| ID | Referenced By | label | talker | talkattr | talkattr2 | talkattr3 | style | name | 
|---|---|---|---|---|---|---|---|---|
| 1 | sq000104_msg0001 | 1 | 0x8100 | 0x4081 | 0x430 | 126 | ...Yeah, OK. I do feel a bit tougher already.  | 
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| 2 | sq000104_msg0002 | 3 | 0x8100 | 0x4081 | 0x430 | 126 | Wow, that's the mark of a good piece of gear.  | 
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| 3 | sq000104_msg0003 | T | 0x8100 | 0x4081 | 0x430 | 126 | The Commissary's stacked with useful bits and bobs like that. You'll wanna stop by every now and then.  | 
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| 4 | sq000104_msg0004 | T | 0x8100 | 0x4081 | 0x430 | 126 | Anything to get an extra edge in the fight against Agnus, right? If we show consistent results, the colony might be promoted too.  | 
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| 5 | sq000104_msg0005 | T | 0x8100 | 0x4081 | 0x430 | 126 | That'll improve the quality of the equipment on offer here as well.  | 
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| 6 | sq000104_msg0006 | 1 | 0x8100 | 0x4081 | 0x430 | 126 | We'll do our best to help make it happen. Thanks, Mwamba.  | 
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| 7 | sq000104_msg0007 | 5 | 0x8100 | 0x4081 | 0x430 | 126 | All right! So, we all geared up, then? Let's get over to the plaza, double-time.  | 
    |
| 8 | sq000104_msg0008 | 1 | 0x8100 | 0x4081 | 0x430 | 126 | Yeah. | |
| 9 | sq000104_msg0009 | hX1 | 0x8100 | 0x4081 | 0x430 | 126 | ...Huh? Really? Well, that's a pickle.  | 
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| 10 | sq000104_msg0010 | 1 | 0x8100 | 0x4081 | 0x430 | 126 | Hm? | |
| 11 | sq000104_msg0011 | 3 | 0x8100 | 0x4081 | 0x430 | 126 | Oi, Noah, what's the hold up? We going or not?  | 
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| 12 | sq000104_msg0012 | 1 | 0x8100 | 0x4081 | 0x430 | 126 | Yeah, sorry, it's just... | |
| 13 | sq000104_msg0013 | 8 | 0x8100 | 0x4081 | 0x430 | 126 | He look troubled somehow? | |
| 14 | sq000104_msg0014 | 5 | 0x8100 | 0x4081 | 0x430 | 126 | ...Oh, sparks' sake. You're gonna put on your goody-two-shoes cap *now*?  | 
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| 15 | sq000104_msg0015 | 5 | 0x8100 | 0x4081 | 0x430 | 126 | Tch, fine. Let's see what's up, then... |