
  "rep_atm.desc": "TWO MEN EQUIPPED WITH SPECIALIZED TOOLS ATTEMPTING TO OPEN AN ATM MACHINE. ",
  "rep_atm.name": "ATM ROBBERY",
  "rep_squat.desc": "HOMELESS PEOPLE HAVE MOVED INTO AN ABANDONED BUILDING. ACTS OF VANDALISM, VIOLENCE AND DRUG ABUSE WAS REPORTED BY THE OWNER. ",
  "rep_squat.name": "HOMELESS SQUAT",
  "rep_warehouse.desc": "FIRE BROKE OUT AT WAREHOUSE. A SIGNIFICANT AMOUNT OF FLAMMABLES MATERIALS WERE REPORTED.",
  "rep_warehouse.name": "FIRE IN A WAREHOUSE",
  "rep_racing.desc": "SPORTS CARS ARE RACING THROUGH THE CITY STREETS AT A HIGH RATE OF SPEED.",
  "rep_racing.name": "ILLEGAL RACING",
  "rep_wrongway.desc": "A CAR IS DRIVING AGAINST TRAFFIC CREATING A RISK FOR A HEAD-ON COLLISION.",
  "rep_wrongway.name": "WRONG-WAY DRIVING",
  "rep_firealarm.desc": "SMOKE DETECTORS ACTIVATED A FIRE ALARM IN STUDENTS' DORMITORY.",
  "rep_firealarm.name": "FIRE ALARM",
  "rep_firealarmtru.desc": "SMOKE DETECTORS ACTIVATED A FIRE ALARM IN STUDENTS' DORMITORY.",
  "rep_firealarmtru.name": "FIRE ALARM",
  "rep_illegalgun.desc": "A MAN HAS A COLLECTION OF FIREARMS IN HIS HOUSE. HIS NEIGHBOUR REPORTED THAT HE HAS NO PERMIT TO POSSESS THESE FIREARMS.",
  "rep_illegalgun.name": "UNLAWFUL POSSESSION OF A WEAPON",
  "teamsvoices.officerdown": "OFFICER DOWN!",
  "career.citydesc.short": "<b>Maintain a positive reputation after every duty in this city in order to proceed.</b>",
  "Options.Button.GetLanguages": "GET LANGUAGES",
  "Options.Button.Workshop": "WORKSHOP",
  "afterActionReport.gaveup": "{1} gave up fighting",
  "Management.Button.AnswerCalls": "Answer calls",
  "test": "test",
  "achiv_valor_desc": "Finish 3 duties in the same city without any death or major mistakes (-3 reputation).",
  "tutorial.SEND_MOBILE": "Then DRAG AND DROP the unit to send it to any place in the city. You can also use DOUBLE TAP instead.",
  "tutorial.SELECT_MOBILE": "Now you can deploy the teams to different locations in the city.\nTAP to select a unit.",
  "tutorial.BASES_MOBILE": "You should remain aware of the Hospitals, Police and Fire Stations as your units may need to drive back to base.\n \nYou can tap [i] button to show or hide the bases.",
  "tutorial.DEPLOY_MOBILE": "Now, disperse your units throughout the city.\n \nTo change the zoom level make a PINCH GESTURE.\n\nWhen you are done, tap START DUTY.",
  "tutorial.SENDUNIT_MOBILE": "Now, select a Police Unit (BLUE), then DRAG AND DROP it to the incident. You can also use DOUBLE TAP instead.",
  "tutorial.SHOWONSITE2_MOBILE": "The team members will do their job automatically. You can also manually pick a team member and choose a task for him.\n \nAt least one unit should stay on site until all the elements of an incident will be resolved.",
  "popUp.button.OK": "OK",
  "popUp.button.Cancel": "CANCEL",
  "management.vehicle.description.ve_horse": "Horses can be handy in parks area, as they are not that loud.",
  "FreeGame.CityTag.DeleteMap": "Delete Map",
  "FreeGame.CityTag.DeleteSave": "Delete Save",
  "FreeGame.CityTag.UpdateMap": "Update Map",
  "Options.UnitsSize.Title": "UNITS SIZE",
  "Options.UnitsSize.Small": "SMALL",
  "Options.UnitsSize.Medium": "MEDIUM",
  "Options.UnitsSize.Big": "BIG",
  "Options.ResetData.ResetButton": "RESET",
  "popup.message.dismissMember": "Are you sure you want to dismiss {1} from service?",
  "event_concert.desc": "Today there's gonna be a mass event - MUSIC FESTIVAL\nYou need the teams of: \n3x Police Officers \n2x Medics \n1x Fire Fighters\nto ensure the safety.\nAre you sure you are ready to start duty?",
  "management.equipment.description.universalEquipment": "UNIVERSAL EQUIPMENT.",
  "management.fire.equipment.description": "FIREFIGHTERS ONLY.",
  "management.med.equipment.description": "MEDICS ONLY.",
  "rep_blizzard.name": "BLIZZARD",
  "rep_blizzard.desc": "THE VEHICLE IS BLOCKED BY THE SNOW.",
  "event_blizzard.desc": "Today there will be a BLIZZARD. \nVEHICLES WILL MOVE MUCH SLOWER. HELICOPTERS CAN'T BE USED.\nAre you sure you are ready to start duty?",
  "call.concert.title": "MUSIC FESTIVAL",
  "call.concert.desc": "That music festival holds several thousand of people and needs to have a continuous presence of emergency units. The concert will last until the end of duty. \n\nASSIGN AT LEAST 3 POLICE, 2 MEDICAL AND 1 FIREFIGHTER TEAM IN ORDER TO PREVENT NEW ACCIDENTS.",
  "call.riot.title": "RIOT",
  "call.riot.desc": "Peaceful protests turned into a riot with acts of robbery, vandalism and physical violence.\n \nPUT SUFFICIENT NUMBER OF POLICE UNITS TO PREVENT NEW INCIDENTS.\n\nTHIS EVENT WILL LAST UNTIL THE END OF DUTY.",
  "call.protest.title": "PROTEST",
  "call.protest.desc": "A spontaneous protest is attended by a few hundreds of people. They protest after a young man was shot by a police officer yesterday.\n\nPUT SUFFICIENT NUMBER OF POLICE UNITS TO PREVENT NEW INCIDENTS.\n\nTHIS EVENT WILL LAST UNTIL THE END OF DUTY.",
  "mobile.playgamesservice.authenticationerror": "Authentication error. \nPlease make sure you've purchased the game from Google Play Store. ",
  "Instructions.Controls.Par1Mobile": "<b>Single Click</b> - select / show details\n<b>Drag And Drop Gesture (or Double Click)</b> - give order / dispatch unit\n<b>Pinch Gesture</b> - zoom in / out",
  "Instructions.InfoTab.Par1Mobile": "After clicking the report, an Incident Panel with Info Tab will be displayed:\n",
  "Instructions.OnSite.Par2Mobile": "\nThe On Site Tab is divided into Teams and Incident Elements columns. \nOnce you click the Team Member or Incident Element icons, linking lines appear that indicate who does what. For example, resolving a drunk driving collision may involve all three unit types. A Police Officer’s icon could link to the criminal drunk driver, a Medic’s icon could link to someone who was injured by the crash, and a Fire Fighter could link to a fire caused by the crash. The link shows that a specific team member is resolving a specific element of the report.\nAlso a brief description box appears.\n\nThere are 2 types of Incident elements:\n<b>People</b>, Indicated by Faces\n<b>Things</b>, Indicated by Icons. \n\nEach person might have an ICON, that will symbolize what has to be done with the person:",
  "Instructions.Duty.Par2Mobile": "The duty GUI contains the elements:\n\n - <b>TIME LEFT</b>(1) until the end of duty.\n - <b>TIME MODIFIER</b>(2) to change the speed of time or pause the game.\n - <b>INFORMATIONS</b>(3) indicator, which allow you to show/ hide an infrastructure on the map. \n - <b>INCIDENT WINDOW</b>(4), described in Incidents section.\n - <b>UNITS TABLE</b>(5), that contains all available units and their status.\n - <b>REPORT TABLE</b>(6), that contains the list of present Reports.\n - <b>NEW CALL</b>(7) indicator, which you click to answer the call.\n - <b>NEW INCIDENT</b>(8) indicator, that shows up when a new incident is given by Units on the ground or other call takers.\n\nThe Duty ends when the time goes up and when there aren't any more incidents available (all of them were resolved, ignored or overdue). Then you go back to Management, where the Duty Summary will be displayed. There you can check what happened with every incident and look through the details. \nIf you have successfully performed your duties as a 911 call-taker/dispatcher, the game progress will be automatically saved. \n",
  "management.label.sell": "SELL!",
  "management.label.dismiss": "DISMISS!",
  "mobile.playgamesservice.authenticationerror2": "Authentication error.\nThe game is integrated with the app called 'Google Play Games'.\nPlease create an account using 'Google Play Games'.\nMake sure the account uses the proper email address (the same as 'Google Play Store' account from which you've purchased the game).",
  "mobile.stacktrace.error": "We've detected an error!\nPlease send a message to us!",
  "mobile.gamecenter.authenticationerror": "Authentication error.\nThe game is integrated with the app called 'Game Center'.\nPlease create an account using 'Game Center'.",
  "Options.Checkbox.LockOrientation": "LOCK SCREEN ORIENTATION",
  "event_riot.desc": "Multiple protests will take place in the city today. Are you prepared to start the duty?",
  "pol.team.valid": "No police team!",
  "med.team.valid": "No medical team!",
  "fire.team.valid": "No firefighter team!",
  "popup.loader.loading.save": "Loading saved file...",
  "popup.loader.loading.conv": "Loading conversations...",
  "popup.loader.loading.map.graphics": "Loading map graphics...",
  "popup.loader.loading.map.data": "Loading map data...",
  "popup.loader.downloading_content": "Downloading game content: {1}%",
  "popup.loader.loading_content": "Loading game content...",
  "popup.loader.internet_error": "The server is not reachable... \nPlease check your internet connection.",
  "popup.message.downloading_error": "Error while downloading...\nPlease check your internet connection and try again.",
  "popup.message.loading_error": "Error while loading...\nPlease check your internet connection and try again.\nIf you have the latest version of the game and the error will repeat anyway, please contact us (help@jutsugames.com).",
  "rep_panic.name": "Panic attack",
  "rep_panic.desc": "Someone suffers a panic attack in a crowd.",
  "rep_smashed.name": "Smashed by a crowd",
  "rep_smashed.desc": "One of the fans was heavily injured while standing near to the stage.",
  "rep_psex.name": "Sexual intercourse in a public place",
  "rep_psex.desc": "A couple was spotted in public place while having sexual intercourse.",
  "rep_lying.name": "Lying on the street",
  "rep_lying.desc": "A young person is lying on the street. Unknown reasons.",
  "rep_notickets.name": "Attacked ticket inspector",
  "rep_notickets.desc": "A group of drunk people attacked a ticket inspector.",
  "rep_pole.name": "A teenager climbed on a utility pole",
  "rep_pole.desc": "Festival participant climbed a utility pole and has a problem with going down. Possibly drunk.",
  "rep_drowning.name": "Drowning in water",
  "rep_drowning.desc": "A person has started drowning in water. Immediate help required",
  "rep_masstheft.name": "Massive theft",
  "rep_masstheft.desc": "An unknown group broke a shop window. Now the shop is being looted by criminals.",
  "rep_burningcar.name": "Car on fire",
  "rep_burningcar.desc": "A car was set on fire. Suspects have left the area, but the vehicle is still burning.",
  "rep_attackedcar.name": "TV van attacked",
  "rep_attackedcar.desc": "Protesters attacked a broadcasting van of a news TV. Journalists are locked inside surrounded by an angry mob.",
  "rep_blockedroad.name": "Road blocked by protesters",
  "rep_blockedroad.desc": "Drivers report that few protesters are illegally blocking a road and trying to stop passing cars.",
  "rep_busstop.name": "Devastated bus stop",
  "rep_busstop.desc": "A group of hooligans is devastating a bus stop.",
  "rep_roadsign.name": "Broken road sign",
  "rep_roadsign.desc": "A road sign in a high traffic spot has been broken. That might cause a dangerous collision if it's not repaired soon.",
  "rep_faint.name": "Fainting in a crowd",
  "rep_faint.desc": "One of the protesters has passed out in a crowd. Medical help needed.",
  "rep_passerby.name": "Head injury",
  "rep_passerby.desc": "A passerby was hit in the head with a brick thrown by one of the protesters. ",
  "rep_hydrant.name": "Damaged fire hydrant",
  "rep_hydrant.desc": "Someone pulled out a fire hydrant. The street is being flooded by water.",
  "rep_beatenbypol.name": "Beaten by police",
  "rep_beatenbypol.desc": "The caller reported that a person was beaten by police. Required medical help and police assistance to investigate the case.",
  "rep_beatenbypol2.name": "Beaten by police",
  "rep_beatenbypol2.desc": "The caller reported that a person was beaten by police. Requires medical help and police assistance to investigate the case.",
  "rep_abattery.name": "Dead car battery",
  "rep_abattery.desc": "The vehicle of a caller got stuck in the middle of a road, because of a dead automotive battery.",
  "rep_roof.name": "Collapsed roof",
  "rep_roof.desc": "The roof of a building has collapsed because of a snowfall. People are stuck inside.",
  "rep_frozen.name": "Frozen man",
  "rep_frozen.desc": "A victim was found frozen on the street. Remains unconscious, hospitalization needed.",
  "rep_inhouse.name": "Trapped in a house",
  "rep_inhouse.desc": "A family can't leave their house because snow has blocked all entrances.",
  "rep_locked.name": "Frozen car lock",
  "rep_locked.desc": "The owner of the car can't get inside because of a frozen lock.",
  "rep_icehole.name": "Fallen into water",
  "rep_icehole.desc": "A person has fallen into cold water by slipping in an ice-hole. Immediate medical help is needed.",
  "rep_icicle.name": "Icicle wounded a pedestrian",
  "rep_icicle.desc": "A falling icicle has hit a pedestrian walking along a snow-capped building.",
  "rep_watersupply.name": "Frozen water pipe",
  "rep_watersupply.desc": "A water pipe has frozen, cutting off the whole neighborhood from the water supply.",
  "rep_heating.name": "Broken heating",
  "rep_heating.desc": "Heating in a large building doesn't work. Due to a significant number of people inside, emergency services were asked to help.",
  "rep_highfell.name": "Fall from a high building",
  "rep_highfell.desc": "A person has slipped while removing snow from the roof of a building. In result of the fall, several injuries were taken.",
  "rep_parkonfire.name": "FIRE IN THE PARK",
  "rep_parkonfire.desc": "A park is burning.",
  "rep_gasstation.name": "FIRE NEAR GAS STATION",
  "rep_gasstation.desc": "A fire was reported near a gas station. It must be stopped until it reaches the gas container.",
  "rep_parkinglot.name": "FIRE IN A PARKING LOT",
  "rep_parkinglot.desc": "A parking lot is on fire. There is a significant number of cars that might explode.",
  "rep_schoolfire.name": "BURNING SCHOOL",
  "rep_schoolfire.desc": "A part of a school has started burning. Firefighters and medical units are needed immediately.",
  "rep_prisonfire.name": "FIRE IN A PRISON",
  "rep_prisonfire.desc": "The fire has reached a prison. Police forces are needed along with firefighters to manage the evacuation.",
  "management.vehicle.name.ve_prisont": "PRISON TRANSPORT",
  "management.vehicle.description.ve_prisont": "This vehicle is designed to transport a large number of suspects or convicts.",
  "management.vehicle.name.ve_polcannon": "WATER CANNON",
  "management.vehicle.description.ve_polcannon": "A strong stream of water is a safe tool for riot control.",
  "management.equipment.name.e_peppers": "PEPPER SPRAY",
  "management.equipment.description.e_peppers": "The pepper spray makes aggressive people much more polite.",
  "management.equipment.name.e_riotcont": "RIOT CONTROL GEAR",
  "management.equipment.description.e_riotcont": "A shield, armor, and a helmet will protect the policemen. A large baton is also included.",
  "Extensions.Title.Extensions": "Expansions",
  "game.duty.statistics.reputation_mobile": "REP.: ",
  "Extensions.SpecialResources.Description": "- 8 special emergency vehicles (bicycles, unmarked police car, sports car, armored van, large police helicopter, medical bike, tall ladder and mobile hospital).\n- 6 special equipment types (police dog, shotgun, taser, defibrillator, heavy fire suit and bomb defuse robot).\n- 15 more reports of all types (chemicals on fire, street fights, computer games addicts etc.).",
  "Extensions.FirstResponse.Description": "- Special equipment (firefighter mask, chest compression system and fire extinguisher).\n - New calls (help with a troublesome childbirth in the traffic jam, talk with the husband of a murdered wife and save a mechanic trapped under a car).\n - An additional type of vehicles (firefighter’s quads and police horses).",
  "UnitTab.Button.Reinforcements": "REINFORCEMENTS",
  "ReinforcementTab.Title.Cost": "Cost",
  "popup.service.internet_error": "The service is not reachable at the moment. \nPlease check your internet connection and try again.",
  "ReportPanel.Button.Minimize": "MINIMIZE",
  "career.citydesc.campaign_miami": "The biggest city in Florida is a tourist paradise: high temperatures prevail almost year-round, beautiful beaches hug the Atlantic coast, and parties at South Beach are widely considered legendary. But Miami is not just luxury villas and yachts, there are also poorer districts inhabited by immigrants from South America.\n \nIn the 70s and 80s, Miami was dubbed the drug capital of the world. At that time, the city played host to a war between law enforcement and Columbian cartels. Even though those times are long gone, the local crime rate is still among the highest in the United States, with almost 54 crimes per 1,000 residents committed annually.\n \nMiami is the setting of many works of popular culture, such as <i>Miami Vice</i>, <i>Dexter</i>, and <i>Scarface</i>.\n \nA festival is going to be held here in the coming days, requiring additional support from emergency units.\n \nPopulation: 453 579",
  "career.citydesc.reputation.campaign_miami": "<b>Reputation points required to pass:</b> 150",
  "career.citydesc.campaign_detroit": "It is the biggest city in Michigan, a state located in the north west of the USA. It was once world-famous as the capital of the automotive industry. Companies like Chrysler, Ford and General Motors had their headquarters here. With technology and globalization on the rise, Detroit began to lose its position, and the number of residents dwindled – at present, it's 60% less than in the middle of the 20th century.\n \nIn 2013, the city announced bankruptcy – it was $18.5 billion in debt.\nOne in five residents were unemployed at the time, two-thirds of the ambulances were not functional and you needed to wait on average more than one hour for the police to arrive. Many buildings remained vacant despite record-low prices.\n  \nThanks to many recovery programs, Detroit managed to bounce back and gradually improve its situation. However, it is still considered one of the most dangerous cities in the USA.",
  "career.citydesc.reputation.campaign_detroit": "<b>Reputation points required to pass:</b> 300",
  "career.citydesc.150921144": "Anchorage is inhabited by more than 40% of Alaska's residents, making it the biggest and most important city in the state.\n \nLocal weather is highly unpredictable. Winters can be extremely harsh, like the one in 2011/12 when snowfall reached 3.42 meters, or in 1947 when the temperature fell to a record low -102.02°F. Some seasons, however, are much gentler, which is why Anchorage's residents must be ready for any type of weather.\n  \nMeteorologists are predicting a powerful blizzard in the Anchorage area. It is going to be a real challenge for emergency units, as getting from one place to the other may be hampered.",
  "career.citydesc.reputation.150921144": "<b>Reputation points required to pass:</b> 220",
  "career.citydesc.158809705": "The city in Massachusetts, located on the East Coast, is one of the oldest in the United States – it was founded in 1630. It has born witness to a number of important events during the American struggle for independence – the Boston Tea Party, the Battle of Bunker Hill, or the Siege of Boston.\n\nOnce a port city, now it is mainly a financial center and science hub focusing on information technology.\n\nThere are 21,000 crimes committed in Boston annually.\n\nApproximately 25% of Bostonians are African-American.\n\nPopulation: 673,184",
  "career.citydesc.reputation.158809705": "<b>Reputation points required to pass:</b> 400",
  "popUp.button.RateUs": "Rate now",
  "popUp.button.RateLater": "Remind me later",
  "popUp.button.RateNever": "Never ask me again",
  "popUp.reinforcements": "Choose a destination for the reinforcements by clicking with RIGHT MOUSE BUTTON on the map.",
  "popup.message.RateUs": "Like this game?\nPlease rate us!",
  "Menu.button.extensions": "EXPANSIONS",
  "call.concert.scene.polHelp": "SECURITY WORK",
  "call.concert.scene.medHelp": "MEDICAL SUPPORT",
  "call.concert.scene.fireHelp": "FIRE PROTECTION",
  "teamsvoices.reinforcement": "Reinforcements have arrived!",
  "popup.message.locked_city_mobile": "Complete the previous cities to unlock this one.",
  "tipoftD.totd_22.title": "Panic in a crowd",
  "tipoftD.totd_22.desc": "> Don’t panic! Staying calm allows you to control the situation!\n> If you need to get out from the crowd, <b>DON’T MOVE</b> in the direction opposite to the crowd’s movement, instead try to move to the edge of the stream.\n> If you need to weaken the pressure of the crowd, keep your fist clenched on your chest and widen your elbows a bit. Pull your head in the shoulders and push with your hands.\n> If you have a child with you, take them on your hands. DO NOT EVER drag a baby along.\n> If you're carrying heavy things (like suitcase or stroller), it is better to drop them.\n> If someone next to you starts to fall, try to grab them by the collar and pull them up to their feet.\n> If you fall, immediately grab someone on your right and left side and try to stand up. Grab them by pants, belt or pockets.",
  "tipoftD.totd_23.title": "First aid: Burns",
  "tipoftD.totd_23.desc": "In case of severe burns:\n> Call 911 or your local emergency number.\n> Remove jewelry, belt or other body constraining items. \n> Don’t break the small blisters which forming on the skin.\n> In case of extensive, severe burns <b>DO NOT use cold water</b>. It can lead to shock or hypothermia.\n> Elevate the burned area. Raise the wound above heart level, if possible.\n> Use cool, moist bandage or a clean cloth to cover the area of the burn.",
  "tipoftD.totd_24.title": "First aid: Electrical shock",
  "tipoftD.totd_24.desc": "1. Turn off the power source.\n2. If step 1 is not possible, use dry, non-conductive object (made of plastic, wood, cardboard) to move the source of power from the injured person. <b> DO NOT TOUCH THAT PERSON IF THEY ARE STILL IN CONTACT WITH ELECTRICAL CURRENT!</b>\n3. Check if the victim is conscious and breathing.\n4. Call 911 or local emergency number.\n5. Cover any burned areas with a sterile gauze, bandage or clean cloth. DO NOT use a blanket or towel, because loose fibers can stick to the skin!\n\nDon’t move an injured person unless he/she is in immediate danger.\n\nIf the electrical shock was caused by high-voltage wire stay <b>AT LEAST 6 METERS AWAY</b>.",
  "tipoftD.totd_25.title": "Evacuation from a burning building",
  "tipoftD.totd_25.desc": "Never ignore a fire alarm - do not assume it is a trial or a false one!\n> Do not waste time looking for things you do not have in an immediate reach.\n> Find the escape route signs and follow them.\n> Use the stairs, <b> NOT </b> the elevator.\n> If there is a lot of smoke in the air, you should move near the walls in a bent position, or even on your knees \n> <b> DO NOT OPEN THE WINDOWS! </b>\n> If the emergency exit is blocked, close the door and seal it with a wet towel to open the window. Wait for the firemen's arrival or take the fire escape stairs if available. ",
  "tipoftD.totd_26.title": "First Aid: Hypothermia",
  "tipoftD.totd_26.desc": "> Move the person to a warm room. Caution! Rapid movements can lead to cardiac arrhythmias.\n> Wet clothes should be removed as soon as possible and changed. \n> Cover the person with a blanket.\n> If you cannot do the above, cover the person with a jacket or any other material\n> Cover the frostbites with a sterile dressing.\n> If the victim shows no sign of life, perform a heart massage (CPR)\n\n<b>AVOID:</b>\n- Rapid change of temperature (eg radiator, hot water, very warm room)\n- Rubbing a severe frostbite\n- Use of alcohol",
  "tipoftD.totd_27.title": "Venomous snakes",
  "tipoftD.totd_27.desc": "Recognizing whether a snake is venomous is very difficult, therefore <b> ALWAYS </b>, when you see a snake be careful and keep a safe distance.\n<b> DO NOT </b> approach the snake to identify it.\nResearch the species and characteristics of venomous snakes in your area.\n\nGeneral rules for the appearance of venomous snakes:\n> Very broad head with a much narrower neck.\n> Pointed nose\n> Elliptical pupils\nBoth poisonous and venomous snakes may have a triangular head.\n\nIn case of a bite, contact the doctor ASAP and <b>DO NOT</b> try to suck out the venom.",
  "Extensions.Button.RestorePurchases": "RESTORE PURCHASES",
  "popup.message.demo_version": "This feature is not available in DEMO mode. \nPlease buy the full version.",
  "popup.message.demo_version.playing_limit": "You have reached the end of the DEMO mode.\nTo continue playing please buy the full version.",
  "call.bos1incident.title": "Fatal gunshot wound",
  "call.bos1incident.scene.blackdead": "Body of a black male",
  "call.bos1incident.scene.policeman": "Officer Williams",
  "call.bos1incident.scene.policeman2": "Officer Williams",
  "call.bos1incident.dialog.1": "INCOMING TRANSMISSION . . . This is Officer Williams, badge number 258, I've got a situation here.",
  "call.bos1incident.dialog.2": "This is dispatch. What happened 258?",
  "call.bos1incident.dialog.3": "I shot a man, send an ambulance to [[ADDRESS]].",
  "call.bos1incident.dialog.desc": "{HOW DID IT HAPPEN?} Understood 258, how exactly did it happen?",
  "call.bos1incident.dialog.shoot": "I got a call. The suspect... The suspect didn't stop when I told him to! I shot the kid!",
  "call.bos1incident.dialog.breathing": "{IS HE BREATHING?} Understood 258, is the suspect breathing?",
  "call.bos1incident.dialog.doing": "{WHAT EXACTLY DID HE DO?} I need you to walk me through how things unfolded. What happened when you arrived at the scene?",
  "call.bos1incident.dialog.who": "{WHO DID YOU SHOOT?} Do you have an ID on the suspect?",
  "call.bos1incident.dialog.danny": "Danny Rond. At least that's what the driver's license I found on him said. Young, black, average height, no distinguishing features. He was trying to steal a car.",
  "call.bos1incident.dialog.howknow": "{ARE YOU SURE?} Are you sure he was trying to steal a car?",
  "call.bos1incident.dialog.nearcar": "He was trying to jimmy the lock. Earlier I'd received a call about a theft in the area. And he started to run when he saw me, so he couldn't have been innocent... Shit, I didn't wanna kill him...",
  "call.bos1incident.dialog.next": "Williams, you need to calm down. What happened next?",
  "call.bos1incident.dialog.next1": "He was trying to jimmy the car, I told him to put his hands on his head and step away from the vehicle. He looked at me and took off. Then I saw him reach inside his jacket, so I assumed he was carrying a gun. So I fired a shot... Send someone quick.",
  "call.bos1incident.dialog.runorstay": "{THAT'S IMPOSSIBLE} 258, you saw him reach into his jacket as he was running from you?",
  "call.bos1incident.dialog.pistol": "{GUN?} 258, did you locate a gun on the suspect?",
  "call.bos1incident.dialog.turn": "No... at one point he stopped and turned my way.",
  "call.bos1incident.dialog.nopistol": ". . . . . . . . . . .No.",
  "call.bos1incident.dialog.notfair": "{SHOT UNARMED MAN?} So it's possible you shot an unarmed man?",
  "call.bos1incident.dialog.notfair1": "I thought he was reaching for a gun! You ever been in a situation like that? It's easy for you to pass judgment from behind a desk! If you knew how they look at white cops around here, you'd change your tone. Now send that ambulance already!",
  "call.bos1incident.dialog.dead": "No. I already said I shot him.",
  "call.bos1incident.dialog.cpr": "{PERFORM CPR} Have you started CPR on him?",
  "call.bos1incident.dialog.cprno": "No... I haven't. You better send that ambulance.",
  "call.bos1incident.dialog.nolate": "{GIVE FIRST AID!} Williams, listen up, you need to perform CPR until the ambulance arrives. He could still be alive.",
  "call.bos1incident.dialog.toolate": "I told you already! He took it right in the head! He's all covered in blood, no signs of life, and no way... no way he's coming back.",
  "call.bos1incident.dialog.ambu": "{AMBULANCE} Alright, sending an ambulance now.",
  "call.bos1incident.dialog.ambpol": "{POLICE WILL COME} Alright, I've got an ambulance on the way and I'm sending a sergeant to your location.",
  "call.bos1incident.dialog.noambu": "{WHAT'S AMBULANCE FOR?} Why should I send an ambulance if you're insisting he's already dead?",
  "call.bos1incident.dialog.noneed": "I don't need backup. I just need an ambulance to issue a death certificate.",
  "call.bos1incident.dialog.noneedok": "{JUST AN AMBULANCE} Alright 258, sending an ambulance now.",
  "call.bos1incident.dialog.itsforyou": "{THE POLICE ARE COMING FOR YOU} I'm not sending police as backup. They need to examine the scene and take your statement, as well as your badge and gun... at least temporarily.",
  "call.bos1incident.dialog.really": "Whaat? Are you serious? I was just doing my job! I was protecting myself! Everything was done by the book. Fuck, are you gonna lock me up?",
  "call.bos1incident.dialog.reallya": "{JUST WAIT} Wait for the sergeant to get there.",
  "call.bos1incident.dialog.justhelp": "{THAT'S THE PROTOCOL} Williams, you know the protocol for an officer involved shooting. Wait for your sergeant to arrive on the scene.",
  "call.bos1incident.dialog.reallyend": "Screw you.",
  "call.bos1incident.dialog.whatever": "Fine, have it your way. I'll wait here.",
  "call.bos1incident.dialog.proced": "Did you become a cop yesterday? Don't you know the drill? They need to pronounce him dead.",
  "call.bos1incident.dialog.ambuok": "Alright. I'll wait here.",
  "call.bos1incident.dialog.end": "Alright. I'll wait here.",
  "call.bos1incident.dialog.hang": "{END CALL} 10-4. Dispatch is out.",
  "call.bos1incident.dialog.reminder": "Now what?",
  "call.bos1incident.dialog.reminder2": "What are we waiting for?",
  "call.bos1incident.aar.story": "A police officer has shot a black male suspected of attempting to steal a car.",
  "call.bos1incident.aar.deadly": "The wound proved fatal.",
  "call.bos1incident.aar.noweapon": "The police officer wrongly assumed the perpetrator was carrying a gun.",
  "call.bos2tjam.title": "Traffic jam",
  "call.bos2tjam.scene.caller": "Caller",
  "call.bos2tjam.scene.protester1": "Protester",
  "call.bos2tjam.scene.protester2": "Protester",
  "call.bos2tjam.scene.protester3": "Protester",
  "call.bos2tjam.scene.protester4": "Protester",
  "call.bos2tjam.scene.protester5": "Protester",
  "call.bos2tjam.scene.protester6": "Protester",
  "call.bos2tjam.dialog.1": "911, what's your emergency?",
  "call.bos2tjam.dialog.2": "Can you impose some order around here? I'm gonna miss my flight because of these damn protests!",
  "call.bos2tjam.dialog.address": "{ADDRESS} Please tell me where you are.",
  "call.bos2tjam.dialog.addressa0": "I'm near [[ADDRESS]].",
  "call.bos2tjam.dialog.desc": "{WHAT'S GOING ON?} What seems to be the problem?",
  "call.bos2tjam.dialog.noblocked": "It's impossible to get through the city! There's traffic everywhere, the whole street's bumper to bumper. Can't move forward, can't go back! Fuck them and their protests...",
  "call.bos2tjam.dialog.protests": "{PROTESTS?} Are you able to tell what they're protesting about, sir?",
  "call.bos2tjam.dialog.protests1": "Didn't you hear? Yesterday the police shot a nigger who was stealing a car. Now all those lazy-ass hippies are out in the streets crying about injustice. Hey, can't expect them to get an honest job, can we...",
  "call.bos2tjam.dialog.nothingtodo": "{I CAN'T DO ANYTHING}Sir, I'm afraid all I can do is advise you to wait, sir. There's not much we can do about traffic.",
  "call.bos2tjam.dialog.attack": "What's that supposed to mean?! What is it that you actually do, then? Send the police to take care of this mob! Let the honest folk do their work!",
  "call.bos2tjam.dialog.peace": "{THEY HAVE THE RIGHT TO DO IT}Sir, if they're keeping the protest peaceful, they have the right to demonstrate.",
  "call.bos2tjam.dialog.gopolice": "{I'LL SEND THE POLICE TO INTERVENE} I'll send the police to clear the way and move the demonstrators along, sir.",
  "call.bos2tjam.dialog.country": "What's going on with this country... Back in my day you'd take care of this in a flash! This is bullshit!",
  "call.bos2tjam.dialog.great": "Great. Go get 'em!",
  "call.bos2tjam.dialog.end": "…",
  "call.bos2tjam.dialog.reminder": "Hello, is anyone there?",
  "call.bos2tjam.dialog.reminder2": "Are you listening to me?",
  "call.bos2tjam.aar.story": "A caller got stuck in traffic caused by protests.",
  "call.bos2tjam.aar.reason": "The demonstration was provoked by a police officer shooting a black male yesterday. The protesters believe the shooting was racially motivated.",
  "call.bos2tjam.aar.escalation": "The operator sent the police to break up the demonstration, causing it to escalate.",
  "call.bos3polbeat.title": "Beaten protester",
  "call.bos3polbeat.scene.caller": "Caller",
  "call.bos3polbeat.scene.caller2": "Caller",
  "call.bos3polbeat.scene.boy": "Beat by the police",
  "call.bos3polbeat.scene.protester1": "Protester",
  "call.bos3polbeat.scene.protester2": "Protester",
  "call.bos3polbeat.scene.protester3": "Protester",
  "call.bos3polbeat.scene.protester4": "Protester",
  "call.bos3polbeat.scene.protester5": "Protester",
  "call.bos3polbeat.dialog.1": "911, what's your emergency?",
  "call.bos3polbeat.dialog.2": "Send an ambulance! My boyfriend was beaten up!",
  "call.bos3polbeat.dialog.where": "{WHERE ARE YOU?} Where did it happen?",
  "call.bos3polbeat.dialog.how": "{HOW DID THIS HAPPEN?} How exactly did it happen?",
  "call.bos3polbeat.dialog.injuries": "{IS HE BREATHING?} OK. Is your boyfriend breathing?",
  "call.bos3polbeat.dialog.protests": "At the protest at [[ADDRESS]]!",
  "call.bos3polbeat.dialog.details": "{WHERE EXACTLY?} How can we find you in the crowd?",
  "call.bos3polbeat.dialog.monu": "We're by the fountain, you can see it from a distance.",
  "call.bos3polbeat.dialog.whatprotest": "{WHAT'S THE PROTEST AGAINST?} Okay, what are you protesting?",
  "call.bos3polbeat.dialog.whatprotest2": "The cop who shot Danny Rond hasn't been punished. We wanna that motherfucker put in the electric chair!",
  "call.bos3polbeat.dialog.injdesc": "He's breathing, but barely. He can't talk. But he's conscious, he's looking at me.",
  "call.bos3polbeat.dialog.broken": "{ANY BROKEN BONES?} Can you see any obvious signs of serious injuries?",
  "call.bos3polbeat.dialog.brokeny": "Ummm... I can't tell, but I think something might be wrong with his knee.",
  "call.bos3polbeat.dialog.dontmove": "{IMMOBILIZE IT} Alright, first of all, try not to move the injured leg. See if you can immobilize it. Gently put something under the knee, a jacket or a hoodie folded up.",
  "call.bos3polbeat.dialog.done": "I'm taking my jacket off, hold on . . . . . . . . . . . . . . . . Done!",
  "call.bos3polbeat.dialog.fix": "{RESET IT} Okay, you gonna try to reset it. Here's what you gonna do. You gonna ask someone to hold your boyfriend by the waist and you gonna grab him by the foot and pull it really, really hard.",
  "call.bos3polbeat.dialog.fixbad": "Alright... Hey, can you help me out? You've gotta hold him for me . . . . . . . . . . . . . .Oh my god! Joe? Joe! I'm sorry, I didn't mean to hurt you. That was a bad idea, now it's even worse!",
  "call.bos3polbeat.dialog.air": "{IS THE AIRWAY BLOCKED?} Can your boyfriend breathe normally? Is there anything obstructing his breathing?",
  "call.bos3polbeat.dialog.crowd": "There's nothing in his mouth, but it's really crowded around here and pretty stuffy.",
  "call.bos3polbeat.dialog.move": "{CARRY HIM OUT OF THE CROWD} Ask somebody to help you get him out of the crowd.",
  "call.bos3polbeat.dialog.move1": "Alright . . . Hey, help me get him up! . . . . . . One... Two... Three... [AAAAaaaaaa!] Joe, are you okay?! Fuck, it didn't help, he got a pain in his chest when we tried to move him.",
  "call.bos3polbeat.dialog.space": "{MAKE MORE ROOM} Ask people to clear an area around the boyfriend.",
  "call.bos3polbeat.dialog.tooloud": "Hey, back off . . . . . MAKE SOME ROOM FOR HIM . . . . . I don't know if it helped anything, it's so crowded and loud in here barely anyone can hear me!",
  "call.bos3polbeat.dialog.sit": "{SIT HIM UP} Help him up into a sitting position. There's a chance he's started bleeding into his lungs, so sitting him up might help him breathe.",
  "call.bos3polbeat.dialog.sit1": "Joe, Joe... let's try to sit up. . . . . . . . . . . . . . . I think it helped!",
  "call.bos3polbeat.dialog.beaten": "We've been attacked by the police! They were supposed to protect the protesters, but of course that's never how things go. They had to show they were stronger than us. Fucking pigs...",
  "call.bos3polbeat.dialog.reason": "{WHAT WAS THE REASON?} Do you know how the fighting started?",
  "call.bos3polbeat.dialog.reason1": "And since when do the police need a reason to beat up black people?",
  "call.bos3polbeat.dialog.whofirst": "{WHO ATTACKED FIRST?} Miss, do you know who attacked first?",
  "call.bos3polbeat.dialog.them": "They did! All Joe did was lightly push the fucker who threatened to gas me! That got him battered in the legs, and even when he was already down that sadist kept hitting him! He only stopped when he got Joe in the chest and he started breathing weird...",
  "call.bos3polbeat.dialog.wherepol": "{WHERE IS THE POLICE OFFICER?} Do you know where the police officer is now?",
  "call.bos3polbeat.dialog.wherepol1": "I don't know and I don't wanna know. He vanished somewhere.",
  "call.bos3polbeat.dialog.others": "{IS ANYONE ELSE INJURED?} Are there any other people injured besides your boyfriend?",
  "call.bos3polbeat.dialog.onlyhim": "I don't know... I don't think so. Maybe you can help him first before you send me off to take care of others?",
  "call.bos3polbeat.dialog.sendamb": "{I'LL SEND AN AMBULANCE} Alright, I'm sending an ambulance, it should arrive shortly.",
  "call.bos3polbeat.dialog.thanks": "Thank you, we'll wait.",
  "call.bos3polbeat.dialog.sendpol": "{I'LL SEND AN AMBULANCE AND POLICE} I'm sending an ambulance and a police unit to investigate the assault.",
  "call.bos3polbeat.dialog.nopol": "Are you outta your mind? We don't want no police here! They've done enough already.",
  "call.bos3polbeat.dialog.check": "{THE POLICE NEED TO INVESTIGATE THE INCIDENT} Miss, if the excessive use of police force has actually taken place, the police will need to investigate it to charge those responsible. This will be a different unit. Please don't be afraid, one police officer may have acted inappropriately, but the rest are there to uphold the law.",
  "call.bos3polbeat.dialog.end": "...",
  "call.bos3polbeat.dialog.check1": "They're there to protect YOU, not us. Suit yourself, but I want that ambulance here now.",
  "call.bos3polbeat.dialog.reminder": "Joe, honey, hold on a bit longer...",
  "call.bos3polbeat.dialog.reminder2": "Send a doctor!",
  "call.bos3polbeat.aar.story": "The partner of the female caller was attacked during the protest.",
  "call.bos3polbeat.aar.badhelp": "First aid instructions given by the operator caused a deterioration in the victim's condition",
  "call.bos3polbeat.aar.goodhelp": "The operator's instructions helped stabilize the victim's condition.",
  "call.bos3polbeat.aar.checkmust": "The operator decided to send police to the scene to take statements and investigate the incident, despite the risk of them facing aggression from the protesters.",
  "call.bos3polbeat.aar.policefight": "According to the caller's report, Joe was assaulted by a police officer for no apparent reason. The disciplinary unit opened an investigation into this incident.",
  "call.bos4polfight.title": "Attacked policeman",
  "call.bos4polfight.scene.caller": "Injured policeman",
  "call.bos4polfight.scene.hurt": "Injured policeman",
  "call.bos4polfight.scene.protester1": "Attacker",
  "call.bos4polfight.scene.protester2": "Attacker",
  "call.bos4polfight.scene.protester3": "Attacker",
  "call.bos4polfight.scene.protester4": "Attacker",
  "call.bos4polfight.scene.endcall": "timertoendcall;",
  "call.bos4polfight.dialog.1": "INCOMING TRANSMISSION . . . PANIC BUTTON ACTIVATED. . . This is Bravo 454. To all units! I need support at [[ADDRESS]]. My partner is down! We were attacked by four aggressive individuals. They threw a brick at my partner! He was hit straight in the head!",
  "call.bos4polfight.dialog.what": "{I'M LISTENING} Dispatch to 454 Acknowledging emergency button activation. Respond, please.",
  "call.bos4polfight.dialog.what2": "{WHAT'S GOING ON?} Dispatch to 454. What's going on?",
  "call.bos4polfight.dialog.what3": "{WHAT HAPPENED?} Dispatch to 454. What happened?",
  "call.bos4polfight.dialog.help": "{HELP IS ON THE WAY} 454 We have units responding to assist.",
  "call.bos4polfight.dialog.gun": "{USE THE GUN} 454 if you or your partner are under armed threat, you should use your firearm.",
  "call.bos4polfight.dialog.leave": "{BACK OFF} 454 if you can hear this, back off! Don't play a hero...Wait for backup!",
  "call.bos4polfight.dialog.listen": "{SILENCE} . . . . . . . . . . . .",
  "call.bos4polfight.dialog.hearme": "{DO YOU HEAR ME?} 454 Do you copy?",
  "call.bos4polfight.dialog.looper": "PANIC BUTTON ACTIVE . . . . . . . . . . . . . . . . . . . . . . . .",
  "call.bos4polfight.dialog.end": "END OF TRANSMISSION.",
  "call.bos4polfight.dialog.reminder": "PANIC BUTTON ACTIVE . . . . . . . . . . . . . . . . . . . . . . . .",
  "call.bos4polfight.dialog.reminder2": "PANIC BUTTON ACTIVE . . . . . . . . . . . . . . . . . . . . . . . .",
  "call.bos4polfight.aar.story": "The policeman was attacked by aggressive protesters. When his partner was knocked down, he activated a panic button: one-way transmission to every unit in the area.",
  "call.bos4polfight.aar.story2": "The policeman was disarmed and ran away after a short struggle. The attackers successfully chased him and beat the policeman heavily.",
  "call.bos5shoplift.title": "Shop robbery",
  "call.bos5shoplift.scene.caller": "Shop owner",
  "call.bos5shoplift.scene.callerdead": "Shop owner",
  "call.bos5shoplift.scene.thief1": "Thief",
  "call.bos5shoplift.scene.thief2": "Thief",
  "call.bos5shoplift.scene.thief3": "Thief",
  "call.bos5shoplift.scene.thief4": "Thief",
  "call.bos5shoplift.scene.thief5": "Thief",
  "call.bos5shoplift.scene.thief6": "Thief",
  "call.bos5shoplift.scene.thief7": "Thief",
  "call.bos5shoplift.scene.thief8": "Thief",
  "call.bos5shoplift.scene.thief9": "Thief",
  "call.bos5shoplift.scene.deadthief1": "Dead thief",
  "call.bos5shoplift.scene.deadthief2": "Dead thief",
  "call.bos5shoplift.scene.shopfire": "Fire in the shop",
  "call.bos5shoplift.scene.callerinj": "Shop owner",
  "call.bos5shoplift.dialog.1": "911, what's your emergency?",
  "call.bos5shoplift.dialog.2": "Those fuckers are robbing my shop! I can't believe what's happening! Where are the goddamn police? Protests turn into some insane riot!",
  "call.bos5shoplift.dialog.address": "{ADDRESS} What's the address of your shop?",
  "call.bos5shoplift.dialog.addressa0": "It is at [[ADDRESS]]. Or rather it WAS!",
  "call.bos5shoplift.dialog.addressa1": "345 Orthodox Valley",
  "call.bos5shoplift.dialog.addressa2": "124 9th Street",
  "call.bos5shoplift.dialog.addressa3": "504 Mandela Road",
  "call.bos5shoplift.dialog.what": "{RIOT?} All right, sir. I need you to calm down. Tell me what's happening.",
  "call.bos5shoplift.dialog.disaster": "It's a total, fucking disaster! They smashed every window in my shop and they're taking whatever they want! They took every goddamn TV! I'm ruined! Every store on the street has been looted!",
  "call.bos5shoplift.dialog.howmany": "{HOW MANY?} How many thieves do you see?",
  "call.bos5shoplift.dialog.ten": "I dunno...! They're just coming in or out whenever they like. Fuck... I guess, right now it's about ten motherfuckers in here.",
  "call.bos5shoplift.dialog.weapon": "{ANY WEAPON?} Do they have any weapons?",
  "call.bos5shoplift.dialog.weapon1": "I don't see any guns, but some of them have bats and knives.",
  "call.bos5shoplift.dialog.weaponyou": "{DO YOU HAVE A GUN?} And you, sir? Do you have a gun?",
  "call.bos5shoplift.dialog.weaponyes": "Oh, yes... I have my old .45 under the counter. I haven't used it in ages.",
  "call.bos5shoplift.dialog.safe": "{ARE YOU SAFE?} Sir, I know that you're worried about your shop, but you have to take care of your own safety first. Are you in a safe place right now?",
  "call.bos5shoplift.dialog.standing": "No, I'm just... I'm just standing in the door to the back office. They're totally ignoring me! What should I do?!",
  "call.bos5shoplift.dialog.notime": "{CAN'T HELP YOU NOW} I'm sorry, sir, all units are occupied right now but we'll get officers there as soon as we can.",
  "call.bos5shoplift.dialog.notimeend": "What the fuck?! Fine, I'll do it my way then! Where is that fucking gun...",
  "call.bos5shoplift.dialog.wait": "{WAIT FOR POLICE} Sir, just wait for the police. Officers are on the way.",
  "call.bos5shoplift.dialog.wait1": "Okay... I will... But should I stay here or...?",
  "call.bos5shoplift.dialog.nohide": "{STAY} Stay where you are, okay? Officers will be there shortly.",
  "call.bos5shoplift.dialog.hide": "{HIDE} You should find a place where you'll be safe until the police arrive. Can you lock yourself in the back office?",
  "call.bos5shoplift.dialog.sneakout": "{SNEAK OUT OF THE SHOP} Try to sneak out of the shop. If you do it carefully, they won't notice you.",
  "call.bos5shoplift.dialog.protect": "{TELL THEM TO GO OUT} They're clearly taking advantage of your passivity. I'm sure that you can scare them away. Don't let them steal your merchandise. Tell them in firm words that police are on the way and it's better for them to leave now.",
  "call.bos5shoplift.dialog.takegun": "{TAKE A GUN} OK, first thing you're going to do is get your 45 from behind the counter.... I hope you don't need to use it, but... just in case. And stay out of sight!",
  "call.bos5shoplift.dialog.no": "And I'm supposed to leave my store to these scumbags?! No way! And why should I go out in the street? It isn't any safer than staying in my store!",
  "call.bos5shoplift.dialog.onlyway": "{YOUR LIFE IS MORE IMPORTANT} Sir, your inventory...your money...they're just things. Your life is more important than any of that. And the best way to stay safe is if you leave the area as soon as possible.",
  "call.bos5shoplift.dialog.gotit": "Okay... . . . . . . . . . . . . . . . . . . . . . . . . . Got it! What now?",
  "call.bos5shoplift.dialog.sneakout1": "{SNEAK OUT OF THE SHOP} Try to sneak out of the shop. If you do it carefully, they won't notice you.",
  "call.bos5shoplift.dialog.protect1": "{PROTECT YOUR SHOP} They're clearly taking advantage of your passivity. I'm pretty sure that you can scare them away. Don't let them steal your livelihood!",
  "call.bos5shoplift.dialog.protect2": "You're damn right! I'll scare the crap outta them!",
  "call.bos5shoplift.dialog.shoot": "{WARN THEM} Just warn them! Shoot in the air to scare them away.",
  "call.bos5shoplift.dialog.safety": "{YOUR SAFETY FIRST} Remember, your safety is the priority. You can protect yourself if your life is in danger.",
  "call.bos5shoplift.dialog.close": "Yes, yes I can try, but... I don't know... I'll lose sight of them. I'd rather see what is happening here.",
  "call.bos5shoplift.dialog.doit": "{BETTER HIDE} It's better for you to hide, trust me. Just lock yourself in your office and wait for the police to get there.",
  "call.bos5shoplift.dialog.okgo": ". . . . . . I guess you're right... I'll try to sneak out the back door. Wish me luck.",
  "call.bos5shoplift.dialog.okhide": "Ok.... I hope I'm still alive by then. Tell them to get here fast, please.",
  "call.bos5shoplift.dialog.protecta": "Damn right. I.. I gotta do it... Yeah... I'll try... HEY, FUCKERS! GET THE FUCK OUTTA MY SHOP OR THE COPS ARE GONNA SHOOT YOUR ASS DOWN! . . . . . . . . . . . . .",
  "call.bos5shoplift.dialog.protectb": "Damn right. I.. I gotta do it... Yeah... I'll try... HEY, FUCKERS! STOP ROBBING MY SHOP! GET FUCK OUTTA MY SHOP OR I WILL SHOOT YOUR ASS DOWN! . . . . . . . . . . . . . . .",
  "call.bos5shoplift.dialog.protectc": "Yeah... I'll try... HEY, FUCKERS! GET THE FUCK OUTTA MY SHOP OR I WILL SHOOT YOUR ASS DOWN! . . . . . . . . . . . . . . .",
  "call.bos5shoplift.dialog.alive": "Sir? Are you alright?",
  "call.bos5shoplift.dialog.alive1": ". . . . . . . . Yes, I am. I shot... Just... get here quickly ok? I will be waiting here.",
  "call.bos5shoplift.dialog.alive2": ". . . . . . . . Yes, I am. I shot in... in the air. They ran away. I'm okay... Just... get here quickly in case they come back, okay? I'll be waiting here.",
  "call.bos5shoplift.dialog.outalive": ". . . . . . . . Yes, that's a good idea. I'll go out through the back door. I'm gonna shoot my way out if I have to. I'm really, REALLY tired of this shit.",
  "call.bos5shoplift.dialog.end": ". . . .",
  "call.bos5shoplift.dialog.reminder": "Hello? Are you still with me?",
  "call.bos5shoplift.dialog.reminder2": "Jesus, they act like animals...",
  "call.bos5shoplift.aar.story": "Protest against police brutality turned into an aggressive riot against law enforcers. Some men use that opportunity to robbing a nearby shop.",
  "call.bos5shoplift.aar.stayfire": "The caller hid in the shop. Thieves stole all valuable things from the shop and set shop on fire which trapped shop owner inside the store.",
  "call.bos5shoplift.aar.nogungo": "The shop owner left the shop unnoticed. However, he was attacked on the street by another group of thugs. He hadn't any weapon to protect himself and police were found him dead with a knife in his chest.",
  "call.bos5shoplift.aar.nogunfight": "The shop owner tried to scare thieves away, but he hadn't any weapon. One of the thieves shot him.",
  "call.bos5shoplift.aar.gunfight": "The shop owner shot one of the thieves when he was trying to pull out a gun. The rest of the thieves have started to run away, when the caller shot another one. The police have found him in a deep shock, sitting next to the dead body in the center of the shop.",
  "call.bos5shoplift.aar.warning": "The shop owner used his gun to make a warning shot. In the result of this, thieves run away.",
  "call.bos5shoplift.aar.gunngo": "The caller took his weapon to protect himself during the runaway. He managed to get out off the zone of a fight. However, his shop was devastated completely.",
  "call.bos5shoplift.aar.violence": "The operator should have convinced the caller to make a warning shot, which would limit the number of casualties.",
  "call.bos5shoplift.aar.ignored": "The operator refused to send help to the caller due to a limited number of units. That annoyed the caller who decided to handle with the thieves on his own. In the result, he shot down two of them. The rest has run away.",
  "call.bos6nguard.title": "Call from National Guard",
  "call.bos6nguard.scene.caller": "Soldier",
  "call.bos6nguard.dialog.1": "INCOMING TRANSMISSION . . . National Guard to the Emergency Dispatch Center, over!",
  "call.bos6nguard.dialog.2": "EDC, here. Go ahead National Guard.",
  "call.bos6nguard.dialog.enter": "The mayor has requested the National Guard units to provide a civil disturbance control. Under that authority, we are taking over command. Have all police units fall back to their respective stations and await further orders.",
  "call.bos6nguard.dialog.badidea": "{DANGEROUS TO CIVILIANS} With all due respect, sir, using National Guard units to put down the riots could aggravate the situation. That will be dangerous for everyone in the city.",
  "call.bos6nguard.dialog.coop": "{COOPERATE WITH POLICE} Respectfully, sir, cooperation between police and National Guard would be more beneficial. Our officers know the city and keeping them in their stations during this crisis is counter-productive.",
  "call.bos6nguard.dialog.okw": "{YES, SIR} Yes, sir! I'll have all police units return to the stations immediately.",
  "call.bos6nguard.dialog.enough": "You had your chance to manage the situation. The police actions only made things worse.",
  "call.bos6nguard.dialog.noway": "{NO} No, I won't do that, sir. Our officers must stay in the field and protect civilians.",
  "call.bos6nguard.dialog.every": "I need you to have ALL units fall back to their stations NOW! I don't care if they ARE currently occupied.",
  "call.bos6nguard.dialog.yess": "{YES, SIR} I understand, sir. I'll have all units fall back immediately.",
  "call.bos6nguard.dialog.why": "{WHY IS THAT?} Why is that, sir?",
  "call.bos6nguard.dialog.notime": "I haven't got time for this! You have your order, I'm not going to debate it!",
  "call.bos6nguard.dialog.danger": "{THAT COULD BE DANGEROUS} That'll put civilians at risk. Our officers are in the middle of this trying to regain control.",
  "call.bos6nguard.dialog.punish": "Are you aware that disobeying National Guard commands sanctioned by the mayor could result in jail time for you?",
  "call.bos6nguard.dialog.dutyfirst": "{IT DOESN'T MATTER} Yes...yes, I do. But I won't change my mind. My primary responsibility as an emergency dispatcher is protecting the people. And your orders will put them at risk, so I choose to disobey them.",
  "call.bos6nguard.dialog.eee": "{I'LL PULL UNITS BACK} Emm... I'm sorry, sir. You're right, the decision is up to you. I'll have all units pull back immediately.",
  "call.bos6nguard.dialog.regret": "You'll regret that, I can promise you",
  "call.bos6nguard.dialog.thanky": "That's great. I'm out.",
  "call.bos6nguard.dialog.end": ". . . .",
  "call.bos6nguard.dialog.reminder": "Operator, do you copy?",
  "call.bos6nguard.dialog.reminder2": "Operator, if you disobey this order, you will be removed by force",
  "call.bos6nguard.aar.story": "The commander of the National Guard informed the operator that army will enter the city to provide riot control. He requested the operator to pull back all units back to base.",
  "call.bos6nguard.aar.obey": "The operator decided to execute the order. National Guard put down the riots, but a number of casualties and injured was significant.",
  "call.bos6nguard.aar.stay": "The operator was removed from the office as he refused to obey the order. Disciplinary board will investigate that case, but the chief of the Emergency Dispatch Center upheld operator's decision accessing it as 'reasonable'.",
  "call.genbreath.title": "Breathing problems",
  "call.genbreath.scene.caller": "Caller",
  "call.genbreath.scene.woman": "Woman",
  "call.genbreath.scene.grandma": "Elderly woman",
  "call.genbreath.scene.deadwoman": "Dead woman",
  "call.genbreath.dialog.1": "911, what's your emergency?",
  "call.genbreath.dialog.2gym": "She can't breath! What should I do?!",
  "call.genbreath.dialog.2house": "She can't breath! What should I do?!",
  "call.genbreath.dialog.2street": "She can't breath! What should I do?!",
  "call.genbreath.dialog.3gym": "Um...I've got someone here who's having a hard time trying to breathe.",
  "call.genbreath.dialog.3street": "Um...I've got someone here who's having a hard time trying to breathe.",
  "call.genbreath.dialog.heartattackgym": "You have to help her! She says her chest feels like it's being crushed and she can't breathe! Is she having a heart attack?!",
  "call.genbreath.dialog.heartattackhouse": "You have to help her! She says her chest feels like it's being crushed and she can't breathe! Is she having a heart attack?!",
  "call.genbreath.dialog.heartattackstreet": "You have to help her! She says her chest feels like it's being crushed and she can't breathe! Is she having a heart attack?!",
  "call.genbreath.dialog.who": "{WHO IS THAT?} Could you be more specific? Who can't breath?",
  "call.genbreath.dialog.passerby": "I don't know her. I was just walking by when she said she couldn't breathe.",
  "call.genbreath.dialog.family": "My grandma!",
  "call.genbreath.dialog.normal": "She's my friend!",
  "call.genbreath.dialog.where": "{WHERE?} Where did it happen?",
  "call.genbreath.dialog.gym": "We're in the gym.",
  "call.genbreath.dialog.street": "On a street.",
  "call.genbreath.dialog.house": "In our house!",
  "call.genbreath.dialog.mall": "In a shopping mall.",
  "call.genbreath.dialog.precise": "{WHICH SHOP?} Please be precise. In which shop exactly?",
  "call.genbreath.dialog.grocery": "In the grocery shop.",
  "call.genbreath.dialog.zoo": "In the pet store.",
  "call.genbreath.dialog.toilet": "This happened in the restroom...",
  "call.genbreath.dialog.address": "{ADDRESS?} Could you give me an address?",
  "call.genbreath.dialog.addressa0": "Yes, of course, it's [[ADDRESS]].",
  "call.genbreath.dialog.addressa1": "It's [[ADDRESS]].",
  "call.genbreath.dialog.addressa2": "[[ADDRESS]].",
  "call.genbreath.dialog.addressa3": "Yes, of course, it's 32th Alley.",
  "call.genbreath.dialog.howold": "{HOW OLD?} Okay, how old is she?",
  "call.genbreath.dialog.30": "I don't know... mid-30s?",
  "call.genbreath.dialog.50": "Hard to tell...If I had to guess I'd say around 50?",
  "call.genbreath.dialog.70": "She had her [[AGE]] birthday... Please, don't tell me she's going to die....",
  "call.genbreath.dialog.action": "{WHAT WAS SHE DOING?} What exactly was she doing?",
  "call.genbreath.dialog.walking": "I don't know... walking? Nothing special, I guess.",
  "call.genbreath.dialog.exercise": "She'd just finished her cardio.",
  "call.genbreath.dialog.phone": "She was on her mobile phone...",
  "call.genbreath.dialog.calmbreath": "{REST FOR A WHILE} Shortness of breath might be the result of exhausting excercises. Tell her to rest for a while. She needs to breath deeply and calmly.",
  "call.genbreath.dialog.calmbreath1": "Okay... Hey, you need to breathe deeply... Everything will be fine... Breath in... and out... Is it better? It looks that she's getting better!",
  "call.genbreath.dialog.calmbreath2": "Okay... Hey, you need to breathe deeply... Everything will be fine... Breath in... and out... I don't think that's helping. We need an ambulance!",
  "call.genbreath.dialog.waither": "{STAY WITH HER FOR A WHILE} Can you stay with her for a while? Please monitor her condition and call us back if she starts to heave breathing problems again.",
  "call.genbreath.dialog.stress": "{CALM HER} It might be the effect of stress, try to calm her down.",
  "call.genbreath.dialog.allergy": "{HOW DOES HER FACE LOOK?} How does her face look? Is there any rash, swelling of face or throat?",
  "call.genbreath.dialog.yes": "One minute . . . . . . . Yes! There is a little red rash on her neck!",
  "call.genbreath.dialog.no": "One minute . . . . . . . I don't know, her skin looks normal.",
  "call.genbreath.dialog.notouch": "{DON'T TOUCH HER!} Don't touch her! That might be contagious! Tell everybody to leave the shop and wait outside for emergency services.",
  "call.genbreath.dialog.out": "{TAKE HER OUT OF THE SHOP} Take her out of the shop! She might have an allergy to animals. That might explain her shortness of breath.",
  "call.genbreath.dialog.badend": "Oh my God! EVERYBODY... GET OUT!",
  "call.genbreath.dialog.outok": "Ok! We'll do that! Please, get here quickly!",
  "call.genbreath.dialog.medicine": "{MEDICINES?} Does she take any medication? Does she have any chronic illnesses?",
  "call.genbreath.dialog.idn": "I don't know anything about it...",
  "call.genbreath.dialog.asthma": "I... . . . yes, yes. She has asthma!",
  "call.genbreath.dialog.drugs": "Emm.. . . . I don't. . . . . Here are some drugs! I found them in her purse! There are a few blue pills and a red one. Should I give them to her?!",
  "call.genbreath.dialog.manydrug": "Emm.. . . . I don't. . . . .Oh, wait! I found some drugs in her purse! What should I give her?",
  "call.genbreath.dialog.nitro": "{NITROGLYCERIN} Look for nitroglycerin!",
  "call.genbreath.dialog.aspirin": "{ASPIRIN} Aspirin could delay an impending heart attack. She should chew it before swallowing to make it more effective.",
  "call.genbreath.dialog.anti": "{ANTIBIOTIC} If you find some antibiotics, give them to her.",
  "call.genbreath.dialog.nodrug": "I'm looking for it . . . . . . . I can't... fuck... There's nothing like that in her purse! Is there anything else that will work?",
  "call.genbreath.dialog.dontdrug": "{DON'T GIVE HER ANY DRUGS} If you don't know what drug she takes, you shouldn't give her anything.",
  "call.genbreath.dialog.dontdrug1": "Sure, but what I can do then?",
  "call.genbreath.dialog.take": "Okay. . . . . . Here, I've got it! . . . . . . . . . . . . . . . Okay, she's taken the medicine, what now?",
  "call.genbreath.dialog.red": "{GIVE RED PILL} Give her the red pill.",
  "call.genbreath.dialog.blue": "{GIVE BLUE PILL} Give her the blue pill.",
  "call.genbreath.dialog.goodpill": "Okay, I'll do that, but send someone here fast!",
  "call.genbreath.dialog.badpill": "Okay, I'll do that, but send someone here fast!",
  "call.genbreath.dialog.inhaler": "{FIND INHALER} Try to find an inhaler, it should be in a first aid kit or something personal in her bag. The inhaler is usually shaped like a big letter L, but it could be round as well. If you have to, help her use it: place it in her mouth between her teeth and press the plunger.",
  "call.genbreath.dialog.position": "{POSITION?} What is she doing right now? Is she standing, is she sitting, is she lying down?",
  "call.genbreath.dialog.lying": "She's laying down....on her back.",
  "call.genbreath.dialog.sitting": "Sitting.",
  "call.genbreath.dialog.standing": "She's standing",
  "call.genbreath.dialog.telllay": "{TELL HER TO LAY DOWN} Tell her to lay down, that should help.",
  "call.genbreath.dialog.laygood": "{TELL HER TO LAY DOWN} Tell her to lay down, that should help.",
  "call.genbreath.dialog.situp": "{SIT UP} She may need sit up to breathe. Please help her to change position and see if it works.",
  "call.genbreath.dialog.tripod": "{TRIPOD POSITION} Help her assume the tripod position. She should sit or stand leaning forward and then support her upper body with her hands on her knees.",
  "call.genbreath.dialog.tripodok": "Okay, that sounds complicated but... we'll try to do that . . . . . . . . . . . . . . . . . . . . . . . . . Done. What's next?",
  "call.genbreath.dialog.positionchange": "Okay. . . . . . . . . . . . .Done. What's next?",
  "call.genbreath.dialog.telllay1": ". . . . . . I don't know if that helps, but... you're an expert. What should I do next?",
  "call.genbreath.dialog.loosen": "{LOOSEN HER CLOTHES} Does she have any tight clothing? If so, you might have to loosen a little bit.",
  "call.genbreath.dialog.loosenyes": "Okay, I'll unbutton her shirt . . . . . . . . . Okay, done.",
  "call.genbreath.dialog.loosenno": "I don't see anything like that.",
  "call.genbreath.dialog.end": "{WAIT FOR AMBULANCE} Wait for an ambulance, it's on the way.",
  "call.genbreath.dialog.endok": "Okay, I will wait with her. Bye!",
  "call.genbreath.dialog.reminder": "How can I help her?!",
  "call.genbreath.dialog.reminder2": "You need to breathe!",
  "call.genbreath.aar.story": "A person near caller suffered from shortness of breath.",
  "call.genbreath.aar.badadviceanimal": "The reason for the dyspnea was a strong animal allergy. Operator mistakenly thought that was a contagious disease and aroused panic. In result, the victim didn't get proper help and died.",
  "call.genbreath.aar.goodadvice": "The operator gave a proper medical instruction.",
  "call.genbreath.aar.badadvice": "The operator gave an improper medical instruction.",
  "call.genbreath.aar.nitroglyc": "The operator advised giving nitroglycerin to a person who suffers heart attack, which is the best medical solution in such situation.",
  "call.genbreath.aar.asp": "The operator advised giving aspirin to a person who suffers heart attack, which could help to stop or delay a heart attack, especially if it hasn't started yet.",
  "call.genbreath.aar.baddrug": "The operator advised to give an inproper medicine to a person who suffers from a heart attack.",
  "call.genvandals.title": "Vandals",
  "call.genvandals.scene.caller": "Caller",
  "call.genvandals.scene.fighter1": "Vandal",
  "call.genvandals.scene.fighter2": "Vandal",
  "call.genvandals.scene.fighter3": "Vandal",
  "call.genvandals.scene.fighter4": "Vandal",
  "call.genvandals.scene.fighter5": "Vandal",
  "call.genvandals.scene.fighter6": "Vandal",
  "call.genvandals.scene.injuredf": "Injured man",
  "call.genvandals.scene.trash": "Trashbin on fire",
  "call.genvandals.scene.greatfire": "Fire",
  "call.genvandals.scene.electro": "Street electrical box",
  "call.genvandals.scene.firehydrant": "Fire hydrant",
  "call.genvandals.dialog.1": "911, what's your emergency?",
  "call.genvandals.dialog.2": "Hello, could you do something about those idiots?",
  "call.genvandals.dialog.2a": "I want to report a group of men causing trouble",
  "call.genvandals.dialog.where": "{WHERE?} Where are they?",
  "call.genvandals.dialog.bus": "Near bus station at [[ADDRESS]].",
  "call.genvandals.dialog.shop": "They are standing in front of a shop.",
  "call.genvandals.dialog.park": "They are in the park.",
  "call.genvandals.dialog.block": "They are under my window.",
  "call.genvandals.dialog.address": "{ADDRESS?} Could you give me a precise address of the incident?",
  "call.genvandals.dialog.addressa0": "Oh, yes. It's at [[ADDRESS]]",
  "call.genvandals.dialog.addressa1": "12 Rosberry Road",
  "call.genvandals.dialog.addressa2": "34 8th Alley",
  "call.genvandals.dialog.addressa3": "505 Rosemary Square",
  "call.genvandals.dialog.many": "{HOW MANY ARE INVOLVED?} How many of them are there?",
  "call.genvandals.dialog.two": "There's two of them.",
  "call.genvandals.dialog.four": "I saw four of them!",
  "call.genvandals.dialog.group": "I don't know. There's a whole group of them. Maybe six or seven?",
  "call.genvandals.dialog.doing": "{WHAT ARE THEY DOING?} Please describe what exactly this men are doing?",
  "call.genvandals.dialog.destroy": "They're acting like animals. Just smashing and breaking everything around",
  "call.genvandals.dialog.pedestrian": "They're being assholes! Acting aggressively to anyone who comes near them. They're shouting, pushing, throwing things. It looks like they're wanting to get into a fight with someone.",
  "call.genvandals.dialog.destroybuild": "Right now they're vandalizing a building.",
  "call.genvandals.dialog.howdestroy": "{PRECISE} OK, so what exactly are they doing to the building? What kind of damage?",
  "call.genvandals.dialog.door": "They kicked down a door!",
  "call.genvandals.dialog.window": "They are throwing bricks at windows.",
  "call.genvandals.dialog.graffiti": "They are making some ugly painting on its wall.",
  "call.genvandals.dialog.theft": "{ARE THEY STEALING?} Can you tell if they've stolen anything?",
  "call.genvandals.dialog.theftyes": "I guess they could have. They've gone inside the building....oh, now it looks like they're leaving!",
  "call.genvandals.dialog.theftwalk": "Well, it looks like they might have robbed this one guy. They stopped him and a moment later it looked like he gave them his wallet.",
  "call.genvandals.dialog.theftno": "No, I didn't see them go inside.",
  "call.genvandals.dialog.fire": "{ANY OTHER DAMAGE?} Have they caused any other damage?",
  "call.genvandals.dialog.firey": "Well, they started a fire in a trash can",
  "call.genvandals.dialog.firey2": "Yes, they set a trash bin on fire... Oh my God. . . . . . it just fell over.. . . . . . . . Now, whole ground is on fire. Jesus... Send firefighters!",
  "call.genvandals.dialog.firen": "No, I didn't see anything like that.",
  "call.genvandals.dialog.firedamageele": "Yes, they destroyed a street distribution cabinet.",
  "call.genvandals.dialog.firedamageele2": "Yes, they destroyed a street electrical box.",
  "call.genvandals.dialog.firedamageo": "Yes, they broke a fire hydrant",
  "call.genvandals.dialog.injuries": "{ANY INJURIES?} Have they injured anyone?",
  "call.genvandals.dialog.injuries1": "No, I don't think so.",
  "call.genvandals.dialog.injuriesyes": "Yes! They pushed an older man and he fell. I think he hit his head. He isn't moving.",
  "call.genvandals.dialog.injfight": "Not that I can't.....OH! They've just started fighting with someone. One of them punched him! He's fallen to the grou....Jesus CHRIST! They're kicking him! All of them, they're kicking him!",
  "call.genvandals.dialog.firstaid": "{GIVE FIRST AID} Could check his condition and give him first aid?",
  "call.genvandals.dialog.waitforamb": "{WAIT FOR HELP} Ok ma'am I've got the ambulance on the way. Just wait for it, okay?",
  "call.genvandals.dialog.helpyes": "They've run away. I think I can try and help him.",
  "call.genvandals.dialog.noway": "No WAY! These guys are really scary! That's why I called 911! So you guys can take care of them",
  "call.genvandals.dialog.helpontheway": "{I'LL SEND HELP} Help is on the way. They'll be there shortly.",
  "call.genvandals.dialog.instruction": "{FIRST AID INSTRUCTION?} Do you need me to give you direction on a first aid? It might be necessary to help him.",
  "call.genvandals.dialog.nurse": "No, that won't be necessary. I've worked as a nurse a few years ago. I'll call again if his condition worsens before the ambulance gets here",
  "call.genvandals.dialog.ignore": "{IGNORE} That's not a case for 911. Sorry, I can't send emergency units.",
  "call.genvandals.dialog.ignore2": "{IGNORE} This is not an emergency for 911. I can't send emergency units.",
  "call.genvandals.dialog.endignore": "Oh, really? So... I'll just ignore that if you say so. Bye.",
  "call.genvandals.dialog.end": "Okay, thank you for your help.",
  "call.genvandals.dialog.reminder": "Are you there, sir?",
  "call.genvandals.dialog.reminder2": "Hello?",
  "call.genvandals.aar.story": "The caller reported a group of men who were behaving like vandals in public.",
  "call.genvandals.aar.bigfire": "The actions of the vandals resulted in setting the whole area on fire.",
  "call.genvandals.aar.inj": "The vandals have beaten one of the pedestrians. His condition required medical help.",
  "call.genvandals.aar.yeshelp": "The caller gave first aid to the man.",
  "call.genvandals.aar.nohelp": "The caller refused to give first aid.",
  "call.genvandals.aar.greatquestion": "The operator asked the caller if he needs information about first aid instruction. However, that wasn't necessary.",
  "call.genvandals.aar.badignore": "The operator decided to ignore the emergency call.",
  "call.genvandals.aar.ignorable": "The operator decided to ignore the call, because it wasn't an emergency.",
  "call.mia1noise.title": "Peace disturbance",
  "call.mia1noise.scene.caller": "Caller",
  "call.mia1noise.dialog.1": "911, what's your emergency?",
  "call.mia1noise.dialog.intro": "Hello. I'd like to lodge a complaint. It's unbearably loud here in my apartment. The windows are literally shaking because of the noise. Please do something about it.",
  "call.mia1noise.dialog.neighbors": "{NEIGHBORS?} Do you have a problem with your neighbors, sir?",
  "call.mia1noise.dialog.source": "{WHAT NOISE?} What's the source of the noise?",
  "call.mia1noise.dialog.festival": "You must be joking! It's not hard to tell what's going on. It's that so-called music festival! They sound like they have no idea what real music is over there.",
  "call.mia1noise.dialog.problem": "{IT'S NOT AN EMERGENCY} I understand that the music is kinda loud and it might be somewhat disruptive, but this is not an emergency. They have all the required permits from the city. If you don't like the music festival, you'll need to talk to your city councilor.",
  "call.mia1noise.dialog.where": "{ADDRESS?} Where are you calling from?",
  "call.mia1noise.dialog.joke": "Please don't make fun of the situation. It's impossible to enjoy my house apartment with all this noise. You have to do something about it. It's your duty as a public servant.",
  "call.mia1noise.dialog.iknow": "{I KNOW MY DUTIES} Sir, let me assure you I do know my duties. You do not have to remind me of them. And shutting down the festival because of the noise is not one of them.",
  "call.mia1noise.dialog.right": "{THERE IS NOTHING I CAN DO} There is nothing we can do, sir. The festival is completely legal. They have all the required permits. We can't shut it down because of noise complaints.",
  "call.mia1noise.dialog.reason": "Great, that's just great... And NORMAL people are supposed to bear this noise all that time? What has to happen in order to have this madness stopped?",
  "call.mia1noise.dialog.reason1": "We'd only shut down the event if there was a serious security threat. Please be patient. The festival is only once a year. It'll be over in a couple of days.",
  "call.mia1noise.dialog.reason2": "Patient? Easy for you to say...! Just listen to this noise!. . . . . . . . . . . . . . . . . . . . .",
  "call.mia1noise.dialog.block": "{DO NOT BLOCK THE LINE} Sir, you're taking up an emergency line. I've already told you there's nothing that can be done.",
  "call.mia1noise.dialog.legal": "{RECOMMEND EAR PLUGS} Maybe you should buy some earplugs, sir. Like I've already said, there's nothing I can do.",
  "call.mia1noise.dialog.end": "What a. . . . . . . . . . . . . . . . . .",
  "call.mia1noise.dialog.notemer": "{IT'S NOT AN EMERGENCY} Sir, your call is not an emergency. I'm not sending anyone.",
  "call.mia1noise.dialog.where1": "From my home. I'm at [[ADDRESS]] and I can hear it here!",
  "call.mia1noise.dialog.addressa1": "From my home. I'm at 315 Mendoza Ave and I can hear it here!",
  "call.mia1noise.dialog.addressa2": "From my home. I'm at 23rd Terrace and I can hear it here!",
  "call.mia1noise.dialog.addressa3": "From my home. I'm at Brickell Street 43 and I can hear it here!",
  "call.mia1noise.dialog.reminder": "Can you hear me?",
  "call.mia1noise.dialog.reminder2": "Damn, is it me who is deaf or you?",
  "call.mia1noise.aar.story": "The caller complained about the noise coming from a summer festival.",
  "call.mia1noise.aar.good": "The operator refused to take action.",
  "call.mia1noise.aar.bad": "The operator impolitely refused to take action. The caller filed a complaint.",
  "call.mia1noise.aar.notnec": "The operator sent services to the caller's address without justified cause.",
  "call.mia2alarm.title": "Bomb alarm",
  "call.mia2alarm.scene.caller": "Caller",
  "call.mia2alarm.scene.bomb": "Bomb search",
  "call.mia2alarm.dialog.1": "911, what's your emergency?",
  "call.mia2alarm.dialog.intro": "Hello. Listen carefully.......I've found a bomb at the festival.",
  "call.mia2alarm.dialog.where": "{WHERE?} The music festival? OK, where is the bomb?",
  "call.mia2alarm.dialog.where1": "Uhmm... Look for it around the stage!",
  "call.mia2alarm.dialog.look": "{HOW DOES IT LOOK?} OK, what does the bomb look like?",
  "call.mia2alarm.dialog.look1": "Uhhh... it has wires...and...um....a display with a timer...",
  "call.mia2alarm.dialog.howfind": "{DETAILS?}Please, give me any information that can help us find it. Is it in a car? Is it in a suitcase? Or a backpack?",
  "call.mia2alarm.dialog.howfind1": "It's in a backpack! It's... red!",
  "call.mia2alarm.dialog.why": "{HOW DO YOU KNOW THAT?} OK. Did you see who left it?",
  "call.mia2alarm.dialog.why1": "No! I didn't. I just found it....um.... I want to stay anonymous!",
  "call.mia2alarm.dialog.send": "{I'LL SEND THE FORCES} Alright, sir, I'm notifying officers working at the festival and I have fire and ambulance responding as well. Thank you.",
  "call.mia2alarm.dialog.end": "So the whole festival will be suspended?",
  "call.mia2alarm.dialog.maybe": "{WE WILL SEE} That'll be up to the organizers and the officer in charge.",
  "call.mia2alarm.dialog.ok": "Okay. But remember, there's no point in risking people's lives for some stupid music festival.",
  "call.mia2alarm.dialog.sure": "{ARE YOU SURE ABOUT THE BOMB?} Um....are you sure about the bomb, sir? You do realize there are serious consequences for making a false report. Especially a bomb threat.",
  "call.mia2alarm.dialog.sure1": "Yes! This festival has to stop! If you don't believe me, hundreds could die!",
  "call.mia2alarm.dialog.dontbelieve": "{I DON'T BELIEVE YOU} Wait a minute....it sounds like your story's changing....Hey!, I thought I recognized your voice! You called earlier...you were complaining about the volume of the music coming from the festival. You didn't find a bomb, did you? But I bet you're willing to make a false bomb threat to shut down the event!",
  "call.mia2alarm.dialog.sendend": "{HELP IS ON THE WAY} Okay, the emergency services are on the way, they should be there soon.",
  "call.mia2alarm.dialog.dontbelieve1": "I... I'm sorry...um...I know it's absurd, but.... I couldn't stand that goddamn noise!",
  "call.mia2alarm.dialog.sendok": "Okay.",
  "call.mia2alarm.dialog.ignore": "{IGNORE} We have no time for that now, sir.",
  "call.mia2alarm.dialog.reminder": "Hello...",
  "call.mia2alarm.dialog.reminder2": "Can you hear me?",
  "call.mia2alarm.aar.story": "The caller reported a bomb planted at the festival area.",
  "call.mia2alarm.aar.fake": "The bomb alarm occurred to be fake.",
  "call.mia2alarm.aar.reason": "The false bomb alarm was made by a person who was irritated by loud music.",
  "call.mia3snake.title": "Snake",
  "call.mia3snake.scene.jessica": "Caller",
  "call.mia3snake.scene.ted": "Girl's companion",
  "call.mia3snake.scene.ited": "Ted, bitten by a snake",
  "call.mia3snake.scene.vsnake": "Copperhead",
  "call.mia3snake.scene.psnake": "Python",
  "call.mia3snake.scene.usnake": "Unknown snake",
  "call.mia3snake.scene.ecamp": "Empty campsite",
  "call.mia3snake.scene.hsnake": "Harmless snake",
  "call.mia3snake.scene.icall": "Caller, bitten by a snake",
  "call.mia3snake.dialog.1": "911, what's your emergency?",
  "call.mia3snake.dialog.intro": "There's a snake in here!!! Get it out of here... NOW!",
  "call.mia3snake.dialog.really": "{CALM DOWN} Alright miss, calm down, please don't panic. The snake might not be dangerous.",
  "call.mia3snake.dialog.where": "{WHERE?} Where's the snake? Where are you calling from?",
  "call.mia3snake.dialog.ifbite": "{ANYONE GOT BITTEN?} Did it bite anyone?",
  "call.mia3snake.dialog.address": "We're at [[ADDRESS]]!",
  "call.mia3snake.dialog.address1": "We're at 200 Biscane Boulevard!",
  "call.mia3snake.dialog.address2": "We're at 12 17 Street!",
  "call.mia3snake.dialog.address3": "We're at 145 23 Avenue!",
  "call.mia3snake.dialog.ifbite1": "No, nobody's been bitten, thank God!",
  "call.mia3snake.dialog.city": "I hope so!",
  "call.mia3snake.dialog.spec": "{DESCRIBE IT} Do you know what kind of snake it is? Can you describe it?",
  "call.mia3snake.dialog.sendhelp": "{WAIT FOR HELP} Got it. I'm sending help.",
  "call.mia3snake.dialog.sendhelpgood": "{WAIT FOR HELP} Got it. I'm sending help.",
  "call.mia3snake.dialog.thank": "They better get here fast, before it bites someone!",
  "call.mia3snake.dialog.mokasyn": "I can't see well, it's curled up, not moving. Dark brown, plain...",
  "call.mia3snake.dialog.pyton": "I can't see well, it's curled up, not moving. He's huge though! And has those big brown speckles. Isn't that the one that wraps around people's necks?",
  "call.mia3snake.dialog.garden": "I can't see well, it's curled up, not moving. It's kinda small.... black with a white head.",
  "call.mia3snake.dialog.noharm": "{IT'S HARMLESS} Calm down, it's completely harmless. You find them all the time in local gardens and parks...it isn't venomous.",
  "call.mia3snake.dialog.noharmgood": "Phew. Thanks. It really scared us. Thank you.",
  "call.mia3snake.dialog.noharmwrong": "Oh really? God, it really scared us. Come, let's have a closer look . . . . . . . .",
  "call.mia3snake.dialog.over": "{NO PROBLEM} No problem. I'm glad everyone's fine.",
  "call.mia3snake.dialog.over1": "Thanks. Bye!",
  "call.mia3snake.dialog.closer": "{APPROACH IT} Carefully approach the snake. I need a better description to tell if you're in danger.",
  "call.mia3snake.dialog.closer1": "Okay... I'll try. . . . . . . . . . . . AAHHHH!",
  "call.mia3snake.dialog.closer2": "AAAHH!",
  "call.mia3snake.dialog.hungry": "{IT IS BLACK-TAILED PYTHON} Black-tailed python fits that description. It's not poisonous but it can be dangerous if it's hungry or irritated.",
  "call.mia3snake.dialog.hungry1": "Oh my God! What should we do?",
  "call.mia3snake.dialog.leave": "{BACK OUT SLOWLY}I want you to stay calm, and just slowly back away. Don't panic, just move calmly and quietly back and leave the snake alone.",
  "call.mia3snake.dialog.venomalert": "{HE'S VENOMOUS} Oh! That sounds like a cottonmouth. It's a venomous snake. They're very dangerous. His bite might cause tissue necrosis.",
  "call.mia3snake.dialog.venomhelp": "Oh God, what should we do?",
  "call.mia3snake.dialog.emehelp": "{WAIT FOR HELP} Stay where you are and don't move. I'm sending help!",
  "call.mia3snake.dialog.stay": "We can't move...it might bite us! Please send help!",
  "call.mia3snake.dialog.slowback1": "OK, we're moved away from it.",
  "call.mia3snake.dialog.kill": "{KILL THE SNAKE} Look for something that you can use as a weapon, like a long stick, and kill the snake.",
  "call.mia3snake.dialog.bite": "A stick... . . . Okay, got one . . . Hit it, John!!! . . . . . . . Oh my God! . . . No! . . . No, no, no!",
  "call.mia3snake.dialog.bite1": "What happened?",
  "call.mia3snake.dialog.bite2": "It bit my boyfriend! Oh, Baby....please.... Don't die!",
  "call.mia3snake.dialog.hold": "{HELP IS ON THE WAY} Help is on the way. Stay there and wait.",
  "call.mia3snake.dialog.goodbite": "Hurry up. . . please!",
  "call.mia3snake.dialog.badbite": "Hurry up. . . please!",
  "call.mia3snake.dialog.firstaid": "{CALM HIM DOWN} Have him sit down and keep him calm...you don't want his heart rate to increase.",
  "call.mia3snake.dialog.firstaid1": "Good. . . Sit down, honey. The ambulance is on the way. . . . . . . . . . .",
  "call.mia3snake.dialog.firstaid2": "{IMMOBILIZE THE LIMB} You're going to keep the bitten limb below the level of his heart, do you understand?.",
  "call.mia3snake.dialog.firstaid3": "OK, that's done. Please.... come quickly...",
  "call.mia3snake.dialog.sack": "{TRY TO SUCK OUT THE VENOM} I want you to try and suck out the venom from the wound. Then, spit it on the ground but don't swallow it!",
  "call.mia3snake.dialog.sackyes": "Jesus Christ. I don't know if I can do it. . . [inhales]. ...ok...here goes.... . . . . . . . . Yuck, disgusting. . . . . I feel sick. . .",
  "call.mia3snake.dialog.reminder": "Are you there?",
  "call.mia3snake.dialog.reminder2": "We need help!",
  "call.mia3snake.aar.story": "During a city stroll a young couple have encountered a snake.",
  "call.mia3snake.aar.unknow": "The operator has sent the emergency services without gathering the necessary information beforehand.",
  "call.mia3snake.aar.escape": "The operator suggested leaving the hazardous place.",
  "call.mia3snake.aar.badidea": "The operator suggested sucking out the venom, resulting in the person helping also being poisoned.",
  "call.mia3snake.aar.fine": "The operator suggested killing the snake. Unfortunately one person was bitten and needed to be hospitalized for a week.",
  "call.mia3snake.aar.loss": "The operator suggested killing the snake. One person was bitten by an unknown breed of snake. Unfortunately the correct antivenom was given too late and the victim lost a leg.",
  "call.mia3snake.aar.help": "The operator has sent emergency services to the scene. The snake has been caught. No one was injured.",
  "call.mia3snake.aar.empty": "The operator has sent emergency services to the scene. No one was found at the scene. Intervention turned out to be unnecessary.",
  "call.mia3snake.aar.callharm": "The operator convinced the caller to approach the snake. This put her in direct risk, resulting in the snake attacking.",
  "call.mia3snake.aar.unharm": "The operator convinced the caller that snake was completely harmless.",
  "call.mia4water.title": "Water accident",
  "call.mia4water.scene.caller": "Caller",
  "call.mia4water.scene.missing": "Missing woman",
  "call.mia4water.scene.mdrown": "Drowning man",
  "call.mia4water.scene.gdrown": "Drowning girl",
  "call.mia4water.scene.kdrown": "Drowning child",
  "call.mia4water.scene.burn": "Stung by a jellyfish",
  "call.mia4water.scene.bite": "Man bitten by a shark",
  "call.mia4water.scene.air": "Near-drowned man",
  "call.mia4water.scene.dbody": "Drowned man",
  "call.mia4water.scene.dcaller": "Caller",
  "call.mia4water.scene.swater": "Searching in the sea",
  "call.mia4water.dialog.1": "911, what's your emergency?",
  "call.mia4water.dialog.introa": "Help! Someone's drowning!",
  "call.mia4water.dialog.introb": "We need help! Immediately! There's a young man lying on the shore, he's not moving!",
  "call.mia4water.dialog.introc": "Hi. I want to report something unusual. Um, I found some woman's clothes folded up on a blanket on the shore. There was a cell phone sitting on top.",
  "call.mia4water.dialog.where": "{WHERE?} Where are you calling from?",
  "call.mia4water.dialog.address": "I'm at a public beach... uhmm... the one near [[ADDRESS]].",
  "call.mia4water.dialog.address1": "We're at [[ADDRESS]]!",
  "call.mia4water.dialog.address2": "We're at 12 17 Street!",
  "call.mia4water.dialog.address3": "We're at 145 23 Avenue!",
  "call.mia4water.dialog.sure": "{ARE YOU SURE?} Are you absolutely sure that someone's drowning?",
  "call.mia4water.dialog.sureyes": "Yes. Of course I am",
  "call.mia4water.dialog.sureno": "It... hold on... someone else is in the water... right next to the drowning person.... oh... it looks like a stupid joke. I'm sorry for calling 911. Bye.",
  "call.mia4water.dialog.who": "{WHO?} Who's drowning?",
  "call.mia4water.dialog.kid": "A child fell off an air mattress to the water.",
  "call.mia4water.dialog.men": "It's an adult... a man, I guess.",
  "call.mia4water.dialog.girl": "It's a young woman!",
  "call.mia4water.dialog.go": "{SWIM TO HELP} Quickly! You need to help the drowning person get to shore!",
  "call.mia4water.dialog.drawngood": "Ok, I will! . . . . . . . . . . . . . . . .",
  "call.mia4water.dialog.drawnbad1": "Ok, I will! . . . . . . . . . . . . . . . .",
  "call.mia4water.dialog.drawnbad": "Ok, I will! . . . . . . . . . . . . . . . .",
  "call.mia4water.dialog.act": "{I'LL SEND HELP} Understood. I'm responding fire and ambulance.",
  "call.mia4water.dialog.act1": "And what should I do?",
  "call.mia4water.dialog.stay": "{STAY AT THE SHORE} Stay on the shore, keep the person in your sight and wait for the fire and ambulance to get there.",
  "call.mia4water.dialog.swim": "{CAN YOU SWIM?} Can you swim?",
  "call.mia4water.dialog.swimyes": "Emm... yes.... I did a little competitive swimming in high school.",
  "call.mia4water.dialog.swimno": "Nope.",
  "call.mia4water.dialog.swimrescue": "Yes, I used to work as a lifeguard when I was in university!",
  "call.mia4water.dialog.rescuer": "{LOOK FOR A LIFEGUARD} Look around the beach, try to find a lifeguard.",
  "call.mia4water.dialog.rescuerno": "OK, hang on a sec..... there aren't any lifeguards around.",
  "call.mia4water.dialog.rescueryes": "Wait... I can see lifeguard's car. I'm running there now!",
  "call.mia4water.dialog.onlystay": "What? I'm supposed to just stand here and watch as somebody drowns?",
  "call.mia4water.dialog.yesstay": "{WAIT PATIENTLY} Please wait for ambulance and fire to get there. We can't risk your life as well.",
  "call.mia4water.dialog.istay": "Okay... I just hope they don't drown...",
  "call.mia4water.dialog.beachwork": "{ACT ON THE BEACH} You can do a lot without going in the water. Imagine a straight line between the drowning person and the beach and mark it on the sand. Try to remember how far it is from the shore to the person.",
  "call.mia4water.dialog.beachwork1": "Got it.",
  "call.mia4water.dialog.saw": "{HAVE YOU SEEN THE EVENT?} Did you see the guy make it back to shore?",
  "call.mia4water.dialog.sawyes": "Yeah, he crawled out of the water.",
  "call.mia4water.dialog.sawno": "No, he was already here when I found him.",
  "call.mia4water.dialog.con": "{IS HE CONSCIOUS?} OK, is he conscious? Go over to him, touch his shoulder and ask him if he's OK.",
  "call.mia4water.dialog.conyes": "Alright, I'm checking him now. . . . . . . . . . . . . . . . . . Yeah, he's okay. He said he's fine. It looks like we don't need any help. Sorry!",
  "call.mia4water.dialog.connie": "There's no reaction. He's not moving at all...",
  "call.mia4water.dialog.look": "{EXAMINE HIM} OK, can you tell, are there any obvious injuries?",
  "call.mia4water.dialog.shark": "Wait . . . . . . . . Oh my God, he's bleeding! His thigh looks like... damn! It looks like something bit him.",
  "call.mia4water.dialog.jellyfish": "His leg is swollen and red....and there are weird blue threads on his skin...",
  "call.mia4water.dialog.nothing": "Uh...I don't see any.",
  "call.mia4water.dialog.sendhelp": "{I'LL SEND HELP} I'll send an ambulance. Please stay with him until they arrive.",
  "call.mia4water.dialog.sendhelp1": "Sure. I'll wait.",
  "call.mia4water.dialog.sfirstaid": "{STOP THE BLEEDING} OK, you're gonna have to stop the bleeding. If you have a clean towel put it over the wound and apply pressure. You're going to need to do that until the ambulance arrives.",
  "call.mia4water.dialog.sharkalert": "{WARN THE OTHERS} If this was a shark attack it may still be out there swimming around. You're gonna need to warn everybody else on the beach. Make sure they stay out of the water.",
  "call.mia4water.dialog.warning": "I'll take care of it. But, please, get here quickly!",
  "call.mia4water.dialog.sfirstaid1": "Got it. Just hurry up.",
  "call.mia4water.dialog.jfirstaid": "{RINSE THE STINGS WITH WATER} The description fits jellyfish stings. Carefully rinse the leg with fresh water and remove the tentacles. But be extremely careful and protect your hands! Those are nematocysts - you touch them with bare skin and you'll get stung too.",
  "call.mia4water.dialog.jbad2": ". . . . . . . . . It's done. Hm, it actually looks more red than before...",
  "call.mia4water.dialog.jstop": "{STOP} WAIT! STOP! Don't do it! You need to use fresh water! Seawater might make it worse.",
  "call.mia4water.dialog.jokay": "Okay! I have a bottle of water in my bag.",
  "call.mia4water.dialog.jbad": "{OK} Yes, go ahead and do it.",
  "call.mia4water.dialog.jfirstaid1": "Sure thing. I'm on it. I'll use some seawater . . . . . . .",
  "call.mia4water.dialog.breath": "{IS HE BREATHING?} Tell me, is he breathing?",
  "call.mia4water.dialog.breathyes": "Yes, he's breathing! But barely.",
  "call.mia4water.dialog.layside": "{RECOVERY POSITION} You're going to place him in what's called the recovery position. So, on his side with the arm under his body extended over his head so his head can rest on it and the leg on the upside of his body brought forward with the knee bent to keep his body from falling over. Keep your eyes on him and check him regularly. Help is on its way.",
  "call.mia4water.dialog.layside1": "Alright. I'll wait with him.",
  "call.mia4water.dialog.leave": "{LEAVE HIM} I think he is fine. You can leave him.",
  "call.mia4water.dialog.leave1": "If you say so...",
  "call.mia4water.dialog.noemergency": "{THAT'S NORMAL} I don't see anything strange about that, the owner will probably come back soon.",
  "call.mia4water.dialog.noemergency1": "Okay. Goodbye.",
  "call.mia4water.dialog.water": "{ANYONE IN THE WATER?} Can you see anyone in the water?",
  "call.mia4water.dialog.yeswater": "There's a girl... Wait, I'll ask her. . . . . . . . . . . . . . . . Yeah, that's her stuff. Sorry about that. It was a false alarm.",
  "call.mia4water.dialog.drowning": "I can't see anyone. . . . . Wait! I think someone's out in the water... I think they're drowning!",
  "call.mia4water.dialog.reminder": "Hello? Sir...",
  "call.mia4water.dialog.reminder2": "Hey! I need help!",
  "call.mia4water.aar.story1": "A man drowning in the sea has been reported.",
  "call.mia4water.aar.story2": "A man lying unconscious on the beach has been reported.",
  "call.mia4water.aar.story3": "A woman's abandoned clothes have been found on the beach.",
  "call.mia4water.aar.falsecall": "The operator has received a false report of a life-threatening situation. There was no need for intervention.",
  "call.mia4water.aar.dgoodend": "The operator let the caller jump into the water to save the drowning person. The caller managed to pull the drowning person to the shore.",
  "call.mia4water.aar.dbadend": "The operator let the caller jump into the water to save the drowning person. Unfortunately, the caller did not manage to save the drowning person and they both drowned.",
  "call.mia4water.aar.ignore": "The operator ignored the emergency call on a life-threatening situation.",
  "call.mia4water.aar.help": "The operator appropriately guided the caller in applying first aid to the victim.",
  "call.mia4water.aar.nofound": "Despite many hours of searching no one has been found.",
  "call.mia4water.aar.badfound": "After many hours of searching the body of a missing girl has been found in the water.",
  "call.mia4water.aar.found": "After many hours of searching a missing girl has been found.",
  "call.mia4water.aar.ihelp": "The operator instructed the caller incorrectly, resulting in the aggravation of the victim's condition.",
  "call.mia4water.aar.cando": "The operator did everything they could to save the drowning person.",
  "call.riot.scene.riot": "RIOT",
  "call.protest.scene.protest": "PROTEST",
  "popup.button.TryAgain": "Try Again",
  "popup.button.DownloadGPG": "Download \"Google Play Games\"",
  "call.bos1incident.aar.onlyambu": "The operator should send not only ambulance but also police to investigate the case.",
  "management.vehicle.name.ve_armyvan": "NATIONAL GUARD",
  "Extensions.BaseGame.Description": "Experience all main features of 911 Operator:\n- Play on any city in the world in Free Game mode!\n- Check out 6 selected cities in Career mode, featuring unique calls and events.\n- Answer over 50 recorded dialogues inspired by real calls: serious and dramatic, but sometimes also funny or annoying.\n- Encounter more than 140 types of reports\n- Use 12 types of emergency vehicles (including helicopters, police cars and motorcycles).\n- Learn real First Aid instructions.",
  "Extensions.BaseGame.Title": "BASE GAME CONTENT",
  "rep_missingchild.desc": "PARENTS REPORTED MISSING CHILD. POSSIBLE ABDUCTION. HOWEVER, THERE IS NO INFORMATION IF SOMEONE WAS INVOLVED.",
  "rep_missingchild.name": "MISSING CHILD",
  "rep_missingold.desc": "A PERSON WITH ALZHEIMER'S DISEASE WAS REPORTED MISSING. LAST SEEN NEAR THE PLACE OF RESIDENCE.",
  "rep_missingold.name": "MISSING PERSON WITH ALZHEIMER'S",
  "rep_takenchild.desc": "A CHILD WAS ABDUCTED BY A STRANGER. SEVERAL WITNESSES REPORTED THAT HE IS HOLDING THE CHILD AGAINST ITS WILL.",
  "rep_takenchild.name": "CHILD ABDUCTION",
  "rep_missinschizo.desc": "A PATIENT OF A MENTAL HEALH INSTITUTE HAS LEFT THE FACILITY UNATTENDED.",
  "rep_missinschizo.name": "MISSING PERSON WITH SCHIZOPHRENIA",
  "rep_hiddencriminal.desc": "A WANTED CRIMINAL WAS SPOTTED IN THE AREA. THE SPECIFIC LOCATION OF HIS HIDEOUT REMAINS UNKNOWN. POSSIBLY ARMED.",
  "rep_hiddencriminal.name": "WANTED CRIMINAL",
  "rep_leftincident.desc": "A SUSPECT CAUSED AN INCIDENT AND LEFT THE SCENE WITHOUT HELPING THE VICTIMS OR CALLING EMERGENCY SERVICES. A PASSERBY HAS SEEN THE SUSPECT ESCAPING FROM THE PLACE OF INCIDENT AND CALLED 911.",
  "rep_leftincident.name": "HIT-AND-RUN",
  "rep_vip.desc": "THE SECURITY OF A VIP REQUESTED THE POLICE TO HELP SECURE HIS PUBLIC APPEARANCE. POLICE OFFICERS SHOULD CHECK THE NEARBY AREA TO PREVENT ANY THREATS.",
  "rep_vip.name": "VIP PROTECTION",
  "rep_vip2.desc": "THE SECURITY OF A VIP REQUESTED THE POLICE TO HELP SECURE HIS PUBLIC APPEARANCE. POLICE OFFICERS SHOULD CHECK THE NEARBY AREA TO PREVENT ANY THREATS.",
  "rep_vip2.name": "VIP PROTECTION",
  "rep_smokeinarea.desc": "SMOKE WAS DETECTED IN THE AREA, BUT THE PRECISE LOCALIZATION OF THE FIRE REMAINS UNKNOWN.",
  "rep_smokeinarea.name": "SMOKE FROM UNDETECTED FIRE",
  "rep_nopowerarea.desc": "THE WHOLE NEIGHBOURHOOD DOESN'T HAVE POWER. THE FAULTY SPOT SHOULD BE FOUND AND SECURED AS SOON AS POSSIBLE.",
  "rep_nopowerarea.name": "NO POWER IN THE AREA",
  "teamsvoices.sectorClear": "Sector clear!",
  "teamsvoices.finishSearch": "Object found!",
  "popUp.reinforcementsMobile": "Choose the destination of the reinforcements by DOUBLE CLICKING on the map.",
  "Extensions.EveryLifeMatters.Description": "- A new REINFORCEMENTS function that lets you summon additional units during your duty\n- Four SPECIAL EVENTS in the Free Game mode (including a festival, a riot and an earthquake)\n- Two new cities in the career mode: Miami and Boston\n- 12 new conversations\n- 18 new reports\n- Two new pieces of equipment: Pepper Spray and Riot Gear\n- Two new vehicles: Prison Van and Water Cannon.",
  "management.equipment.name.e_drone": "DRONE",
  "management.equipment.name.e_searchvest": "SAR VEST",
  "management.equipment.name.e_termo": "THERMAL IMAGER",
  "management.equipment.name.e_nightvision": "NIGHT VISION",
  "management.equipment.description.e_drone": "Significantly increases searching speed by providing aerial view",
  "management.equipment.description.e_searchvest": "High visibility Search and Rescue vest. Includes Radio, Flashlight and other necessary gear",
  "management.equipment.description.e_termo": "Helps to locate missing people by detecting heat",
  "management.equipment.description.e_nightvision": "Provides sight in the dark, improving shooting accuracy. Police only.",
  "management.vehicle.name.ve_fireplane": "WATER BOMBER",
  "management.vehicle.name.ve_searchheli": "SAR HELICOPTER",
  "management.vehicle.name.ve_policevan": "PICKUP TRUCK",
  "management.vehicle.description.ve_fireplane": "Will disappear after putting down a fire. Unsteerable.",
  "management.vehicle.description.ve_searchheli": "Search and Rescue helicopter, helpful in searches conducted on big areas",
  "management.vehicle.description.ve_policevan": "Provides transport for the policemen in harsh terrain",
  "popup.message.dlc_error_notice": "Notice: the operation is required for using the DLC.",
  "popup.message.newdlc": "New expansion is now available!",
  "popup.message.newdlc_elm_desc": "A new expansion called Every Life Matters brings new challenges, features, vehicles and equipment.\n\nControl the Boston riots and don’t let the Miami summer festival get out of hand. Handle EVENTS in the Free Game mode. Use the REINFORCEMENTS function to summon additional units during your duty. Take advantage of two new vehicles and equipment designed specially for the upcoming challenges.",
  "popup.message.gotostore": "Get new content",
  "popup.message.notnow": "Not now",
  "popUp.reinforcements.firePlane": "Send a water bomber directly to the report with a fire",
  "tutorial.START_SEARCH": "Operator, if you receive an information about incident that needs searching, an estimated location will appear on the map. The possible location will be shown as sectors.",
  "tutorial.SELECT_UNIT_TO_SEARCH": "Select a unit.",
  "tutorial.SEND_UNIT_TO_SEARCH": "Send the unit to one of the sectors.",
  "tutorial.STAY": "The search is being continued as long as the vehicle stays in the sector.",
  "tutorial.CLEAR": "The team has finished the search in current sector. The missing object wasn't found. Proceed to another sector to continue the search.",
  "tutorial.FOUND": "The team has found the object! The units will now automatically approach and solve the report.",
  "tutorial.REMINDER": "Instead of manually checking every sector, you can also send the units to the spot marked with a question mark. The search will conduct automatically, although it might take much longer.",
  "tutorial.SEND_UNIT_TO_MARKER": "Send a unit to the incident.",
  "tutorial.AUTO_SEARCH": "The team automatically starts the search.",
  "tutorial.MANUAL_SEARCH": "Alternatively, you can manually send the units to the search area sectors. That's a faster, but also more engaging method.",
  "call.alb4search.title": "Car wash row",
  "call.alb4search.scene.caller": "Agnes Black (caller)",
  "call.alb4search.scene.sman1": "Arguing man",
  "call.alb4search.scene.sman2": "Arguing man",
  "call.alb4search.dialog.1": "911, what's your emergency?",
  "call.alb4search.dialog.2": "Hi, I'd like to report two arguing men, they're shouting and pulling each others’ clothes, I'm worried they will start fighting any moment.",
  "call.alb4search.dialog.address": "Ok, where are you calling from?",
  "call.alb4search.dialog.addressa0": "It's the car wash at [[ADDRESS]].",
  "call.alb4search.dialog.addressa1": "It's the car wash at 2608 Central Avenue.",
  "call.alb4search.dialog.addressa2": "It's the car wash at 5603 Menaul Boulevard.",
  "call.alb4search.dialog.addressa3": "It's the car wash at 2608 156 Indian School Road.",
  "call.alb4search.dialog.know": "Do you know either of these men?",
  "call.alb4search.dialog.knowa": "No, I have no idea who they are. Haven't seen them here before. They scared all my customers off!",
  "call.alb4search.dialog.name": "Ok, what is your name?",
  "call.alb4search.dialog.namea0": "[[NAME]] I'm the owner",
  "call.alb4search.dialog.namea1": "I'm Agnes Black, I'm the owner",
  "call.alb4search.dialog.gun": "Can you tell if they have any weapons?",
  "call.alb4search.dialog.guna": "I don't know... Hurry, it's getting violent.",
  "call.alb4search.dialog.calm": "Have you tried to calm them down?",
  "call.alb4search.dialog.calma": "Uh... Guys! Calm down or else the police will come! . . . . . . . . . Are you there, sir? I think they don't wanna meet any policemen. They're running to a car.",
  "call.alb4search.dialog.car": "Can you tell the make and model of the car?",
  "call.alb4search.dialog.cara": "A black SUV. They're driving away!",
  "call.alb4search.dialog.solved": "Well, in that case, your problem is solved.",
  "call.alb4search.dialog.susp": "{HOW DO THEY LOOK?} Can you tell me what the men look like? Are they white, black, Hispanic?",
  "call.alb4search.dialog.suspa": "Both are white and tall, wearing dark clothes.",
  "call.alb4search.dialog.plates": "Were you able to get the license plate number?",
  "call.alb4search.dialog.platesa": "Not really, I don't see well.",
  "call.alb4search.dialog.brand": "Do you know the make and model of the SUV they left in?",
  "call.alb4search.dialog.branda": "No, sorry.",
  "call.alb4search.dialog.nope": "In that case, I can't help.",
  "call.alb4search.dialog.patr": "I understand. I'll have officers keep a look out for them.",
  "call.alb4search.dialog.bye": "Okay, bye!",
  "call.alb4search.dialog.uh": "Umm okay, thanks, I guess. Bye!",
  "call.alb4search.dialog.reminder": "Hello?",
  "call.alb4search.dialog.reminder2": "Sir?",
  "call.alb4search.aar.story": "A worried car wash owner reported a fight between two men.",
  "call.alb4search.aar.ran": "The suspects might have been known fugitives, but due to the operator's decision, they ran away.",
  "call.alb4search.aar.caught": "The suspects were caught by police and turned out to be known fugitives.",
  "call.ch1search.title": "Prison escape",
  "call.ch1search.scene.criminal1": "Fugitive",
  "call.ch1search.scene.criminal2": "Fugitive",
  "call.ch1search.scene.criminal3": "Fugitive",
  "call.ch1search.scene.criminal4": "Fugitive",
  "call.ch1search.scene.kidnaped": "Kidnapped driver",
  "call.ch1search.dialog.1": "911, what's your emergency?",
  "call.ch1search.dialog.2": "Hey, I live near the jail, and I think I just saw someone escaping it!",
  "call.ch1search.dialog.what": "Ok, tell me what you saw sir.",
  "call.ch1search.dialog.whata": "I noticed some men going out through the window by a rope... Like in a movie!",
  "call.ch1search.dialog.address": "Which prison are we talking about sir?",
  "call.ch1search.dialog.addressa0": "Fox River, at the [[ADDRESS]]",
  "call.ch1search.dialog.addressa1": "Fox River, at the 702 Jefferson Street.",
  "call.ch1search.dialog.addressa2": "Fox River, at the 332 Green Drive.",
  "call.ch1search.dialog.addressa3": "Fox River, at the 85 Second Avenue.",
  "call.ch1search.dialog.many": "Did you count how many prisoners escaped?",
  "call.ch1search.dialog.manya": "There were four of them!",
  "call.ch1search.dialog.where": "Where are they now?",
  "call.ch1search.dialog.wherea": "I don't know, they drove away quickly, heading north.",
  "call.ch1search.dialog.vehicle": "Did they have someone waiting for them?",
  "call.ch1search.dialog.vehiclea": "No, it seemed like they've stolen a car.",
  "call.ch1search.dialog.driver": "Was there someone in the car?",
  "call.ch1search.dialog.drivera": "Yes, the driver... They dragged him out of the car, hit a few times and threw him in the trunk.",
  "call.ch1search.dialog.kind": "{DESCRIBE THE CAR} Did you get a look at the car? Make, model, color that kind of thing.",
  "call.ch1search.dialog.kinda": "Well... it was a... a white car, I believe it was sedan. A white sedan.",
  "call.ch1search.dialog.way": "Ok, thanks for the call, the police will start looking for them.",
  "call.ch1search.dialog.imp": "That's not possible sir.",
  "call.ch1search.dialog.impa": "I saw it with my own eyes! Who gave you this job? I guess I'll better call the news!",
  "call.ch1search.dialog.gl": "Good luck!",
  "call.ch1search.dialog.reminder": "Will you do something with this?",
  "call.ch1search.dialog.reminder2": "Hello!",
  "call.ch1search.aar.story": "A few prisoners escaped from the jail.",
  "call.ch1search.aar.compl": "The caller recalled 911, got through to another dispatcher who took the report and later filed a complaint on the operator's incompetence.",
  "call.gen11_2search.title": "Robbery",
  "call.gen11_2search.scene.caller": "Caller",
  "call.gen11_2search.scene.robber1": "Thief",
  "call.gen11_2search.scene.robber2": "Thief",
  "call.gen11_2search.scene.injuriedC": "Robbed",
  "call.gen11_2search.dialog.1": "911, what's your emergency?",
  "call.gen11_2search.dialog.2": "Hey, there was a robbery!",
  "call.gen11_2search.dialog.2b": "Hello, I would like to report a robbery.",
  "call.gen11_2search.dialog.address": "{WHERE?} Where did it happen?",
  "call.gen11_2search.dialog.addressa0": "Around [[ADDRESS]]",
  "call.gen11_2search.dialog.addressa1": "Around 234 1st street",
  "call.gen11_2search.dialog.addressa2": "Around 678 5th avenue",
  "call.gen11_2search.dialog.addressa3": "Around 125 Maple bulevar",
  "call.gen11_2search.dialog.when": "{WHEN?} How long ago did this happen?",
  "call.gen11_2search.dialog.whenh": "A few minutes ago!",
  "call.gen11_2search.dialog.injured": "{ARE YOU INJURED?} Do you have any injuries?",
  "call.gen11_2search.dialog.injured2": "Yes...",
  "call.gen11_2search.dialog.injuries3": "Sure...",
  "call.gen11_2search.dialog.injurieds": "Where were you hit?",
  "call.gen11_2search.dialog.injureds2": "It.. It's my head. I am bleeding.",
  "call.gen11_2search.dialog.injureds3": "Ok, just sit there please until an ambulance arrives.",
  "call.gen11_2search.dialog.way": "Are your attackers still in the area?",
  "call.gen11_2search.dialog.way2": "They took a car and drove away.",
  "call.gen11_2search.dialog.car": "Could you describe the car?",
  "call.gen11_2search.dialog.car1": "It was a black van, but I didn't see the plates.",
  "call.gen11_2search.dialog.car2": "It was a white sedan, but I didn't see the plates.",
  "call.gen11_2search.dialog.car3": "It was a red pickup, but I don't know the plates.",
  "call.gen11_2search.dialog.weapon": "Did they have any weapons?",
  "call.gen11_2search.dialog.weapon3": "Yeah, one of them had a gun!",
  "call.gen11_2search.dialog.end": "We will take care of it, please wait for the emergency services.",
  "call.gen11_2search.dialog.enda": "Yeah I will!",
  "call.gen11_2search.dialog.reminder": "Are you there?",
  "call.gen11_2search.dialog.reminder2": "Hello?",
  "call.gen11_2search.aar.story": "The caller was robbed. The criminals ran away and a search was necessary.",
  "call.gen11search.title": "Robbery",
  "call.gen11search.scene.caller": "Caller",
  "call.gen11search.scene.robber1": "Thief",
  "call.gen11search.scene.robber2": "Thief",
  "call.gen11search.dialog.1": "911, what's your emergency?",
  "call.gen11search.dialog.2": "Hey, there was a robbery!",
  "call.gen11search.dialog.address": "{WHERE?} Where did it happen?",
  "call.gen11search.dialog.addressa0": "Around [[ADDRESS]]",
  "call.gen11search.dialog.addressa1": "Around 234 1st street",
  "call.gen11search.dialog.addressa2": "Around 678 5th avenue",
  "call.gen11search.dialog.addressa3": "Around 125 Maple bulevar",
  "call.gen11search.dialog.when": "{WHEN?} How long ago did this happen?",
  "call.gen11search.dialog.whenm": "A moment ago!",
  "call.gen11search.dialog.injured": "{ARE YOU OKAY?} Do you have any injuries?",
  "call.gen11search.dialog.injured0": "No, we are fine.",
  "call.gen11search.dialog.way": "Are your attackers still in the area?",
  "call.gen11search.dialog.way1": "They ran away down the road.",
  "call.gen11search.dialog.weapon": "{ANY WEAPONS?} Did they have any weapons?",
  "call.gen11search.dialog.weapon2": "Yes, a bat and a knife!",
  "call.gen11search.dialog.end": "Alright sir, we will take care of it, please wait for the emergency services.",
  "call.gen11search.dialog.enda": "Yeah I will!",
  "call.gen11search.dialog.reminder": "Are you there?",
  "call.gen11search.dialog.reminder2": "Hello?",
  "call.gen11search.aar.story": "The caller was robbed. A search was necessary.",
  "call.gen16search.title": "Stolen car",
  "call.gen16search.scene.caller": "Car owner (caller)",
  "call.gen16search.scene.thief1": "Thief",
  "call.gen16search.scene.thief2": "Thief",
  "call.gen16search.dialog.1": "911, what's your emergency?",
  "call.gen16search.dialog.2": "My car was stolen!",
  "call.gen16search.dialog.2b": "They stole my car!",
  "call.gen16search.dialog.2c": "Hey! My car is gone!",
  "call.gen16search.dialog.address": "{ADDRESS} What's the address of where this happened, sir?",
  "call.gen16search.dialog.addressa0": "It happened at [[ADDRESS]]",
  "call.gen16search.dialog.addressa1": "345 Oxygen Road",
  "call.gen16search.dialog.addressa2": "124 2nd Alley",
  "call.gen16search.dialog.addressa3": "504 Basic Square",
  "call.gen16search.dialog.name": "What's your name, sir?",
  "call.gen16search.dialog.name1": "My name is John Belloic.",
  "call.gen16search.dialog.name2": "I'm Richard Swenty.",
  "call.gen16search.dialog.name3": "My name's Robert Fortier.",
  "call.gen16search.dialog.when": "{WHEN?} When was your car stolen?",
  "call.gen16search.dialog.now": "Just now! I saw the thieves driving away in my car! Send somebody to catch them!",
  "call.gen16search.dialog.send": "{POLICE WILL COME} Ok, I will send an officer when I have one available.",
  "call.gen16search.dialog.thanks": "Thank you. I'll wait for them.",
  "call.gen16search.dialog.where": "{WHERE?} Where did it happen?",
  "call.gen16search.dialog.gta": "In the middle of a street! While I was waiting at the red light, he just dragged me out of my car and drove away!",
  "call.gen16search.dialog.sendchase": "{THE POLICE WILL COME} We're notifying the officers in the area now. They will see if they can find your car.",
  "call.gen16search.dialog.many": "{HOW MANY?} So how many suspects did you see?",
  "call.gen16search.dialog.two": "There were two of them.",
  "call.gen16search.dialog.whathapp": "It's hard to say, it all happened really fast. I didn't even know what was going on.",
  "call.gen16search.dialog.aboutc": "{PLATES?} I am gonna need your license plates number, could you give it to me, please?",
  "call.gen16search.dialog.plates0": "It's [[PLATES]].",
  "call.gen16search.dialog.plates1": "It's [[PLATES]].",
  "call.gen16search.dialog.plates2": "It's [[PLATES]].",
  "call.gen16search.dialog.plates3": "It's [[PLATES]].",
  "call.gen16search.dialog.color": "{COLOR?} What is the color of your car?",
  "call.gen16search.dialog.color1": "Red.",
  "call.gen16search.dialog.color2": "Blue.",
  "call.gen16search.dialog.color3": "Purple.",
  "call.gen16search.dialog.type": "{CAR TYPE?} What is the type of your car?",
  "call.gen16search.dialog.type1": "It was a van.",
  "call.gen16search.dialog.type2": "Just a 4 door family sedan.",
  "call.gen16search.dialog.type3": "Muscle car. Expensive one!",
  "call.gen16search.dialog.end": "Thank you. Goodbye.",
  "call.gen16search.dialog.reminder": "Do you know where my car is?",
  "call.gen16search.dialog.reminder2": "Hey, are you still talking with me?",
  "call.gen16search.dialog.reminder3": "Hello?",
  "call.gen16search.aar.story": "Caller's car has gone missing.",
  "call.gen16search.aar.noturgent": "The operator decided that the case is not urgent enough to send emergency unit.",
  "call.gen16search.aar.policesend": "The operator decided to send the police to the place, where the car was stolen.",
  "call.gen16search.aar.chase": "The operator sent a police unit to chase the thieves.",
  "Instructions.Title.Reinforcements": "5.1. REINFORCEMENTS",
  "Instructions.Reinforcements": "<b> REINFORCEMENTS ARE AVAILABLE IN THE EVERY LIFE MATTERS DLC</b>\n\nDuring your duty, you can summon additional units by using the <b>REINFORCEMENTS</b> function.\n\nOpen the <b>REINFORCEMENTS</b> tab in the lower left corner of the screen. Choose a unit with <b>LEFT MOUSE BUTTON</b>. Next, use <b>RIGHT MOUSE BUTTON</b> to choose the unit's destination.\n\nYou can control the summoned units until the end of the duty. After that, the unit will go back to their base and won't appear among your Teams. \n\nEvery unit has its cost. If it's grayed out, it means that you don't have enough funds to summon it.\n\nIf you move the mouse over an unit, you'll see it name and additional statistics.\n\nThe <b>NATIONAL GUARD</b> is a different kind of reinforcement. Summoning it won't cost any money, but will decrease your Reputation points by 15.\n",
  "Instructions.Reinforcements.Mobile": "Choose a unit with <b>TAPPING ITS ICON</b>. Next, <b>DOUBLE TAP</b> to choose the unit's destination.",
  "Instructions.Title.Searching": "4.4. SEARCHING INCIDENTS",
  "Instructions.Searching": "<b> THE SEARCHING FUNCTION IS AVAILABLE IN SEARCH AND RESCUE DLC</b>\n\nIf you encounter a call or incident that needs searching, it will appear on the map as a <b>question mark on green background</b>. After you click on the icon, the search area will appear, divided into sectors. To solve the incident, you need to find an object. There are two possible ways to do that:\n\n<b>Automatic search</b> - send a unit to the incident icon. The unit will search for the object. After completing the required work, the object will appear on the map. It's a low-effort, but more time-consuming method.\n\n<b>Manual searching</b> - send a unit to one of the sectors. The unit will continue the search as long as it stays in the sector. There are two possible outcomes:\n\n1. The object wasn't found. In that case, the current sector will disappear and the \"Sector clear!\" message will appear. Send the unit to another sector.\n\n2. The object was found. The sectors will be replaced by a new icon. Assigned unit will automatically approach to solve the incident.",
  "ee.search": "SEARCH",
  "rep_squadblock.name": "UNIT STUCK IN THE SNOW",
  "rep_squadblock.desc": "AN UNIT GOT STUCK IN THE SNOW. THE TEAM MEMBERS ARE CLEARING THE PATH, BUT OTHER UNITS' SUPPORT MAY BE NECESSARY.",
  "management.equipment.name.e_searchdog": "SEARCH DOG",
  "management.equipment.description.e_searchdog": "TRAINED DOG. GRANTS A BONUS TO ALL TYPES OF SEARCHES.",
  "popup.message.stuckinsnow": "ONE OF YOUR UNITS GOT STUCK IN THE SNOW. \nTHE TEAM HAS ALREADY STARTED CLEARING THE PATH, BUT IT WILL TAKE SOME TIME.\nIF YOU WANT TO SPEED UP THE PROCESS, SEND ANOTHER UNIT TO HELP THEM \n(FIRE TEAMS ARE THE MOST EFFICIENT).",
  "teamsvoices.sectorClear2": "Object not found!",
  "teamsvoices.sectorClear3": "There's nothing here!",
  "teamsvoices.sectorClear4": "Haven't found it!",
  "teamsvoices.finishSearch2": "Object spotted!",
  "tipoftD.totd_28.title": "MISSING CHILD",
  "tipoftD.totd_28.desc": "First <b>48 hours</b> are crucial for a safe recovery of the child.\n>At first, make sure your child is <b>in fact missing</b>. \nSearch in areas that your child could hide in, check with their friends etc. \n>If you cannot find your child, <b>immediately call the law enforcement</b>.\n>If your child goes missing in a store, shopping mall, museum etc, <b>notify the security or manager</b> right away.\n>Prepare to <b>describe your child</b> - their age, height, weight, key physical attributes, clothes they were wearing etc. \nIt's useful to always keep an <b>up-to-date photo</b> of them.\nTry to <b>remain calm</b> and focus on <b>cooperating with the police</b>, so they can do their best to find your child.",
  "tipoftD.totd_29.title": "SEXUAL VIOLENCE STATISTICS",
  "tipoftD.totd_29.desc": "According to RAINN (Rape, Abuse & Incest National Network), in the USA alone:\r\n>a person is sexually assaulted <b>every 98 seconds</b>\r\n><b>1 out of every 6 women</b> is a victim of rape or rape attempt\r\n>1 out of every 10 rape victims are male\r\n>out of every 1000 sexual assaults, <b>only 310 are reported to the police</b>.\r\n\r\nIf you're a victim of sexual assault, completed or attempted, don't be afraid to call 911. ",
  "tipoftD.totd_30.title": "CALL OR CARE",
  "tipoftD.totd_30.desc": "If you see someone who needs help and:\n>There are <b>other people</b> near: ask a <b>specific</b> person to call 911 and proceed to give first aid.\n>There's <b>no one</b> else around:\n<b>Call 911 before giving care</b> for:\n  >Any unconscious adult or child who's around or over 12 years old\n  >A child or an infant who suddenly collapsed\n  >An unconscious child or infant with heart issues\n<b>Care before calling 911</b> for:\n  >An unconscious child under 12 years old who you did not see collapse\n  >A drowning person.",
  "call.det1fireworks.title": "Fireworks warehouse incident",
  "call.det1fireworks.scene.guard": "Watchman",
  "call.det1fireworks.scene.deadguard": "Dead watchman",
  "call.det1fireworks.scene.megafire": "Exploding fireworks",
  "call.det1fireworks.scene.vic1": "Car mechanic",
  "call.det1fireworks.scene.vic2": "Customer",
  "call.det1fireworks.scene.wall": "Collapsed wall",
  "call.det1fireworks.dialog.1": "911, what's your emergency?",
  "call.det1fireworks.dialog.2": "The roof is on fire! Help me! I - I - I. . . It may explode in a - a - any moment!",
  "call.det1fireworks.dialog.address": "{ADDRESS?} Where are you, sir?",
  "call.det1fireworks.dialog.address0": "It's an old warehouse at [[ADDRESS]]!",
  "call.det1fireworks.dialog.address1": "It's an old warehouse at Fortenbury Square 4!",
  "call.det1fireworks.dialog.address2": "It's an old warehouse at 40 Rosemary Street!",
  "call.det1fireworks.dialog.address3": "It's an old warehouse at 150A Donkey Road!",
  "call.det1fireworks.dialog.what": "{DESCRIBE THE SITUATION} Sir, please try to describe the situation. What is happening?",
  "call.det1fireworks.dialog.explode": "{EXPLODE?} What is going to explode?",
  "call.det1fireworks.dialog.explode1": "The fire... fireworks! The warehouse roof is burning, flames... the-the roof is gonna collapse into the warehouse... it's full of fireworks! Oh, dear God, dear God, please save me.",
  "call.det1fireworks.dialog.desc": "Yes... I'm... I'm a watchman at the warehouse. ... I noticed a fire ....and it's already burning... And the warehouse... it's full of fireworks! They could explode at any second!!!",
  "call.det1fireworks.dialog.run": "{RUN AWAY!} Sir, you need to get out of the area immediately. Leave now!",
  "call.det1fireworks.dialog.run1": "{RUN AWAY!} Sir, you need to get out of the area immediately. Leave now!",
  "call.det1fireworks.dialog.runstop": "But... but... should... shouldn't I do something before that?!",
  "call.det1fireworks.dialog.runboom": "Yes! . . . . OH MY GOD!! . . . . . . . . . . . . . . . . . . . . . [sound of roof collapsing]",
  "call.det1fireworks.dialog.runok": "Yes!... Jesus Christ... Please . . . . My God . . . . . . . . . . . . . . . . . . . . . Fine... I'm on the street. [distant sound of collapsing roof and explosion]. Holy shit... the whole warehouse exploded. It damaged a nearby building.... a wall collapsed. . . . . Oh my God . . . . . . . . There . . . . There must've been someone in there . . . Oh God, please send someone...anyone!",
  "call.det1fireworks.dialog.justrun": "{SAVE YOURSELF} You don't have time for that, sir, you are in serious danger! Just get out of the area now!",
  "call.det1fireworks.dialog.people": "{ANY PEOPLE IN THE BUILDING?} Do you know if there's anyone in the warehouse?",
  "call.det1fireworks.dialog.alone": "No, I'm all alone in the building.",
  "call.det1fireworks.dialog.around": "{ANYBODY AROUND THE BUILDING?} Is there any chance there's someone near the building?",
  "call.det1fireworks.dialog.around2": "There's a repair shop nearby. There might be someone there working late...",
  "call.det1fireworks.dialog.putout": "{PUT OUT THE FIRE} Is there any way you can put out the fire? Extinguishers? It MUST have a sprinkler system!",
  "call.det1fireworks.dialog.putout1": "Ye-Yes! Sprinklers should have activated automatically, but... they didn't work. I c-can try to turn on them manually.",
  "call.det1fireworks.dialog.turnon": "{TURN ON SPRINKLERS} Try to turn on sprinklers.",
  "call.det1fireworks.dialog.turnon1": "Eh...a... right!... Heaven help me... . . . . . . . . . . . . . . . . . . . . . . . It's working, but it's not doing anything! The fire is above the sprinklers!",
  "call.det1fireworks.dialog.alarm": "{ACTIVATE ALARM} Activate the fire alarm to warn the people in the area!",
  "call.det1fireworks.dialog.alarm1": "Yes. Where the hell is that button?! . . . . . . . . . . . . . Okay, done!",
  "call.det1fireworks.dialog.end": "I-I can't handle it anymore. God forgive me . . . . . . . . . . . . . . . . . . . . . .",
  "call.det1fireworks.dialog.reminder": "Holy Mary, Mother of God, pray for us sinners...",
  "call.det1fireworks.dialog.reminder2": "...now and at the hour of our death. Amen.",
  "call.det1fireworks.aar.save": "The caller activated the alarm, which saved the people from a nearby repair shop.",
  "call.det1fireworks.aar.died": "The caller hadn't left the area early enough and he died in the explosion. He would live if the operator advised him to run away immediately after he reported the fire.",
  "call.det1fireworks.aar.alive": "Caller survived the explosion thanks to immediate escape from the dangerous area. However, he didn't activate the alarm and explosion injured the people from the nearby building.",
  "call.det2trapped.title": "A family trapped in a fire",
  "call.det2trapped.scene.mom": "Mom",
  "call.det2trapped.scene.kid": "Kid",
  "call.det2trapped.scene.kid2": "Kid",
  "call.det2trapped.scene.momd": "Mom",
  "call.det2trapped.scene.kidd": "Kid",
  "call.det2trapped.scene.kid2d": "Kid",
  "call.det2trapped.scene.fire": "Fire",
  "call.det2trapped.dialog.1": "911, what's your emergency?",
  "call.det2trapped.dialog.intro": "Help us... PLEASE! I'm with two children. We're trapped! The fire is getting closer to us...",
  "call.det2trapped.dialog.calm": "{PLEASE CALM DOWN} Ma'am, I understand that you're stressed. Please calm down and explain what's happening there.",
  "call.det2trapped.dialog.where": "{WHAT'S THE ADDRESS?} Where are you calling from, ma'am?",
  "call.det2trapped.dialog.adress": "It's [[ADDRESS]].",
  "call.det2trapped.dialog.adress1": "From 142 Chrysler ave.",
  "call.det2trapped.dialog.adress2": "From 43 Ford Frway.",
  "call.det2trapped.dialog.adress3": "From 299 Contant st.",
  "call.det2trapped.dialog.fire2": "A fire broke out in the building! I live... I live on the fourth floor, everything below us is on fire! I don't know what to do!",
  "call.det2trapped.dialog.stairs": "{IS THE STAIRCASE ON FIRE?} Can you see the fire on the staircase?",
  "call.det2trapped.dialog.people": "{HOW MANY PEOPLE ARE THERE?} Please tell me, how many people are there with you in the apartment?",
  "call.det2trapped.dialog.number": "Me and two of my kids! The upstairs neighbors are away for the week. Nobody's lived in the apartments below ours for a while now!",
  "call.det2trapped.dialog.injured": "{ANY INJURED?} Is someone injured?",
  "call.det2trapped.dialog.yes": "My kids inhaled a lot of smoke when we tried getting out of the building! They're coughing...",
  "call.det2trapped.dialog.noescape": "Yes, the fire is right outside our door! The smoke's starting to get into our apartment. We can't take the stairs. We're trapped!",
  "call.det2trapped.dialog.exit": "{FIRE ESCAPE} Is there a fire escape to your apartment and can you get to it?",
  "call.det2trapped.dialog.exit1": "Yes, we can go through a window in the other room.",
  "call.det2trapped.dialog.fast": "{GO TO THE OTHER ROOM} Ok ma'am, listen carefully. Your apartment is going to fill with smoke. You've got to go with your kids to the room with the fire escape.",
  "call.det2trapped.dialog.slow": "{CRAWL TO THE OTHER ROOM} Ma'am... you need to stay calm. I'm going to do everything I can to help you, OK? Now listen. The smoke is going to get worse and you don't want to be breathing any more of it. You and your kids are going to want to stay low... close to the floor on your hands and knees, OK?",
  "call.det2trapped.dialog.slow1": "Okay.... done.",
  "call.det2trapped.dialog.slow2": "Great. Now, stay low, keeping your head low as well and crawl to the other room.",
  "call.det2trapped.dialog.slow3": "Got it. Kids! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .",
  "call.det2trapped.dialog.fast1": "Got it. Kids, come! . . . . . . . . . . .",
  "call.det2trapped.dialog.room": "We've made it!",
  "call.det2trapped.dialog.door": "{CLOSE THE DOOR} Now listen carefully. You're not going to open the window yet. First you're going to close the door of the room you're in and lock it. Put a blanket or towel or some clothes across the bottom of the door too, OK? That'll keep the smoke out and give you more time to get out of the building.",
  "call.det2trapped.dialog.closed": "...okay, I've locked the door.",
  "call.det2trapped.dialog.window": "Now, look outside the window and tell me, is it possible to go down the fire escape?",
  "call.det2trapped.dialog.clear": "Yes.",
  "call.det2trapped.dialog.go": "Listen, we don't have much time. Open the window and run down the stairs as fast as you can. Do you understand?",
  "call.det2trapped.dialog.escape": ". . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Oh my God, we're on the ground. Thank you.",
  "call.det2trapped.dialog.out": "Great. Ok, move away from the building. The firefighters are going to be there soon.",
  "call.det2trapped.dialog.out1": "Sure.",
  "call.det2trapped.dialog.panic": "{RUN AWAY AS FAST AS POSSIBLE} Ok, so open the window and run down the stairs as fast as you can!",
  "call.det2trapped.dialog.tragic": "Got it. . . . . . . . . . . . . . . AAAAAAAAAAHHH!",
  "call.det2trapped.dialog.stay": "{JUST STAY WHERE YOU ARE} Stay inside the apartment, ma'am. The firefighters are on their way to save you!",
  "call.det2trapped.dialog.beg": "Please, hurry up...",
  "call.det2trapped.dialog.reminder": "It's okay kids, everything will be fine...",
  "call.det2trapped.dialog.reminder2": "Help!",
  "call.det2trapped.aar.story": "A family has been trapped in a burning building.",
  "call.det2trapped.aar.endbackdraft": "The operator made a tragic mistake by allowing for opening the window without closing the doors. Rapid inflow of oxygen caused a backdraft explosion. The moment the window was opened, fire filled the whole apartment, drawn to the fresh air. The entire family lost their lives.",
  "call.det2trapped.aar.endsmoke": "The family members got a carbon monoxide poisoning.",
  "call.det2trapped.aar.endstay": "The operator advised the family to stay inside the burning apartment. Unfortunately, help came too late.",
  "call.det2trapped.aar.endsave": "The operator safely led the entire family outside the burning building.",
  "call.det3burnt.title": "Burning man",
  "call.det3burnt.scene.caller": "Mike",
  "call.det3burnt.scene.ron": "Ron",
  "call.det3burnt.scene.don": "Don",
  "call.det3burnt.scene.john": "Burning man",
  "call.det3burnt.scene.djohn": "Dead victim of the fire",
  "call.det3burnt.scene.fire": "Fire",
  "call.det3burnt.dialog.1": "911, what's your emergency?",
  "call.det3burnt.dialog.intro": "Help! The whole street is on fire! Every single building is burning! People are panicking and running away. Jesus, what a mess!",
  "call.det3burnt.dialog.calm": "{CALM DOWN} Sir, please calm down and walk away from the fire.",
  "call.det3burnt.dialog.already": "I already did. Dear God... I've never seen anything like this.",
  "call.det3burnt.dialog.needhelp": "{ANYONE NEEDS HELP?} Are there still any people in the burning buildings? Does anyone need medical help?",
  "call.det3burnt.dialog.block": "{WE KNOW ABOUT IT} We know about the fire. We're doing everything we can to put the fire out. Please hang up and don't block the 911 line.",
  "call.det3burnt.dialog.block1": "Okay. Got it. . . Wait!. . . Somebody just ran out from one of the buildings across the street. Oh my God! He's on fire! He's BURNING ALIVE!",
  "call.det3burnt.dialog.help1": "I don't know, I've moved away from the fire. My neighbours are with me... Wait! Somebody just ran out from one of the buldings across the street. Oh my God! He's on fire! He's BURNING ALIVE!",
  "call.det3burnt.dialog.act": "{PUT THE FIRE OUT NOW} There's no time to waste... Ask your neighbors to help and put the fire on him out!",
  "call.det3burnt.dialog.how": "How? What should I use?",
  "call.det3burnt.dialog.air": "{COVER HIM} Make him drop to the ground and use blankets or clothes to put the fire out.",
  "call.det3burnt.dialog.useextin": "{USE AN EXTINGUISHER} If you have an extinguisher, use it now!",
  "call.det3burnt.dialog.becarefull": "{GO NEAR HIM} I want you to approach him slowly and tell me what's happening.",
  "call.det3burnt.dialog.where": "{WHERE ARE YOU?} Where exactly are you?",
  "call.det3burnt.dialog.adress": "It's... It was a big green house at the end of the street. We're at [[ADDRESS]].",
  "call.det3burnt.dialog.adress1": "We're at 142 Chrysler ave.",
  "call.det3burnt.dialog.adress2": "We're at 43 Ford Freeway.",
  "call.det3burnt.dialog.adress3": "We're at 299 Contant st.",
  "call.det3burnt.dialog.action": "We're running . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .",
  "call.det3burnt.dialog.what": "What's going on there?",
  "call.det3burnt.dialog.fireextin": "We've put it out. It's John, our neighbor... He's all burned! What should we do next?!",
  "call.det3burnt.dialog.extinyes": "Sure. Ron, give me the extinguisher. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . OK, we've put out the fire. Oh God... it's John, our neighbor. He stopped screaming and... he isn't moving... Hey, John, can you hear me? He's not responding... I think he's dead!",
  "call.det3burnt.dialog.dead": "{IT'S TOO LATE} The burns might've been too serious. You can't help him now. I'm sending an ambulance.",
  "call.det3burnt.dialog.breath": "{CHECK HIS BREATH} Check if he's breathing!",
  "call.det3burnt.dialog.dead1": "Ok... we're waiting.",
  "call.det3burnt.dialog.air1": "No, he isn't... He needs help!",
  "call.det3burnt.dialog.airrescue": "{TRY TO SAVE HIM} Ok, I've got an ambulance on the way. Do you know how to do CPR?",
  "call.det3burnt.dialog.airrescue1": "Yes, we do. We'll try our best, but... I don't know if that... Just get here quickly!",
  "call.det3burnt.dialog.help": "{UNDRESS HIM} Try to take his clothes, jewellery and watch off. Carefully.",
  "call.det3burnt.dialog.really": "What?!",
  "call.det3burnt.dialog.explain": "{IT'S FOR HIS SAFETY} The point is to cool him down and make sure neither the clothes nor jewellery melt into his body. It'll be much more difficult if you don't do that now. Be careful, and if something has already melted into the skin, don't touch it.",
  "call.det3burnt.dialog.obey": "{DO AS I SAY} Just do as I say.",
  "call.det3burnt.dialog.shoes": "Ok. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Uh, we have a problem. His shoes are like... stuck to his feet.",
  "call.det3burnt.dialog.knife": "{USE A KNIFE} Try to cut through the shoes with a knife or something like this. If something doesn't want to come off - just leave it there.",
  "call.det3burnt.dialog.nothing": "{DON'T DO ANYTHING} Leave the shoes be.",
  "call.det3burnt.dialog.force": "{USE FORCE} Do anything you can to take his shoes off.",
  "call.det3burnt.dialog.done": "Done. What's next?",
  "call.det3burnt.dialog.firstaid": "{SHOCK POSITION} Lay him flat on his back, elevate his legs a bit and cover him with something. That should prevent him from going into a shock. Watch him carefully, if his condition gets worse - call back to 911. The ambulance is going to be there soon.",
  "call.det3burnt.dialog.stand": "{COVER HIM} Great. Now cover him with a blanket and wait for the ambulance.",
  "call.det3burnt.dialog.donothing": "{THAT'S ALL} You've done well. Wait for the ambulance.",
  "call.det3burnt.dialog.end": "We are...",
  "call.det3burnt.dialog.wait": "{WAIT FOR THE AMBULANCE} Make sure he lies down and stay still and doesn't touch the burnt skin until the ambulance arrives.",
  "call.det3burnt.dialog.wait1": "And that's all? He's screaming all the time, we have to do something...",
  "call.det3burnt.dialog.mustwait": "{THERE'S NOTHING YOU CAN DO} I can hear that but as I said, there's nothing more you can do.",
  "call.det3burnt.dialog.pour": "Don says we can pour some cold water on him, that should help.",
  "call.det3burnt.dialog.try": "{YOU CAN TRY} You can try doing that, just be careful.",
  "call.det3burnt.dialog.notry": "{DON'T DO THAT} Don't do that! The burns are too serious, that might only worsen his condition.",
  "call.det3burnt.dialog.waitamb": "Okay. Waiting for the ambulance.",
  "call.det3burnt.dialog.water": "{USE WATER} Flush him with water, just be careful.",
  "call.det3burnt.dialog.splash": "Sure! . . . . . . . . . . . . . . . . . . . . . . . . . one bucket down... Ron, give me another one...",
  "call.det3burnt.dialog.suprise": "If he's not on fire anymore, then it's enough!",
  "call.det3burnt.dialog.easy": "Ok...ok. Now he's shaking... what's happening to him?",
  "call.det3burnt.dialog.shock": "{THAT'S THERMAL SHOCK} He went into thermal shock. Cover him with something immediately. The ambulance will be there soon.",
  "call.det3burnt.dialog.shock1": "Hurry up, he's dying!",
  "call.det3burnt.dialog.carefull": "My God!... He's burning alive!... we have to do something. NOW!",
  "call.det3burnt.dialog.hurt": "Okay. We're taking this off. One, two, three... Oh my God! I have his skin in my hand!",
  "call.det3burnt.dialog.hurt1": "{WAIT FOR THE AMBULANCE} Don't try doing anything more. Just wait for the ambulance.",
  "call.det3burnt.dialog.end3": "We are waiting. Come here fast!",
  "call.det3burnt.dialog.reminder": "Hello...? Are you there?",
  "call.det3burnt.dialog.reminder2": "We need help!",
  "call.det3burnt.aar.story": "During the fire, a man's clothes caught flames. He was severely burned.",
  "call.det3burnt.aar.enddead": "The operator advised the caller to use an extinguisher on the burning man. That action put out the fire, but caused serious injuries in a victim body.",
  "call.det3burnt.aar.endverygood": "The operator gave all necessary first aid instructions to the caller, which minimized the victim's injuries.",
  "call.det3burnt.aar.endneutral": "The operator failed to give all necessary first aid instructions to the caller.",
  "call.det3burnt.aar.endwatererror": "The operator recommended putting the fire out with water, which caused the victim to suffer from additional injuries and thermal shock.",
  "call.det3burnt.aar.enderror": "The operator's first aid instructions were invalid, which led to worsening the victim's condition.",
  "call.det4interupt.title": "Witness of the explosion",
  "call.det4interupt.scene.": "Witness of the explosion",
  "call.det4interupt.dialog.1": "911, what's your emergency?",
  "call.det4interupt.dialog.intro": "Holy SHIT! Did you guys see that explosion? The whole neighborhood is on fire! We need the fire department, NOW!",
  "call.det4interupt.dialog.where": "{WHERE?} Where did that happen?",
  "call.det4interupt.dialog.where1": "I guess around [[ADDRESS]]",
  "call.det4interupt.dialog.address1": "I guess around 24 Smith St",
  "call.det4interupt.dialog.address2": "I guess around 453 Blendwood Dr",
  "call.det4interupt.dialog.address3": "I guess around 4 Oakwood Ave",
  "call.det4interupt.dialog.areyouthere": "{ARE YOU AT THE SITE?} Sir, are you at the site of the explosion?",
  "call.det4interupt.dialog.thereno": "Kinda... it's not that far away! I can see it from my window!",
  "call.det4interupt.dialog.wesend": "{THANKS, THAT'S ALL} Thank you for reporting this emergency, sir. I've got the fire department responding now.",
  "call.det4interupt.dialog.iknow": "{WE KNOW ABOUT IT} Yes, we already have this call sir, all units have been sent to the scene!",
  "call.det4interupt.dialog.injured": "{ARE THERE ANY INJURED?} Does anyone need medical attention?",
  "call.det4interupt.dialog.getlost": "{I HAVEN'T GOT TIME FOR TALKING} We know about that! Already taking care of it, I don't have the time to talk to you.",
  "call.det4interupt.dialog.anyquestions": "I get it. So... that's all you need to know?",
  "call.det4interupt.dialog.end": "Ok, bye!",
  "call.det4interupt.dialog.injured1": "I don't know!",
  "call.det4interupt.dialog.getlost1": "...",
  "call.det4interupt.dialog.reminder": "Hello?",
  "call.det4interupt.dialog.reminder2": "Are you even listening?",
  "call.det4interupt.aar.care": "The operator made sure that no one needs medical attention.",
  "call.det4interupt.aar.endbad": "The operator rejected the call in an impolite way.",
  "call.det4interupt.aar.story": "Witness called to report a fire in the fireworks warehouse.",
  "call.det4interupt.aar.endgood": "The operator handled the call according to the procedures.",
  "call.det5garage.title": "Garage on fire",
  "call.det5garage.scene.caller": "Owner of the garage",
  "call.det5garage.scene.garage": "Burning garage",
  "call.det5garage.dialog.1": "911, what's your emergency?",
  "call.det5garage.dialog.intro": "Well finally someone picked up! Where's the fire department? Can't you see that the whole town is burning?!",
  "call.det5garage.dialog.where": "We know about the fire, sir. There are units already responding to the scene. More of them should be there soon.",
  "call.det5garage.dialog.where1": "Where are they? I'm at [[ADDRESS]] and I can't see any!",
  "call.det5garage.dialog.adress1": "I'm at 142 Chrysler Ave and I can't see any!",
  "call.det5garage.dialog.adress2": "I'm at 43 Ford Freeway and I can't see any!",
  "call.det5garage.dialog.adress3": "I'm at 299 Contant st. and I can't see any!",
  "call.det5garage.dialog.injured": "{ARE THERE ANY INJURED?} Does anyone need medical attention?",
  "call.det5garage.dialog.calmdown": "{PLEASE CALM DOWN} I'm asking you to calm down, sir. I'll send an unit there as soon as we have one available.",
  "call.det5garage.dialog.injured1": "I don't need a doctor, I need a fire department!",
  "call.det5garage.dialog.really": "You're telling me to calm down while my garage is on fire?! You need to send the firefighters here. Now.",
  "call.det5garage.dialog.calm": "{WE'RE DOING OUR BEST} We're doing everything we can to put the fire out. We have to save people first, properties aren't a priority.",
  "call.det5garage.dialog.getlost": "{WE DON'T HAVE TIME} We have more important things to do than worrying about your garage. Please don't block the 911 line again, sir.",
  "call.det5garage.dialog.oksend": "{I'M SENDING THEM NOW} Okay, I'm sending the firefighters now.",
  "call.det5garage.dialog.youbetter": "They better come here fast!",
  "call.det5garage.dialog.damn": "Eh... what if someone's inside?!",
  "call.det5garage.dialog.threat": "So my whole garage is burning and you're saying that I'm blocking the line. I'm gonna call the media, I know a few journalists. You're getting kicked out of your job even before the fire ends.",
  "call.det5garage.dialog.over": "{GOODBYE} Goodbye!",
  "call.det5garage.dialog.reminder": "Talk to me!",
  "call.det5garage.dialog.reminder2": "Don't you try to hang up on me!",
  "call.det5garage.aar.story": "The caller reported a burning garage.",
  "call.det5garage.aar.good": "The operator explained why the fire department wasn't going to respond to the fire immediately.",
  "call.det5garage.aar.claim": "The man filed a complaint about the situation, which was later rejected.",
  "call.det5garage.aar.una": "The operator acted arrogantly and hung up the call.",
  "call.det5garage.aar.error": "The operator dispatched an unit to the caller's place, wasting forces and means needed to save human lives.",
  "call.det6support.title": "Fire Support",
  "call.det6support.scene.noone": "Dispatcher",
  "call.det6support.dialog.1": "INCOMING TRANSMISSION . . . Dispatch, do you copy?",
  "call.det6support.dialog.listen": "Yes, I copy. Go ahead.",
  "call.det6support.dialog.support": "This is Chief McCluskey in district 12. We can assist under mutual aid protocols. I have a tanker and a hook-and-ladder with crews available. I can have them rolling immediately.",
  "call.det6support.dialog.supportyes": "{GREAT}Absolutely, Chief. We can use the assist.",
  "call.det6support.dialog.supportno": "{NO NEED}Thank you, Chief, but there is no need for that. We've got the situation under control.",
  "call.det6support.dialog.supportcoming": "Yes, sir! We're leaving station in a second. . . . . . . END OF TRANSMISSION",
  "call.det6support.dialog.supportno1": "Oh really...? Well...Understood. Over and out! . . . . . . END OF TRANSMISSION",
  "call.det6support.dialog.end": "END OF TRANSMISSION. . .",
  "call.det6support.dialog.reminder": "Do you copy?",
  "call.det6support.dialog.reminder2": "Are you there? Over!",
  "call.det6support.aar.sentsupport": "Support from the neighbouring fire station helped to put out the fire.",
  "call.det6support.aar.nosupport": "The operator rejected additional fire support.",
  "call.anch1iceman.title": "Frozen",
  "call.anch1iceman.scene.caller": "Caller",
  "call.anch1iceman.scene.frozen": "Frozen man",
  "call.anch1iceman.dialog.1": "911, What's your emergency?",
  "call.anch1iceman.dialog.intro": "Hello, um, there's a man passed out in the snow right in front of my house. Please, take him away from here.",
  "call.anch1iceman.dialog.live": "{IS HE BREATHING?} Ma'am, is the man breathing?",
  "call.anch1iceman.dialog.live1": "Yes, yes, he is. But he's completely drunk. It's really cold out and he could freeze to death if you don't come and get him.",
  "call.anch1iceman.dialog.who": "{HE'S DRUNK?} How do you know he's drunk?",
  "call.anch1iceman.dialog.who1": "I could smell the booze coming off him when I checked if he's breathing. How can one sink down so much...? The worst thing is, he's not an old sot. He's a young man wearing nice clothes... but he drinks until he passes out?",
  "call.anch1iceman.dialog.where": "{WHERE ARE YOU?} Where exactly are you, ma'am?",
  "call.anch1iceman.dialog.adress": "It's [[ADDRESS]].",
  "call.anch1iceman.dialog.adress1": "It's Edward Tudor Drive 158.",
  "call.anch1iceman.dialog.adress2": "It's Raspberry Road 21.",
  "call.anch1iceman.dialog.adress3": "It's Nordwood Street 278.",
  "call.anch1iceman.dialog.sendhelp": "{I'LL SEND AN AMBULANCE} Okay, thank you for the call. We'll be there soon.",
  "call.anch1iceman.dialog.sendhelp1": "Great. Is that all?",
  "call.anch1iceman.dialog.yessend": "{YES} Yes, the ambulance will be there soon.",
  "call.anch1iceman.dialog.firstaid": "{FIRST AID} Did you give him first aid?",
  "call.anch1iceman.dialog.but": "I don't know a thing about that! I did what I was supposed to. I've called you and now he's your problem.",
  "call.anch1iceman.dialog.hard": "{HE MIGHT DIE} Ma'am, we don't know how long he's been passed out in front of your house. If you don't help him he could get frostbite or worse.",
  "call.anch1iceman.dialog.law": "{IT'S A LEGAL OBLIGATION} Ma'am, you're legally obligated to render assistance. Even if you don't know first aid. If you decide not to help him you could face charges from the police.",
  "call.anch1iceman.dialog.lawyer": "Are you threatening me? This conversation is over. If you have anything else to say, speak to my lawyer. Goodbye!",
  "call.anch1iceman.dialog.what1": ". . . . . . . .Okay then. I want my conscience clear. What should I do?",
  "call.anch1iceman.dialog.warm": "{GO TO A WARM PLACE} Well, he can't stay out in the cold so we need to get him inside and warm him up.",
  "call.anch1iceman.dialog.warm1": "But where? This is a residential neighbourhood... there's no place to take him.",
  "call.anch1iceman.dialog.takehome": "{TAKE HIM TO YOUR HOME} In that case, you'll need to take him into your home.",
  "call.anch1iceman.dialog.crazy": "What?! I'm not bringing a drunk stranger into my house.",
  "call.anch1iceman.dialog.frozen": "{IT'S HIS ONLY CHANCE} Ma'am, we don't know how long he's been passed out in front of your house. If he's been there awhile he might die before the ambulance gets there. He needs to be taken to a warm place immediately!",
  "call.anch1iceman.dialog.nocrazy": "{DO AS I SAY} His life could be in danger! You need to do the right thing. This guy's life is in your hands!",
  "call.anch1iceman.dialog.getlost": "No, I've done my part and told you about him. You can't order me to do something like that. You need to get the ambulance here and help him. He's your responsibility now! Goodbye!",
  "call.anch1iceman.dialog.badidea": "{YOU DON'T HAVE TO} Of course, you don't have to do that, it was just a suggestion.",
  "call.anch1iceman.dialog.badidea1": "Yes... I know. So what can I do to help?",
  "call.anch1iceman.dialog.useblanket": "{BRING A BLANKET} Please bring a blanket from your home and cover him.",
  "call.anch1iceman.dialog.snow": "{RUB HIM WITH SNOW} Warm him up by rubbing all the red areas on his body with snow.",
  "call.anch1iceman.dialog.snow1": "Hmm... that's....weird... but I can do that. Please get the ambulance here as fast as you can.",
  "call.anch1iceman.dialog.blanket1": "Okay, I'll get it now. Please get the ambulance here as fast as you can.",
  "call.anch1iceman.dialog.how": "Okay, but how am I supposed to move him? There's no one around to help me.",
  "call.anch1iceman.dialog.carry": "{CAN YOU PICK HIM UP?} Can you pick him up?",
  "call.anch1iceman.dialog.pull": "{PULL HIM} OK, you'll need to grab him by his arms and pull him. Hopefully it shouldn't be too difficult and you'll be able to move him.",
  "call.anch1iceman.dialog.heavy": "No, he's too heavy.",
  "call.anch1iceman.dialog.pull1": "Really? Ok, I'll try. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Phew, I did it. He's so heavy... Where should I place him?",
  "call.anch1iceman.dialog.temp": "{IN A HOT PLACE} You need to warm him up. Get blankets on him and turn up the heat in your house. And maybe put him near a radiator to help him warm up faster.",
  "call.anch1iceman.dialog.middle": "{AWAY FROM HEAT SOURCES} The middle of the room would be best. Keep him away from any heat sources.",
  "call.anch1iceman.dialog.window": "{IN A COLD PLACE} Next to an open window would be the best.",
  "call.anch1iceman.dialog.ready": "Done.",
  "call.anch1iceman.dialog.blanket": "{GIVE HIM A BLANKET} Can you cover him with a blanket?",
  "call.anch1iceman.dialog.warminside": "{RUB THE CHILBLAINS} You should rub the chilblains on his body until the ambulance comes.",
  "call.anch1iceman.dialog.body": "{USE YOUR OWN BODY} It would be the best if you warmed him up with your own body.",
  "call.anch1iceman.dialog.mad": "What?! I'm not doing that... what are you, some kind of pervert?",
  "call.anch1iceman.dialog.okey": "Done. I think he's slowly recovering.",
  "call.anch1iceman.dialog.waith": "{GIVE HIM A HOT DRINK} Please give him something hot to drink when he regains consciousness, ok? The ambulance will be there soon.",
  "call.anch1iceman.dialog.waitw": "{GIVE HIM A WARM DRINK} Please give him something warm to drink when he regains consciousness, ok? The ambulance will be there soon.",
  "call.anch1iceman.dialog.waita": "{GIVE HIM ALCOHOL} Please give him some alcohol to drink when he regains consciousness. The ambulance will be there soon.",
  "call.anch1iceman.dialog.end": "OK, I'll do it. Just get here, please.",
  "call.anch1iceman.dialog.reminder": "Hello? Sir? Can you hear me?",
  "call.anch1iceman.dialog.reminder2": "That's it, I guess...",
  "call.anch1iceman.aar.story": "The owner of the property found an unconscious, cold man under the influence of alcohol.",
  "call.anch1iceman.aar.badtry": "The operator failed to convince the woman to give the first aid to the man.",
  "call.anch1iceman.aar.help": "The operator didn't try to convince the woman to give the man first aid. He let her walk away.",
  "call.anch1iceman.aar.goodtemp": "The operator advised to place the man in the right temperature.",
  "call.anch1iceman.aar.mistaketemp": "The operator advised to place the man in inadequate temperature, which worsened the man's state.",
  "call.anch1iceman.aar.mistakedrink": "The operator advised to give the man a hot drink, which is a mistake.",
  "call.anch1iceman.aar.fail": "The operator suggested to the woman that she should warm the man up with her own body. The caller firmly refused and ended the call.",
  "call.anch1iceman.aar.fatal": "The operator made a mistake while instructing the caller, which resulted in worsening the man's state.",
  "call.anch1iceman.aar.fatalalc": "The operator advised the woman to give the man an alcoholic drink after he regains his consciousness, which is a mistake.",
  "call.anch1iceman.aar.gooddr": "The operator advised the woman to give the man something warm to drink after he regains his consciousness. That's a correct instruction.",
  "call.anch2truck.title": "Truck",
  "call.anch2truck.scene.john": "Caller",
  "call.anch2truck.scene.ijohn": "Injured John",
  "call.anch2truck.scene.driver1": "Injured driver",
  "call.anch2truck.scene.driver2": "Injured driver",
  "call.anch2truck.scene.crashtruck": "Destroyed truck",
  "call.anch2truck.scene.leakgas": "Fuel leaking from the tank",
  "call.anch2truck.scene.poisoncloud": "Toxic chemicals leaking from the tank",
  "call.anch2truck.scene.firetank": "Fuel tanker on fire.",
  "call.anch2truck.scene.csedan": "Destroyed vehicle",
  "call.anch2truck.scene.ccar": "Destroyed vehicle",
  "call.anch2truck.dialog.1": "911, what's your emergency?",
  "call.anch2truck.dialog.intro": "Hello? There's been an accident. A truck's flipped over on its side!",
  "call.anch2truck.dialog.intro2": "Please help! A truck skidded across the highway and flipped over. It's right in the middle of the road. Please send help!",
  "call.anch2truck.dialog.where": "{WHERE DID IT HAPPEN?} Where did it happen?",
  "call.anch2truck.dialog.point": "Em... I'm not sure. I don't really know the area.",
  "call.anch2truck.dialog.nav": "{CHECK YOUR GPS} Do you have GPS?",
  "call.anch2truck.dialog.adress": "Oh, yes! The GPS! You're right. I'm at [[ADDRESS]]",
  "call.anch2truck.dialog.adress1": "Yes, the GPS, you're right. I'm at Seward Hwy 15",
  "call.anch2truck.dialog.adress2": "Yes, the GPS, you're right. I'm at Glen Hwy 15",
  "call.anch2truck.dialog.adress3": "Yes, the GPS, you're right. I'm at Ingra Street 15",
  "call.anch2truck.dialog.noadress": "I don't have one.",
  "call.anch2truck.dialog.sign": "{LOOK AROUND} Do you see any landmarks or buildings around you? Something that might help tell you where you are?",
  "call.anch2truck.dialog.nosign": "Erm... no, nothing. There's nothing here!",
  "call.anch2truck.dialog.yesign": "Hold on... yes, I can see a building with an address on it. It says [[ADDRESS]].",
  "call.anch2truck.dialog.desc": "{VEHICLE?} You said it was a truck that was involved in the accident... what kind of truck?",
  "call.anch2truck.dialog.desc1": "It's one of those big tractor trailers. It's lying on its side in the middle of the road. I don't know what happened but it doesn't look like any other cars were involved. I'm not that close though and I can't tell much more from this distance...",
  "call.anch2truck.dialog.desc2": "It's a tanker truck. I think it hit the barrier and then flipped.",
  "call.anch2truck.dialog.desc3": "Some asshole cut off the trucker and he braked to avoid a collision, lost control and that's when it flipped onto its side. I can't see anything else from this distance...",
  "call.anch2truck.dialog.driver": "{ANY INJURED?} Can you tell if anyone is injured?",
  "call.anch2truck.dialog.nosee": "I don't know... I can't see or hear anything from where I'm standing. Should I approach the truck and check?",
  "call.anch2truck.dialog.check": "{SEARCH FOR INJURED} Look around the truck and check the cab to see if there's anyone who needs medical attention.",
  "call.anch2truck.dialog.nocheck": "{DO NOT APPROACH} Stay where you are. It could be too dangerous.",
  "call.anch2truck.dialog.checksafe": "{DESCRIBE THE CARGO} Get close enough to check what cargo it was carrying.",
  "call.anch2truck.dialog.nocheck1": "Understood.",
  "call.anch2truck.dialog.trap": ". . . . . . . . . . . . . . . . . . . The driver's inside... he's unconscious. Damn... he's completely stuck. The dashboard and steering wheel have him pinned. There's no way I can get him out.",
  "call.anch2truck.dialog.outside": ". . . . . . . . . . . . . . . . . . . There's no one inside. . . . . . . . . Hey! . . . . The driver managed to get out of his truck, he's lying a few feet away. . . . . . Is everything ok? . . . . . . . . . . . . His leg is injured and he seems to be in shock. Apart from that he seems fine.",
  "call.anch2truck.dialog.exp": "OK. . . . . . I'm approaching. . . . Shit, I can smell gasoline. It's really strong . . . . . . . . . . . . The front of the truck is totally destroyed. The battery's hanging on the wires. . . . . . Wait a mo. . . AAAAAA!",
  "call.anch2truck.dialog.poison1": ". . . . . . There's a strange smell in the air. . . . . It looks like... Shit... [coughing] . . . . . . I feel weird... [coughing] . . . uuugh... I can't...",
  "call.anch2truck.dialog.car": "{CARGO?} Can you describe the truck for me? What kind of cargo was it carrying?",
  "call.anch2truck.dialog.car1": "Hold on. . . . . . . . . . . . . . The trailer's open. I can see some smashed furniture inside.",
  "call.anch2truck.dialog.car2": "Umm... . . . . . . . . . . It's a dump truck. It had a load of sand and it's all over the road.",
  "call.anch2truck.dialog.car3": "It's a tanker... but I can't tell what it was carrying.",
  "call.anch2truck.dialog.leak": "{CHECK FOR LEAKS} Is the tank damaged and are there any leaks?",
  "call.anch2truck.dialog.yesleakp": "Yes, the tank is damaged. There's some fluid leaking out of it. Looks like water.",
  "call.anch2truck.dialog.yesleakf": "Yes, the tank is damaged. There's some yellowish fluid leaking out of it straight onto the road. It looks and smells like gasoline.",
  "call.anch2truck.dialog.noleak": "There are no leaks.",
  "call.anch2truck.dialog.danger": "{TRUCK MARKINGS} Do you see any warning markings on the truck?",
  "call.anch2truck.dialog.water": "No, just big letters on the side saying 'water'.",
  "call.anch2truck.dialog.fuel": "There's one of those red warning symbols. It's a... rhombus with a picture of fire and a number 3. There's also a name of a nearby refinery.",
  "call.anch2truck.dialog.hazard": "Yes. It's a white rhombus with a skull on top and a number 6 on the bottom. Next to it there's a name of a chemical plant, I guess?",
  "call.anch2truck.dialog.caution": "{BE CAREFUL} Please, be careful. The material in that tank is hazardous. You need to keep a safe distance from the vehicle.",
  "call.anch2truck.dialog.caution1": "Of course. I'll stay away from it.",
  "call.anch2truck.dialog.notsafe": "{YOU ARE IN DANGER} Listen to me carefully. It's not safe to stay near the truck. Go back to your car immediately and close the door.",
  "call.anch2truck.dialog.epoisonin": "What?! Holy shit... I'm getting out of here...",
  "call.anch2truck.dialog.easy": "{BACK OUT CAREFULLY} Take it easy, nothing bad has happened. Just get out of the area. Don't worry, rescue team is on the way.",
  "call.anch2truck.dialog.block": "{BLOCK THE ROAD} OK, here's what I need you to do. Return to your car and drive back the way you came for a couple of hundred feet then put your hazard lights on. Until the emergency units get there you'll need to warn others coming down the road of the accident.",
  "call.anch2truck.dialog.run": "{RUN} Get out of there as quickly as possible.",
  "call.anch2truck.dialog.thx": "Will do. Oh my God, what have I gotten myself into... Please send someone as soon as possible!",
  "call.anch2truck.dialog.safedriver": "{CHECK UP ON THE DRIVER} In that case, it's safe to approach the driver and see if he's ok.",
  "call.anch2truck.dialog.sendhelp": "{I'LL SEND HELP} Help is on the way. If you can, secure the scene. If you have a roadside emergency kit, set your reflective triangle behind your vehicle and stay there until the emergency services arrive.",
  "call.anch2truck.dialog.sendhelp1": "Ok, is there anything else I could do?",
  "call.anch2truck.dialog.end": "{THAT'S ALL} That's all. Help will arrive soon.",
  "call.anch2truck.dialog.w0": "Ok, I'll be waiting.",
  "call.anch2truck.dialog.reminder": "Hello?",
  "call.anch2truck.dialog.reminder2": "What should I do?",
  "call.anch2truck.aar.callinj": "The caller has been severely injured after coming into contact with the hazardous substance transported by the truck.",
  "call.anch2truck.aar.callinj2": "The caller has been severely injured due to the ignition of the fuel transported by the truck.",
  "call.anch2truck.aar.drivertrap": "The driver was stuck in the damaged cabin. Emergency services needed to get him out.",
  "call.anch2truck.aar.story": "A road accident involving a truck tipping over has been reported.",
  "call.anch2truck.aar.leakfuel": "Fuel has leaked out from the tank onto the road.",
  "call.anch2truck.aar.poisonleak": "Poisonous chemical substances have leaked from the tank.",
  "call.anch2truck.aar.firegas": "A fuel tank caught on fire.",
  "call.anch2truck.aar.randiv": "The caller left the scene without securing it properly. It caused a crash of another car travelling this route.",
  "call.anch2truck.aar.welldone": "The operator recognized the danger and took correct steps to minimize human casualties.",
  "call.anch2truck.aar.crash": "The operator ordered the caller to leave the scene. The panicked driver lost control of his car and crashed into a ditch near the scene.",
  "call.genhomeless.title": "Homeless",
  "call.genhomeless.scene.caller": "Caller",
  "call.genhomeless.scene.homless": "Homeless",
  "call.genhomeless.scene.dhomless": "Drunk homeless",
  "call.genhomeless.scene.ahomless1": "Aggressive homeless",
  "call.genhomeless.scene.ahomless2": "Aggressive homeless",
  "call.genhomeless.scene.acaller": "Aggressive homeless",
  "call.genhomeless.scene.secure1": "Aggressive security member",
  "call.genhomeless.scene.secure2": "Aggressive security member",
  "call.genhomeless.scene.bhomless": "Beaten homeless",
  "call.genhomeless.scene.ihomless": "Unconscious homeless",
  "call.genhomeless.scene.mhomless": "Dead homeless",
  "call.genhomeless.dialog.1": "911, what is your emergency?",
  "call.genhomeless.dialog.introa": "Hi, I want to report an incident I just had with a homeless person.",
  "call.genhomeless.dialog.introb": "Hey, I'm calling to report a bum.",
  "call.genhomeless.dialog.introc": "There's this homeless guy bothering me.",
  "call.genhomeless.dialog.what": "{WHAT IS THE PROBLEM?} OK, so what's going on there?",
  "call.genhomeless.dialog.nointrest": "{THERE ARE NO UNITS AVAILABLE} There are no units available to take care of it at the moment.",
  "call.genhomeless.dialog.right": "Of course, I understand. Surely there are more important issues than this one. Bye.",
  "call.genhomeless.dialog.disgust": "I can't believe what I am hearing. Your behavior is unacceptable. I will be filing a complaint.",
  "call.genhomeless.dialog.where": "{ADDRESS?} Could you please tell me your address?",
  "call.genhomeless.dialog.addres": "I'm at [[ADDRESS]].",
  "call.genhomeless.dialog.addres1": "I'm at Edward Tudor Drive 158.",
  "call.genhomeless.dialog.addres2": "I'm at Raspberry Road 21.",
  "call.genhomeless.dialog.addres3": "I'm at Nordwood Street 278.",
  "call.genhomeless.dialog.agressivehom": "He is being really aggressive!",
  "call.genhomeless.dialog.lay": "There is a bum lying around. Get him out of here!",
  "call.genhomeless.dialog.lay2": "I've got this homeless person here. He's just lying down on the sidewalk. You need to come here and take care of him.",
  "call.genhomeless.dialog.bar": "This beggar has come into my bar and he's bothering my customers.",
  "call.genhomeless.dialog.give": "{GIVE HIM SOME CHANGE} The easiest way to get rid of him is to give him some change. That should solve the problem quickly.",
  "call.genhomeless.dialog.nogive": "I'm not giving him anything! I do that and he'll be back for more.",
  "call.genhomeless.dialog.okhelp": "Uh... Ok. Hey, have this. . . . . . . . . . . . Now get lost! Ok, he's gone, so that's it. Bye.",
  "call.genhomeless.dialog.tell": "{THREATEN HIM WITH POLICE} Please tell him that you are on the phone with the police and that officers are on their way.",
  "call.genhomeless.dialog.reg": "Hey...! The cops are gonna be here any minute! . . . . Yeah, that's what they told me. . . . They're on the way. . . . . . . . OK, he's gone! . . . Thanks. Bye.",
  "call.genhomeless.dialog.noreg": "Hey...! The cops are gonna be here any minute! . . . . Yeah, that's what they told me. . . They're on the way. . . . . . . No way! He said the cops can blow him.",
  "call.genhomeless.dialog.desc": "{WHAT EXACTLY IS HE DOING?} So, what's this homeless guy doing?",
  "call.genhomeless.dialog.fight": "He's yelling at another bum and...oh, he shoved him! I think they're going to start fighting!",
  "call.genhomeless.dialog.threat": "He's threatening me! I don't know what it's all about... he's completely drunk. He's mumbling something and not letting me go!",
  "call.genhomeless.dialog.beg": "He's trying to get some money from me!",
  "call.genhomeless.dialog.see": "{CHECK HIS VITALS} Can you approach him and check his vitals? Is he conscious and breathing?",
  "call.genhomeless.dialog.noway": "No way! I'm not gonna touch him.",
  "call.genhomeless.dialog.crazy": "Are you crazy? You want me to walk up to that bum? Not on your life!",
  "call.genhomeless.dialog.law": "{IT IS YOUR DUTY} Sir, you are obliged by the law to help the person in need.",
  "call.genhomeless.dialog.please1": "{HIS LIFE IS AT STAKE} Your decision to approach him or not may determined whether he lives or dies.",
  "call.genhomeless.dialog.may": "Well... I guess I can. But I'm not gonna touch him!",
  "call.genhomeless.dialog.seeyes": "OK...I'm going up to him.",
  "call.genhomeless.dialog.thanksir": "Great. Please let me know what his condition is.",
  "call.genhomeless.dialog.uncon": "He's lying down and not moving. Hello?! . . . . . . He isn't responding.",
  "call.genhomeless.dialog.dead": "He's lying down and not moving. Hello?! . . . Oh my God, I think he's dead. He's all purple.",
  "call.genhomeless.dialog.drunk": "He's lying down and not moving. Hello?! . . . . He's alive, but it's disgusting. He's drunk. He's puked all over himself... God...",
  "call.genhomeless.dialog.sleep": "He's lying down and not moving. Hello?! . . . . . . He moved and he's mumbling something. I think he's sleeping.",
  "call.genhomeless.dialog.help": "{FIRST AID} Sir, this man's life is in danger. You need to help him.",
  "call.genhomeless.dialog.sorry": "I'm sorry but I can't do that. I can barely stand the smell and I'm not even close to him. Please, you guys have to take care of it... I'll wait here with him until the ambulance arrives.",
  "call.genhomeless.dialog.never": "No way! I'm not touching this guy. He stinks! You help him if you want to.",
  "call.genhomeless.dialog.hungry": "{FEED HIM}It sounds like he might be hungry. That's a simple fix. Give him some food.",
  "call.genhomeless.dialog.kick": "{HAVE HIM REMOVED} Have security remove him, that should do.",
  "call.genhomeless.dialog.kickyes": "Hmmm, yeah...I guess we could do it . . . . Tommy... Bobby, take this guy outside and explain to him once and for all that he ain't welcome here.",
  "call.genhomeless.dialog.kickno": "I can't afford security. Besides, this is a job for the police to take care of.",
  "call.genhomeless.dialog.eatyes": ". . . . . I guess you're right. I'll find him something to eat. Bye.",
  "call.genhomeless.dialog.eatno": "I can't believe it. What else should I do? Throw him a party? I'm calling you so that you solve the problem, not give me lousy advice.",
  "call.genhomeless.dialog.isee": "That's more like it.",
  "call.genhomeless.dialog.noeme": "{IT IS NOT AN EMERGENCY CALL} Sir, this is not an emergency call that would require emergency services to act. Please contact city services and ask them to handle the issue.",
  "call.genhomeless.dialog.agresive": "Is that so? Alright! I'll handle it without your help! Come here you lazy bum, I've got a quarter for you...",
  "call.genhomeless.dialog.normal": "Oh, so it's me who should care? I'm calling you and you're doing me a favor sending someone out. What a...",
  "call.genhomeless.dialog.sendpatrol": "{I'LL SEND A SQUAD} I understand. I'm sending the first team available out to you.",
  "call.genhomeless.dialog.thx": "Thanks. I appreciate that.",
  "call.genhomeless.dialog.sendmed": "{I'LL SEND AN AMBULANCE} I understand. I'll send an ambulance.",
  "call.genhomeless.dialog.reminder": "Excuse me, are you still there?",
  "call.genhomeless.dialog.reminder2": "Hello? I'm talking to you! . . . Hello?!",
  "call.genhomeless.aar.story1": "The caller reported that he was being accosted by a homeless person.",
  "call.genhomeless.aar.story2": "The caller reported a fight involving homeless.",
  "call.genhomeless.aar.story3": "The caller reported a homeless person lying down in a public place.",
  "call.genhomeless.aar.story4": "The caller reported a homeless person accosting the clients of his restaurant.",
  "call.genhomeless.aar.ignore": "The operator ignored the call.",
  "call.genhomeless.aar.patrol": "The operator took the report and sent a patrol to the site.",
  "call.genhomeless.aar.atack": "The homeless man got beaten by the caller.",
  "call.genhomeless.aar.atack1": "The homeless man got beaten by the restaurant's security.",
  "call.genhomeless.aar.noneed": "The operator managed to solve the problem without involving the police.",
  "call.genhomeless.aar.nohelp": "The caller refused to give first aid to the homeless man.",
  "call.genhomeless.aar.noharm": "The report turned out to be false.",
  "call.genhomeless.aar.alk": "A drunk, homeless man was found at the site.",
  "call.genhomeless.aar.med": "The operator received the call and sent out an ambulance.",
  "call.genhomeless.aar.sick": "An unwell homeless person has been found at the scene and has received help.",
  "call.genhomeless.aar.foundbody": "The dead body of a homeless person has been found at the scene. It was too late for help.",
  "call.rapecall.title": "Sexual assault",
  "call.rapecall.scene.womaninj": "Caller",
  "call.rapecall.scene.suspectinj": "Caller",
  "call.rapecall.scene.rapeist": "Attacker",
  "call.rapecall.dialog.1": "911, what's your emergency?",
  "call.rapecall.dialog.hurt": ". . . . . . . I'm . . . hurt.",
  "call.rapecall.dialog.somebody1": "{WHO HURT YOU?} Did you hurt yourself or was it someone else?",
  "call.rapecall.dialog.somebody2": ". . . [short cry] He did it . . .",
  "call.rapecall.dialog.who1": "{WHO?}Could you give me more information about the attacker? Who is he?",
  "call.rapecall.dialog.who2": "He. . . We met once. . . I hardly know him. . . It was... kind of a date.",
  "call.rapecall.dialog.when1": "{WHEN?} When did it happen?",
  "call.rapecall.dialog.when2": ". . . . . Now . . . just now.",
  "call.rapecall.dialog.address": "{WHERE?} Where are you, ma'am?",
  "call.rapecall.dialog.address0": "At home . . . . . My house is at [[ADDRESS]].",
  "call.rapecall.dialog.address1": "At home . . . . . My house is at 3422 Thompson Ave.",
  "call.rapecall.dialog.there1": "{IS HE THERE?} Is he still there with you?",
  "call.rapecall.dialog.there2": ". . . He's left . . . . .",
  "call.rapecall.dialog.who3": "{DESCRIBE THE ATTACKER} I know that's not easy for you, but could you give me a precise description of the attacker? How does he look like, what is he wearing?",
  "call.rapecall.dialog.who4": ". . . . . Dark hair, brown eyes . . . He... he's tall and strong. . . wearing a brown leather coat. . . with . . . with blue jeans.",
  "call.rapecall.dialog.transport1": "{HOW DOES HE MOVE?} Did he leave on foot or by a car?",
  "call.rapecall.dialog.transport2": ". . . . . . . . . . On foot.",
  "call.rapecall.dialog.weapon1": "{ANY WEAPONS?} Does he have any weapons?",
  "call.rapecall.dialog.weapon2": "No... I don't. . . I don't think so.",
  "call.rapecall.dialog.direction1": "{DIRECTION?} Do you know what direction he went when he left?",
  "call.rapecall.dialog.direction2": "I don't know. . . I wasn't looking...",
  "call.rapecall.dialog.injuries1": "{YOUR INJURIES?} Ok... what kind of injuries do you have?",
  "call.rapecall.dialog.injuries2": ". . . . He beat me . . . . and there is . . . . . there is blood.",
  "call.rapecall.dialog.why1": "{WHY?} Why did he attack you?",
  "call.rapecall.dialog.why2": "Why would I know? You should... you should ask him.",
  "call.rapecall.dialog.abuse1": "{DID HE SEXUALLY ABUSE YOU?} Ma'am, did he sexually abuse you?",
  "call.rapecall.dialog.abuse2": ". . . . . . . . . . . . . . . .",
  "call.rapecall.dialog.confirm1": "{IS THAT A YES?} Does that mean yes?",
  "call.rapecall.dialog.confirm2": ". . . . . . .",
  "call.rapecall.dialog.sendhelp": "{SENDING HELP} I'm sending the ambulance and the police unit now.",
  "call.rapecall.dialog.sendhelp1": "Police? I... I can't. . . I don't want to... speak with police . . . right now. . . . I just need... an ambulance.",
  "call.rapecall.dialog.nopolice": "{NO POLICE} Ok, if you say so, I'll just send the ambulance.",
  "call.rapecall.dialog.policemust": "{NO DISCUSSION} I'm sorry ma'am, I have to do this, it's procedure.",
  "call.rapecall.dialog.policesensitive": "{THEY WILL HELP YOU} I know you don't want to talk about it, but it's necessary. The police officer is going to gather information and evidence which are essential to catch the person who attacked you. I can send a female police officer if that'll make it a bit easier for you, ok?",
  "call.rapecall.dialog.thanks": "Thanks. . . . . I'll wait here.",
  "call.rapecall.dialog.ok": ". . . . . . . Ok.",
  "call.rapecall.dialog.notsure": ". . . . . . I'm . . . . really don't know if. . . I can handle . . . any more questions... right now.",
  "call.rapecall.dialog.justice": "{HE DESERVES PUNISHMENT} That man deserves punishment for what he's done to you, miss. We need your help to catch him and the sooner we'll get all the information we need, the sooner we can get him off the street.",
  "call.rapecall.dialog.another": "{HE MIGHT HARM SOMEBODY ELSE} We need your help to catch that man. Miss... he is clearly dangerous and he could hurt other women if we don't catch him.",
  "call.rapecall.dialog.right": ". . . . . . . . Yes. . . Yes, I will talk. . . to... to the police . . . . Send them.",
  "call.rapecall.dialog.keep": "{KEEP CLOTHES, DON'T SHOWER} Please miss, keep your clothes on and don't shower. That will help the police gather all possible pieces of evidence.",
  "call.rapecall.dialog.keep2": "Is that . . . . . . . . . . . . . Ok . . . just come here fast. . .",
  "call.rapecall.dialog.end": "{THAT'S ALL} That's all miss, please, just wait where you are, they're coming to help you.",
  "call.rapecall.dialog.reminder": ". . . . . . . . . . . . . . . . .",
  "call.rapecall.dialog.reminder2": ". . . . . . . . . . . . . . . . .",
  "call.rapecall.dialog.reminder3": ". . . . Hello?. . . Are you there?",
  "call.rapecall.aar.rape": "The woman was beaten and raped by the attacker.",
  "call.rapecall.aar.nopolicebad": "The operator promised the woman that police wouldn't come at the crime scene. However, police attendance was required to collect evidences.",
  "call.rapecall.aar.notgentle": "Some of the operator's questions were inadequate in the caller's situation.",
  "call.rapecall.aar.whypolice": "The operator should've explained why the police is necessary in such case.",
  "call.rapecall.aar.good": "The operator convinced the caller to cooperate with the police.",
  "call.gensearch.title": "Missing",
  "call.gensearch.scene.Caller": "Worried woman",
  "call.gensearch.scene.girlkid": "Kidnapped baby",
  "call.gensearch.scene.girlmis": "Missing baby",
  "call.gensearch.scene.runaway": "Missing teenager",
  "call.gensearch.scene.husband": "Missing husband",
  "call.gensearch.scene.oldlady": "Missing old lady",
  "call.gensearch.scene.kidnap": "Kidnapper",
  "call.gensearch.scene.doggo": "Stolen dog",
  "call.gensearch.dialog.1": "911, what's your emergency?",
  "call.gensearch.dialog.person": "Hello, I want to report a missing person!",
  "call.gensearch.dialog.napped": "I want to report a kidnapping!",
  "call.gensearch.dialog.kidnwho": "{WHO'S BEEN KIDNAPPED?}Who's been kidnapped?",
  "call.gensearch.dialog.dog": "My dog!",
  "call.gensearch.dialog.exc": "{EXCUSE ME?}Excuse me?",
  "call.gensearch.dialog.lola": "My dog!!! Someone took her!",
  "call.gensearch.dialog.breed": "{HOW DOES THE DOG LOOK LIKE?} How does the dog look like?",
  "call.gensearch.dialog.fren": "She's small and fluffy... Find my dog...",
  "call.gensearch.dialog.oth": "She's the size of a cat... short, black fur... wearing a red collar. Please... find my dog...",
  "call.gensearch.dialog.block": "{DON'T BLOCK THE LINE}Ma'am, please don't block the line. It's not an emergency.",
  "call.gensearch.dialog.asshole": "Are you kidding me? Asshole!",
  "call.gensearch.dialog.who": "{WHO'S MISSING?}Who's missing?",
  "call.gensearch.dialog.baby": "My baby girl!",
  "call.gensearch.dialog.baby2": "My baby girl!",
  "call.gensearch.dialog.hubby": "My husband...",
  "call.gensearch.dialog.grandma": "My mother...",
  "call.gensearch.dialog.daught": "My daughter!",
  "call.gensearch.dialog.whenf": "{LAST TIME YOU'VE SEEN HER?}When did you see her for the last time?",
  "call.gensearch.dialog.whendog": "{LAST TIME YOU'VE SEEN THE DOG?}When did you see her for the last time?",
  "call.gensearch.dialog.whenm": "{LAST TIME YOU'VE SEEN HIM?}When did you see him for the last time?",
  "call.gensearch.dialog.mom": "Just a moment ago!",
  "call.gensearch.dialog.mor": "This morning.",
  "call.gensearch.dialog.eve": "Early last night... After dinner.",
  "call.gensearch.dialog.phof": "{DOES SHE HAVE A PHONE?}Does she have a phone?",
  "call.gensearch.dialog.phom": "{DOES HE HAVE A PHONE?}Does he have a phone?",
  "call.gensearch.dialog.athome": "No, she left her phone at home.",
  "call.gensearch.dialog.off": "I tried to call her, but the phone's off.",
  "call.gensearch.dialog.nopick": "I tried to call him but he won't pick up. It just rings and rings...",
  "call.gensearch.dialog.tooyoung": "No, she's too young to get a phone.",
  "call.gensearch.dialog.agef": "{HOW OLD IS SHE?}How old is she?",
  "call.gensearch.dialog.old": "She's 78 years old, has Alzheimer's. She might not remember how to get back home...",
  "call.gensearch.dialog.young": "She's 5 years old!",
  "call.gensearch.dialog.teen": "She's 16 years old...",
  "call.gensearch.dialog.look": "{HOW DOES SHE LOOK?}We'll need a description. What does she look like and what was she last wearing?",
  "call.gensearch.dialog.girl": "She has blond hair, green eyes...um... She was wearing blue leggings and her favourite pink jacket. She also has her toy puppy with her.",
  "call.gensearch.dialog.lady": "She's short, has gray hair and wears glasses. I think she had her night gown on and, maybe, black shoes? She left her jacket at home.",
  "call.gensearch.dialog.emo": "I'm not sure what she was wearing...but all of her clothes are black. She has long, dyed, black hair and wears glasses.",
  "call.gensearch.dialog.dis": "A grey tracksuit and slippers.",
  "call.gensearch.dialog.what": "{WHAT HAPPENED?}What happened?",
  "call.gensearch.dialog.napped2": "We went to the playground and I only looked away for a moment to say 'Hi' to my friend who stopped by... I looked back... and she... she was gone! The other children said... oh, my god... that she left with a man...",
  "call.gensearch.dialog.kidn": "She was kidnapped! My god, I only looked away to talk to my friend and she was GONE! They say a man took her! He took my BABY!",
  "call.gensearch.dialog.toy": "We went to the store and she asked me if she could go look at toys in the toy department. She's done it before... And I'd go get her when I was done with my shopping... but she's not there! I've looked everywhere in the store and I can't find her!",
  "call.gensearch.dialog.run": "I don't know... maybe she just ran away from home, it's been tough for us lately... I called one of her friends and the girl said she saw her at school...",
  "call.gensearch.dialog.left": "She probably just left on her own... She doesn't really know what's going on around her...",
  "call.gensearch.dialog.lolakidn": "I left her in front of the grocery shop and went inside to buy some lemons and I was paying and I saw some man running away with her!",
  "call.gensearch.dialog.lolastolen": "Someone must've taken her from my porch! She was playing there like 10 minutes ago and now she's gone!",
  "call.gensearch.dialog.hubsmiss": "I don't know... he would always come back home after work... it's been hours! Something's wrong!",
  "call.gensearch.dialog.khow": "{HOW DID THE MAN LOOK LIKE?}How did the man look like?",
  "call.gensearch.dialog.mankid": "He was tall, medium build, short dark hair and ummm... Kids! What was the man wearing? . . . . . OK, thank you! Sir? He had on a brown jacket and dark pants... Oh my God...",
  "call.gensearch.dialog.mandog": "He's got a white tracksuit and a black baseball cap! What an asshole!",
  "call.gensearch.dialog.sec": "{DOES SECURITY KNOW?}Have you told the security about it?",
  "call.gensearch.dialog.secy": "Yes, she's nowhere to be found. She must've gone somewhere.",
  "call.gensearch.dialog.addr": "{LAST PLACE SHE WAS SEEN?}What's the address of the place where she was last seen?",
  "call.gensearch.dialog.addrdog": "{LAST PLACE THE DOG WAS SEEN?}What's the address of the place where she was last seen?",
  "call.gensearch.dialog.addrm": "{LAST PLACE HE WAS SEEN?}What's the address of the place where he was last seen?",
  "call.gensearch.dialog.address": "It's [[ADDRESS]].",
  "call.gensearch.dialog.address1": "It's Edward Tudor Drive 158.",
  "call.gensearch.dialog.address2": "It's Raspberry Road 21.",
  "call.gensearch.dialog.address3": "It's Nordwood Street 278.",
  "call.gensearch.dialog.nogo": "{REPORT IT AT A POLICE STATION}Ma'am, please report it at the nearest police station.",
  "call.gensearch.dialog.nogobad": "{REPORT IT AT A POLICE STATION}Ma'am, please report it at the nearest police station.",
  "call.gensearch.dialog.searchf": "{WE'LL CONDUCT A SEARCH}I'll notify the proper forces. They'll conduct a search.",
  "call.gensearch.dialog.hubs": "{ANY PLACES HE MIGHT'VE GONE TO?}Do you have any idea where he might've gone?",
  "call.gensearch.dialog.nah": "No... I called two of his friends, but they don't know anything, he's not with them and he didn't mention going anywhere after work...",
  "call.gensearch.dialog.bef": "{DID SHE RUN AWAY BEFORE?}Did she ever run away before?",
  "call.gensearch.dialog.befn": "No, never... I'm so worried... Maybe something happened to her on her way home from school...",
  "call.gensearch.dialog.thanks": "Thank you! Goodbye! Oh my god...",
  "call.gensearch.dialog.kbai": "[sigh] Okay... Goodbye...",
  "call.gensearch.dialog.end": "Goodbye.",
  "call.gensearch.dialog.reminder": "Hello?",
  "call.gensearch.dialog.reminder2": "Are you there?",
  "call.gensearch.aar.missingp": "The caller reported a missing person.",
  "call.gensearch.aar.kidnappedg": "The caller reported that her daughter was kidnapped.",
  "call.gensearch.aar.missingd": "The caller reported a stolen dog.",
  "call.gensearch.aar.dognotok": "Although it wasn't a case for 911, the operator should've shown more empathy.",
  "call.gensearch.aar.aarhusband": "Her husband didn't come back home after work, which never happened before.",
  "call.gensearch.aar.aargirl": "Her daughter left the supermarket they were shopping at and was nowhere to be found.",
  "call.gensearch.aar.aarteen": "Her teenage daughter didn't come home after school.",
  "call.gensearch.aar.aarmom": "Her elderly mother probably left their house on her own. She has Alzheimer's and might get lost.",
  "call.gensearch.aar.oksearch": "The operator decided to dispatch search units.",
  "call.gensearch.aar.nosearch": "The operator told the caller to report it at a police station, which was a mistake in this case.",
  "call.gensearch.aar.nosearchok": "The operator told the caller to report it at a police station.",
  "call.anch3nopower.title": "Power outage",
  "call.anch3nopower.scene.caller": "Frustrated teenager",
  "call.anch3nopower.scene.line": "Broken power line",
  "call.anch3nopower.dialog.1": "911, what's your emergency?",
  "call.anch3nopower.dialog.hello": "Hello? Hey! My power's out! Get here fast and fix it. Like now!",
  "call.anch3nopower.dialog.where": "{ADDRESS?} What's your address?",
  "call.anch3nopower.dialog.what": "{WHAT HAPPENED?} What happened?",
  "call.anch3nopower.dialog.address": "It's [[ADDRESS]]",
  "call.anch3nopower.dialog.address1": "It's Edward Tudor Drive 158.",
  "call.anch3nopower.dialog.address2": "It's Raspberry Road 21.",
  "call.anch3nopower.dialog.address3": "It's Nordwood Street 278.",
  "call.anch3nopower.dialog.help": "The power's out! I was just sitting here playing Rustler and then, BOOM!, everything went black! You need to fix it... fast!",
  "call.anch3nopower.dialog.hurt": "{IS ANYONE HURT?} Is anyone hurt?",
  "call.anch3nopower.dialog.nah": "Well, I killed a bunch of peasants before the power went out.",
  "call.anch3nopower.dialog.aware": "{WE'RE AWARE OF THE OUTAGE} We're aware of possible outages caused by the weather, sir. Can't do anything about it at the moment.",
  "call.anch3nopower.dialog.threat": "{IS IT SERIOUS?} Does that cause any serious threat?",
  "call.anch3nopower.dialog.yup": "Yeah! I can't play Rustler!",
  "call.anch3nopower.dialog.sendno": "{I'LL SEND FIREFIGHTERS} I'll send a unit. They'll repair the lines.",
  "call.anch3nopower.dialog.dget": "Jesus... you don't get it! I was in the middle of a mission, I need to kill peasants!",
  "call.anch3nopower.dialog.block": "{DON'T BLOCK THE LINE} Sir, it's not an emergency. please don't block the line.",
  "call.anch3nopower.dialog.saywhat": "{WHAT?} You what?",
  "call.anch3nopower.dialog.guildo": "Peasants. In the game. I'm a medieval gangsta and I steal stuff. You know, I'm a Rustler, yo.",
  "call.anch3nopower.dialog.nope": "{CAN'T HELP YOU} Sorry, this is not an emergency. I can't help you.",
  "call.anch3nopower.dialog.hangup": "{HANG UP} ...",
  "call.anch3nopower.dialog.sendfd": "{I'LL SEND A UNIT} I'll send some firefighters, maybe they'll be able to help you.",
  "call.anch3nopower.dialog.dude": "Really? You're the best, dude. Thanks!",
  "call.anch3nopower.dialog.sigh": "Lol wut? There's no power, that's serious, dude!",
  "call.anch3nopower.dialog.refuse": "{NO EMERGENCY} I know that you find this situation concerning, but there is no emergen...",
  "call.anch3nopower.dialog.irr1": "Yes, there is.",
  "call.anch3nopower.dialog.refuse2": "{NOT URGENT}Please, understand it is not ur...",
  "call.anch3nopower.dialog.irr2": "Yes, it is.",
  "call.anch3nopower.dialog.refuse3": "{NO LIFE THREAT}I'm just trying to say, this situation is not enough to...",
  "call.anch3nopower.dialog.irr3": "Yes, it is.",
  "call.anch3nopower.dialog.growup": "{GROW UP} Grow up, kid. I got better things to do than talking to you.",
  "call.anch3nopower.dialog.end": "...",
  "call.anch3nopower.dialog.reminder": "U there?",
  "call.anch3nopower.dialog.reminder2": "Speak to me!",
  "call.anch3nopower.aar.ignored": "The operator decided that the case wasn't an emergency. Intervention wasn't necessary.",
  "call.anch3nopower.aar.sent": "The operator sent a firefighting unit to deal with the power outage caused by snow. The caller successfully ended his mission in Rustler.",
  "call.anch3nopower.aar.sent1": "The operator sent a firefighting unit to repair the broken power lines. The intervention wasn't necessary.",
  "call.anch3nopower.aar.angryend": "Operator lost his nerve because of the teenager's responses.",
  "event_bigfire.desc": "This fire is very serious and putting it out will take a long time. The units should mainly focus on containing it. If there aren't enough firefighters at the site, the fire might spread, causing new ones to appear in the area.",
  "eff.SEARCH": "SEARCH: {1}",
  "Options.Difficulty.Expert": "EXPERT",
  "Difficulty.Easy.Desc": "– For those starting their adventure with 911 Operator\n– Less incidents\n– Weak criminals",
  "Difficulty.Medium.Desc": "– Regular difficulty\n– Higher reputation points penalty for failed incidents",
  "Difficulty.Hard.Desc": "– For more experienced players seeking for challenges\n– More incidents and fights\n– Higher failed incident penalty\n– Criminals are stronger",
  "Difficulty.Expert.Desc": "– Inactive in-game pause\n– Penalty for duty overtime\n– Even more incidents\n– Higher penalty for failed incidents\n– Criminals are even stronger",
  "popup.message.popup.message.uniqueStories": "– Recommended for the first playthrough\n– Each call can only occur once\n– Maintain positive reputation through all duties in each city",
  "popup.message.popup.message.dailyRoutine": "– Takes more time to complete\n– A specific amount of reputation points is needed to proceed to the next city\n– Some calls might be repeated throughout the run",
  "popup.message.popup.message.singleCityRun": "– Choose one of the available cities and complete a set of chapters\n– Reach the reputation points threshold in a set number of duties to advance to the next chapter\n– Negative reputation fails duties\n– Calls won't repeat",
  "Difficulty.Panel.Title": "CHOOSE DIFFICULTY LEVEL",
  "careerWindow.button.singleCityRun": "SINGLE CITY RUN",
  "newChapter.textLabel": "CHAPTER",
  "chapterDesc_1": "Into Action",
  "chapterDesc_2": "What's Your Emergency?",
  "chapterDesc_3": "Overdose",
  "chapterDesc_4": "Above the Scale",
  "chapterDesc_5": "Ruling Days",
  "chapterDesc_6": "Into the blizzard",
  "chapterDesc_7": "Party Time",
  "chapterDesc_8": "Like the 4th of July!",
  "chapterDesc_9": "Man down!",
  "Options.Difficulty.Normal": "NORMAL",
  "statistics.duty.vehiclesMaintenance": "Vehicles Maintenance: {1}",
  "management.vehiclelabel.maintenance": "VEHICLE MAINTENANCE: {1}",
  "menu.download.map.error": "Sorry, there is a problem downloading this map. Please try again in a couple of hours.",
  "popup.message.no_citiesFound_2": "Sorry, map not found. The city is unplayable or its data is defective. Please, try another city.        ",
  "achiv_honorary_name": "Honorary Citizenship",
  "achiv_honorary_desc": "Complete the Single City Run",
  "achiv_above_name": "Above and Beyond",
  "achiv_above_desc": "Complete the game on Expert difficulty",
  "achiv_performance_name": "Outstanding performance",
  "achiv_performance_desc": "Complete a chapter with more Reputation Points than needed",
  "achiv_point_name": "To the Point",
  "achiv_point_desc": "Figure out a prank call right away",
  "achiv_overtime_name": "Perfect Time Manager",
  "achiv_overtime_desc": "Complete a duty without overtime",
  "tipoftD.totd_31.title": "Prank Calls",
  "tipoftD.totd_31.desc": "Prank calls are a criminal offense around the world. However, if the operator figures that the call is fake, he has to decide whether it's really necessary to send a police officer to the caller right away - sometimes it's just better to ignore the call, saving time and resources for more serious cases. \r\n",
  "overtimePay": "<b>Overtime pay: {1}</b>",
  "careerWindow.button.singleCityRun.v2": "Progressive mode",
  "careerWindow.button.singleCityRun.v3": "Single City Campaign",
  "careerWindow.button.singleCityRun.v4": "Game on One City",
  "careerWindow.button.singleCityRun.v5": "History of One City",
  "careerWindow.button.singleCityRun.v6": "Expandable Mode",
  "game.duty.statistics.efficiency": "Efficiency: ",
  "game.duty.statistics.targetEfficiency": "Expected efficiency: ",
  "banner.textLabel": "CHECK OUT 112 OPERATOR!"
}