-
Notifications
You must be signed in to change notification settings - Fork 0
/
01_objectives.loc.xml
214 lines (213 loc) · 51 KB
/
01_objectives.loc.xml
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
<resources xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<string key="dialogue_continue" speaker="UI">Continue</string>
<string key="CaptainThorpe_Greet_01" speaker="Captain Thorpe" name="CaptainThorpe" VO="CaptainThorpe_Greet_01" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">You, come closer... your captain needs you. One of those blasted things jabbed me... in a bad way. \n\nThat demon storm... a voice in my head... these foul creatures... \n\nI don't know what the hell's going on here!</string>
<string key="01_SoleSurvivor_title" speaker="UI" rel_version="Quest_MSQ2_Revamp">Sole Survivor</string>
<string key="01_SoleSurvivor_desc" speaker="UI" rel_version="Quest_MSQ2_Revamp">Captain Thorpe lost the mysterious box at sea and now appears to have perished... but his corpse disintegrated. Find out what happened to him.</string>
<string key="01_SoleSurvivor_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Are we the only survivors?"</string>
<string key="01_SoleSurvivor_proposal" speaker="Captain Thorpe" name="CaptainThorpe" VO="01_SoleSurvivor_proposal" VO_Status="Recorded" dialogue-next="@01_SoleSurvivor_proposal_next" rel_version="Quest_MSQ2_Revamp">I think so... I could've sworn I saw one of the swabbies, but it was one of those... creatures. \n\nDamned priest! I never should've trusted that bastard - all his talk of legends and power, treasures... nothing but lies. \n\nAnd the box he gave me…</string>
<string key="01_SoleSurvivor_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Where is the box?"</string>
<string key="01_SoleSurvivor_proposal_next" speaker="Captain Thorpe" name="CaptainThorpe" VO="01_SoleSurvivor_proposal_next" VO_Status="Recorded" dialogue-prompt="@01_SoleSurvivor_proposal_prompt" rel_version="Quest_MSQ2_Revamp">I-I don't know. I lost it when the ship went down, but this voice… she says I need to get it back! \n\nYou... I order you! Search the beach... if we don't recover the box... \n\nNo! Wait...! I will find it! No, please... I can't die here... not like this!</string>
<string key="01_SoleSurvivor_incomplete" speaker="UI" rel_version="Quest_MSQ2_Revamp">Find out what happened to Captain Thorpe.</string>
<string key="01_SoleSurvivor_complete" speaker="n/a" rel_version="Quest_MSQ2_Revamp">n/a</string>
<string key="01_Whisper_FTUE_01" speaker="Mysterious Voice" name="TempestIsabella" VO="01_Whisper_FTUE_01" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">You wash up on my shore exhausted and weak... and I welcome you home...</string>
<string key="01_Whisper_FTUE_02" speaker="Mysterious Voice" name="TempestIsabella" VO="01_Whisper_FTUE_02" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">You are strong, yes... but you need not fear death... for I am with you...</string>
<string key="01_Whisper_FTUE_03" speaker="Mysterious Voice" name="TempestIsabella" VO="01_Whisper_FTUE_03" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Return to me what was lost... share in my blessings... and join me in everlasting glory.</string>
<string key="01_Whisper_FTUE_04" speaker="Mysterious Voice" name="TempestIsabella" VO="01_Whisper_FTUE_04" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">What have you done...?! The source... It was my destiny to claim that!</string>
<string key="01_SoleSurvivor_OpenUiScreen" speaker="UI" rel_version="Quest_MSQ2_Revamp">Retrieve the Items \nfrom Captain Thorpe's Satchel</string>
<string key="01_SoleSurvivor_GotoPoint0" speaker="UI" rel_version="Quest_MSQ2_Revamp">Search the Ship Graveyard\nfor Captain Thorpe's Box</string>
<string key="01_SoleSurvivor_GetBox" speaker="UI" rel_version="Quest_MSQ2_Revamp">Examine the Mysterious Box</string>
<string key="01_SoleSurvivor_GotoPoint1" speaker="UI" rel_version="Quest_MSQ2_Revamp">Escape the Ship Graveyard</string>
<string key="01_SoleSurvivor_GotoPoint2" speaker="UI" rel_version="Quest_MSQ2_Revamp">Reach Higher Ground</string>
<string key="01_SoleSurvivor_GotoPoint3" speaker="UI" rel_version="Quest_MSQ2_Revamp">Descend into the Grotto</string>
<string key="01_SoleSurvivor2_title" speaker="UI" rel_version="Quest_MSQ2_Revamp">Reborn into Corruption</string>
<string key="01_SoleSurvivor2_desc" speaker="UI" rel_version="Quest_MSQ2_Revamp">Captain Thorpe has been consumed by Corruption. You must defeat him.</string>
<string key="01_SoleSurvivor2_KillCaptain" speaker="UI" rel_version="Quest_MSQ2_Revamp">Defeat the Corrupted Captain Thorpe</string>
<string key="01_Combat_FTUE_Thorpe01_beforesurge" speaker="Captain Thorpe" name="CaptainThorpe" VO="01_Combat_FTUE_Thorpe01_beforesurge" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Yes, my mistress... I will return what was taken...</string>
<string key="01_Combat_FTUE_Thorpe02_aftersurge" speaker="Captain Thorpe" name="CaptainThorpe" VO="01_Combat_FTUE_Thorpe02_aftersurge" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I feel your blessings surge within me... everlasting glory will be ours...</string>
<string key="01_Combat_FTUE_Thorpe03_finale" speaker="Captain Thorpe" name="CaptainThorpe" VO="01_Combat_FTUE_Thorpe03_finale" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Victory is ours, my mistress... their soul is yours to claim...</string>
<string key="01_Whisper_FTUE_05" speaker="Mysterious Voice" name="TempestIsabella" VO="01_Whisper_FTUE_05" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">You had the choice... you forced my hand... your soul is now mine.</string>
<string key="01_Watcher_FTUE_01" speaker="Watcher Reese" name="WatcherReese" VO="01_Watcher_FTUE_01" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Hold on to yourself... you'll be alright...</string>
<string key="01_GetOffBeach_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Sole Survivor</string>
<string key="01_GetOffBeach_description" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Talk to Lleyson Reese</string>
<string key="01_GetOffBeach_task" speaker="UI" rel_version="Quest_MSQ2_Revamp">Talk to Lleyson Reese</string>
<string key="01_GetOffBeach_complete" speaker="Watcher Reese" name="WatcherReese" VO="01_GetOffBeach_complete" VO_Status="Recorded" dialogue-next="@01_GetOffBeach_complete_next" rel_version="Quest_MSQ2_Revamp">Steady there, friend. Dying can be a rather harrowing experience the first time one goes through it. \n\nYou're actually looking quite... healthy, all things considered. Luckier than most!</string>
<string key="01_GetOffBeach_complete_next_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Wait. Am I dead?"</string>
<string key="01_GetOffBeach_complete_next_player" speaker="Player VO" name="Player" VO="01_GetOffBeach_complete_next_player" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I was attacked, there was a flash of light, and then I woke up here. So is that it… I'm actually dead?</string>
<string key="01_GetOffBeach_complete_next" speaker="Watcher Reese" name="WatcherReese" VO="01_GetOffBeach_complete_next" VO_Status="Recorded" dialogue-next="@01_GetOffBeach_complete_next2" dialogue-prompt="@01_GetOffBeach_complete_next_prompt" rel_version="Quest_MSQ2_Revamp">Not anymore, but you were very much dead for a few minutes there. You've been resurrected, you see. \n\nIt's... quite a lot to take in, I know. You'll find many strange things on Aeternum, and this "not dying" business is one of them.</string>
<string key="01_GetOffBeach_complete_next2_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"I'm hearing voices too..."</string>
<string key="01_GetOffBeach_complete_next2_player" speaker="Player VO" name="Player" VO="01_GetOffBeach_complete_next2_player" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">This woman just started speaking right into my mind after I came ashore. She either wants to recruit me or destroy me… or maybe both.</string>
<string key="01_GetOffBeach_complete_next2" speaker="Watcher Reese" name="WatcherReese" VO="01_GetOffBeach_complete_next2" VO_Status="Recorded" dialogue-prompt="@01_GetOffBeach_complete_next2_prompt" rel_version="Quest_MSQ2_Revamp">Yes, the pull of the Corruption... it's that damn storm - I can't even count the number of ships it's wrecked. \n\nAnd every sailor coming ashore is Corrupted... you're one of the few who came through with your soul intact.</string>
<string key="01_Reese_Greet_01" speaker="Watcher Reese" name="WatcherReese" VO="01_Reese_Greet_01" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Ah, but I forget my manners! \n\nWatcher Lleyson Reese, at your service. I watch these shores for shipwrecks, and help those like yourself. \n\nYou're undoubtedly quite shaken by all this, and probably famished too... resurrection is taxing on the soul and the body.</string>
<string key="01_skinningknife_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Basic Needs</string>
<string key="01_skinningknife_description" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Gather Flint and Wood, craft a Flint Skinning Knife at the Watcher's Campfire, and then talk to Watcher Reese.</string>
<string key="01_skinningknife_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Do you have food and supplies?"</string>
<string key="01_skinningknife_start_player" speaker="Player VO" name="Player" VO="01_skinningknife_start_player" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Now that you mention it, it was nothing but hardtack at sea and then... this. Can't say I'd refuse a warm meal.</string>
<string key="01_skinningknife_proposal" speaker="Watcher Reese" name="WatcherReese" VO="01_skinningknife_proposal" VO_Status="Recorded" dialogue-next="@01_skinningknife_proposal_next" rel_version="Quest_MSQ2_Revamp">Unfortunately, we don't keep the watchtower very well stocked. "Bring your own mead," is the rule. \n\nBut there are some nice, fat boar roaming around nearby... of course, you're not exactly equipped for hunting, are you?</string>
<string key="01_skinningknife_proposal_next_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"What equipment do I need?"</string>
<string key="01_skinningknife_proposal_next_player" speaker="Player VO" name="Player" VO="01_skinningknife_proposal_next_player" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Honestly, I washed ashore with nothing but what I had on my back. I'm making it up as I go, here.</string>
<string key="01_skinningknife_proposal_next" speaker="Watcher Reese" name="WatcherReese" VO="01_skinningknife_proposal_next" VO_Status="Recorded" dialogue-prompt="@01_skinningknife_proposal_next_prompt" rel_version="Quest_MSQ2_Revamp">Yes, you'll need a skinning knife to start, unless you prefer your roasted boar with the skin on. \n\nIf you'll gather some flint and wood on your way to join me at the watchtower, you can fashion a crude knife at the campfire.</string>
<string key="01_skinningknife_incomplete" speaker="Watcher Reese" name="WatcherReese" VO="01_skinningknife_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Flint, wood, skinning knife. Then we're good to go.</string>
<string key="01_skinningknife_complete" speaker="Watcher Reese" name="WatcherReese" VO="01_skinningknife_complete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Very impressive! One of the nicest crude skinning knives I've seen. \n\nYou've done this before, haven't you?</string>
<string key="01_skinningknife_task_01" speaker="UI" rel_version="Quest_MSQ2_Revamp">Gather {itemName} from the ground</string>
<string key="01_skinningknife_task_02" speaker="UI" rel_version="Quest_MSQ2_Revamp">Gather Wood from a Bush</string>
<string key="01_skinningknife_task_03" speaker="UI" rel_version="Quest_MSQ2_Revamp">Craft a {itemName} \nat the Watcher's Campfire</string>
<string key="01_Reese_Greet_02" speaker="Watcher Reese" name="WatcherReese" VO="01_Reese_Greet_02" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">It's important to know how to provide for yourself here - the wilds of Aeternum can be a very... harsh environment. \n\nIt's reasonably safe up the road in the town of Prydwen, but out here, we're on our own.</string>
<string key="01_Reese_Greet_02a" speaker="Watcher Reese" name="WatcherReese" VO="01_Reese_Greet_02a" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">It's important to know how to provide for yourself here - the wilds of Aeternum can be a very... harsh environment.\n\nIt's reasonably safe up the road in the town of Corinth, but out here, we're on our own.</string>
<string key="01_boarfeast_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Campfire Feast</string>
<string key="01_boarfeast_description" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Hunt and skin a boar, make some light rations at the Watcher's campfire, and then talk to Watcher Reese.</string>
<string key="01_boarfeast_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Is that the town you came from?"</string>
<string key="01_boarfeast_proposal" speaker="Watcher Reese" name="WatcherReese" VO="01_boarfeast_proposal" VO_Status="Recorded" dialogue-next="@01_boarfeast_proposal_next" rel_version="Quest_MSQ2_Revamp">Yes, it has its own share of troubles, but nothing like what we're seeing here. The persistence of this storm is worrisome, to say the least. \n\nI may very well need your help, but as I promised, we need to get you fed first.</string>
<string key="01_boarfeast_proposal_next_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Alright. Where do I find these boar?"</string>
<string key="01_boarfeast_proposal_next" speaker="Watcher Reese" name="WatcherReese" VO="01_boarfeast_proposal_next" VO_Status="Recorded" dialogue-prompt="@01_boarfeast_proposal_next_prompt" rel_version="Quest_MSQ2_Revamp">Yes, you'll find them snuffling around in the bushes nearby - they're ornery, but I think you can handle it. \n\nGo and hunt yourself down a fat one, skin it, and cook yourself a little feast at the campfire.</string>
<string key="01_boarfeast_incomplete" speaker="Watcher Reese" name="WatcherReese" VO="01_boarfeast_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Mmm… boar.</string>
<string key="01_boarfeast_complete" speaker="Watcher Reese" name="WatcherReese" VO="01_boarfeast_complete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Mmm, that smells delicious, and you seem to be feeling better than when you first rejoined the ranks of the living. \n\nThat's convenient, because I really do need your help to make sure the threat here on the shore is contained.</string>
<string key="01_boarfeast_task1" speaker="UI" rel_version="Quest_MSQ2_Revamp">Hunt down a {targetName}\nto make yourself a meal</string>
<string key="01_boarfeast_task2" speaker="UI" rel_version="Quest_MSQ2_Revamp">Equip a Skinning Knife</string>
<string key="01_boarfeast_task3" speaker="UI" rel_version="Quest_MSQ2_Revamp">Skin a Boar to Collect {itemName}</string>
<string key="01_boarfeast_task4" speaker="UI" rel_version="Quest_MSQ2_Revamp">Cook a Light Ration at the \nWatcher's Campfire</string>
<string key="01_Reese_Greet_03" speaker="Watcher Reese" name="WatcherReese" VO="01_Reese_Greet_03" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">We get shipwrecks on these shores now and then, but I've never seen anything like this. \n\nThe storm, all these ships, and the fact everyone's Corrupted except you... well, we have to do something.</string>
<string key="01_crewmates_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Crewmates No More</string>
<string key="01_crewmates_description" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Defeat your Corrupted Crewmates and try to put them back to rest.</string>
<string key="01_crewmates_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"What does it mean to be Corrupted?"</string>
<string key="01_crewmates_proposal" speaker="Watcher Reese" name="WatcherReese" VO="01_crewmates_proposal" VO_Status="Recorded" dialogue-next="@01_crewmates_proposal_next" rel_version="Quest_MSQ2_Revamp">That's the dark side of eternal life, I suppose. You resurrected with your soul intact, but many come back soulless, the "Lost." \n\nOr worse, they return with their souls twisted, possessed by insatiable evil. Those we call the "Corrupted."</string>
<string key="01_crewmates_proposal_next_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Possessed? Like by a demon?"</string>
<string key="01_crewmates_proposal_next" speaker="Watcher Reese" name="WatcherReese" VO="01_crewmates_proposal_next" VO_Status="Recorded" dialogue-next="@01_crewmates_proposal_next2" dialogue-prompt="@01_crewmates_proposal_next_prompt" rel_version="Quest_MSQ2_Revamp">Essentially, yes. And the Corrupted are relentless, destroying and killing to increase their numbers. \n\nLooking at the wreckage of your ship, I suspect that's what's become of the rest of your crew.</string>
<string key="01_crewmates_proposal_next2_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"The ship I arrived on? Where is it?"</string>
<string key="01_crewmates_proposal_next2" speaker="Watcher Reese" name="WatcherReese" VO="01_crewmates_proposal_next2" VO_Status="Recorded" dialogue-next="@01_crewmates_proposal_next3" dialogue-prompt="@01_crewmates_proposal_next2_prompt" rel_version="Quest_MSQ2_Revamp">It's just across the water, and frankly, we need to deal with the Corrupted gathering there. \n\nI know it's not a pleasant task, but if you can put down some of your former crewmates... it's a start, at least.</string>
<string key="01_crewmates_proposal_next3_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Alright. I'll do it."</string>
<string key="01_crewmates_proposal_next3" speaker="Watcher Reese" name="WatcherReese" VO="01_crewmates_proposal_next3" VO_Status="Recorded" dialogue-prompt="@01_crewmates_proposal_next3_prompt" rel_version="Quest_MSQ2_Revamp">Excellent! If the Corrupted start converging on you in numbers, I suggest you retreat. \n\nEither way, keep that blade handy. The last thing we need is for you to be joining their ranks.</string>
<string key="01_crewmates_proposal_next3_alt" speaker="Watcher Reese" name="WatcherReese" VO="01_crewmates_proposal_next3_alt" VO_Status="Recorded" dialogue-prompt="@01_crewmates_proposal_next3_prompt" rel_version="Quest_MSQ2_Revamp">Excellent! Of course, you may want something more than that old blade you're carrying around. \n\nTake a weapon from the rack over there - whatever strikes your fancy - and then use it to drive back the Corrupted.</string>
<string key="01_crewmates_topic_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Won't the Corrupted just come back?"</string>
<string key="01_crewmates_topic" speaker="Watcher Reese" name="WatcherReese" VO="01_crewmates_topic" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">It's possible, but it's more likely they'll come back without their souls - no soul, no Corruption. \n\nThey'd be considered soulless 'Lost' at that point, still a threat to the rest of us, but far less immediate.</string>
<string key="01_Whisper_Beach_01" speaker="Mysterious Voice" name="TempestIsabella" VO="01_Whisper_Beach_01" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">And they shall ruthlessly strike down their fellows… their path to Corruption begun...</string>
<string key="01_crewmates_incomplete" speaker="Watcher Reese" name="WatcherReese" VO="01_crewmates_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I know it's not easy, but it really is the right thing.\n\nThink of it as a mercy - that's what I do.</string>
<string key="01_crewmates_complete" speaker="Watcher Reese" name="WatcherReese" VO="01_crewmates_complete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Well done. It's grim work, I know, but we can't let the Corrupted get entrenched down here. \n\nUnfortunately, their numbers seem to just keep growing… several shipwrecks along the shore, and more by the hour.</string>
<string key="01_crewmates_task1" speaker="UI" rel_version="Quest_MSQ2_Revamp">Choose a Weapon from the Rack</string>
<string key="01_crewmates_task2" speaker="UI" rel_version="Quest_MSQ2_Revamp">Investigate the Wreckage of the {POITags} and Defeat your Corrupted Crewmates</string>
<string key="01_crewmates_task3" speaker="UI" rel_version="Quest_MSQ2_Revamp">Defeat {targetName} Mariners</string>
<string key="01_Reese_Greet_04" speaker="Watcher Reese" name="WatcherReese" VO="01_Reese_Greet_04" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">The Stormwall is a fact of life here - it completely surrounds the island, wrecking any ships that approach and any that attempt to leave. \n\nBut this storm... it's unnatural even by Aeternum standards. There must be something - or someone - causing it.</string>
<string key="01_survivors_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Amidst the Wreckage</string>
<string key="01_survivors_description" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Search the shipwrecks for survivors and take out as many Corrupted as you can. Report back to the Watchtower when you're done.</string>
<string key="01_survivors_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Who could be causing it?"</string>
<string key="01_survivors_proposal" speaker="Watcher Reese" name="WatcherReese" VO="01_survivors_proposal" VO_Status="Recorded" dialogue-next="@01_survivors_proposal_next" rel_version="Quest_MSQ2_Revamp">I'm not sure, but all this wreckage at the same time, it seems like it must be coordinated somehow. \n\nWe generally see a new shipwreck only once a season, and even then, there are usually more survivors.</string>
<string key="01_survivors_proposal_next_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Should we search for survivors?"</string>
<string key="01_survivors_proposal_next" speaker="Watcher Reese" name="WatcherReese" VO="01_survivors_proposal_next" VO_Status="Recorded" dialogue-next="@01_survivors_proposal_next2" dialogue-prompt="@01_survivors_proposal_next_prompt" rel_version="Quest_MSQ2_Revamp">That's likely a lost cause. If they're out there, stuck in the midst of the wreckage, they're probably already Corrupted. \n\nMore importantly, I need to focus on finding the storm's source, and I couldn't possibly ask you to go alone.</string>
<string key="01_survivors_proposal_next2_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"It's alright. I volunteer."</string>
<string key="01_survivors_proposal_next2" speaker="Watcher Reese" name="WatcherReese" VO="01_survivors_proposal_next2" VO_Status="Recorded" dialogue-prompt="@01_survivors_proposal_next2_prompt" rel_version="Quest_MSQ2_Revamp">Well, I fear you may not fully grasp the danger of such an endeavor, but I won't hold you back. \n\nJust keep that weapon at the ready, and take out as many Corrupted as you can. If you find survivors, send them here.</string>
<string key="01_survivors_incomplete" speaker="Watcher Reese" name="WatcherReese" VO="01_survivors_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">If you find anyone, send them this way. \n\nAnd for pity's sake, watch your back out there. Don't need you becoming Corrupted as well.</string>
<string key="01_Whisper_Beach_02" speaker="Mysterious Voice" name="TempestIsabella" VO="01_Whisper_Beach_02" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">This is only the beginning, all these sailors join our cause... soon, it will be all of humanity.</string>
<string key="01_grace_bark1" speaker="Grace O'Malley" name="GraceOMalley" VO="01_grace_bark1" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Eat lead, you bastards! You won't be getting a piece of Grace O'Malley that easy!</string>
<string key="01_grace_bark2" speaker="Grace O'Malley" name="GraceOMalley" VO="01_grace_bark2" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Well, fancy seeing another clear-eyed sailor amid this rabble! Could you give a girl a hand, maybe? Clear the space so I can jump down?</string>
<string key="01_grace_bark3" speaker="Grace O'Malley" name="GraceOMalley" VO="01_grace_bark3" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Ah, back on the sand! You have my thanks. I know a safe spot this way, c'mon...</string>
<string key="01_grace_bark_alt1" speaker="Grace O'Malley" name="GraceOMalley" VO="01_grace_bark_alt1" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Stay back, you bastards! Unless you want to be eating lead!</string>
<string key="01_grace_bark_alt2" speaker="Grace O'Malley" name="GraceOMalley" VO="01_grace_bark_alt2" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Hey mate, can you give a girl a hand here? These red-eyed rotters have me pinned down!</string>
<string key="01_grace_bark_alt3" speaker="Grace O'Malley" name="GraceOMalley" VO="01_grace_bark_alt3" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">That's better! Come and follow me this way! I know a safe spot we can talk.</string>
<string key="01_survivors_complete" speaker="Grace O'Malley" name="GraceOMalley" VO="01_survivors_complete" VO_Status="Recorded" dialogue-next="@01_survivors_complete_next" rel_version="Quest_MSQ2_Revamp">Well now, can't tell you what a relief it was seeing someone who was still human. \n\nI was beginning to think I was all alone out here… the rest of the world had gone mad.</string>
<string key="01_survivors_complete_next_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"There's actually a watchtower nearby."</string>
<string key="01_survivors_complete_next" speaker="Grace O'Malley" name="GraceOMalley" VO="01_survivors_complete_next" VO_Status="Recorded" dialogue-prompt="@01_survivors_complete_next_prompt" rel_version="Quest_MSQ2_Revamp">Perfect, I was betting there'd be some kind of town nearby. Thinking I'd go look for it after I'm done out here. \n\nBut I'm not about to go walking away from a fleet of freshly crashed boats, not if I have a choice in the matter.</string>
<string key="01_survivors_task1" speaker="UI" rel_version="Quest_MSQ2_Revamp">Search for Survivors at the wreck\nof the {POITags}</string>
<string key="01_survivors_task2" speaker="UI" rel_version="Quest_MSQ2_Revamp">Search for Survivors at the wreck\nof the {POITags}</string>
<string key="01_survivors_task3" speaker="UI" rel_version="Quest_MSQ2_Revamp">Destroy the Corrupted Growths\n to help Grace O'Malley</string>
<string key="01_survivors_task4" speaker="UI" rel_version="Quest_MSQ2_Revamp">0/3 Corrupted Growth Destroyed</string>
<string key="01_survivors_task5" speaker="UI" rel_version="Quest_MSQ2_Revamp">1/3 Corrupted Growth Destroyed</string>
<string key="01_survivors_task6" speaker="UI" rel_version="Quest_MSQ2_Revamp">2/3 Corrupted Growth Destroyed</string>
<string key="01_survivors_task7" speaker="UI" rel_version="Quest_MSQ2_Revamp">Follow Grace O'Malley\nto a Safe Location</string>
<string key="01_Grace_Greet_01" speaker="Grace O'Malley" name="GraceOMalley" VO="01_Grace_Greet_01" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">This isn't my first shipwreck, you know? One thing I've learned, you have to always think ahead, keep an eye on the horizon. \n\nAnd there's booty to be had here, countless treasures captain and crew had stashed onboard, if you know where to look.</string>
<string key="01_pillageship_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Lessons of a Pirate's Life</string>
<string key="01_pillageship_description" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Search the shipwreck for a manifest and locate the valuable items on the list. Find and speak to Grace O'Malley when you're done.</string>
<string key="01_pillageship_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"You're looting these ships?"</string>
<string key="01_pillageship_proposal" speaker="Grace O'Malley" name="GraceOMalley" VO="01_pillageship_proposal" VO_Status="Recorded" dialogue-next="@01_pillageship_proposal_next" rel_version="Quest_MSQ2_Revamp">Of course. Not like these rotters care a damn for it, and I'll be needing a new ship, a new crew… that takes coin. \n\nIn fact, if you want to partner up, I'll split the loot 70-30, or what the hell, 60-40 even! What do you say? Then we can go head to that watchtower of yours.</string>
<string key="01_pillageship_proposal_next_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"How about an even split?"</string>
<string key="01_pillageship_proposal_next" speaker="Grace O'Malley" name="GraceOMalley" VO="01_pillageship_proposal_next" VO_Status="Recorded" dialogue-prompt="@01_pillageship_proposal_next_prompt" rel_version="Quest_MSQ2_Revamp">That's the spirit! It's a deal! I need to circle back to my own ship to grab what I can, but there's a wreck over there I haven't searched yet. \n\nFind the manifest first, then look for whatever's listed. I'll meet you over there. Fortune smile on you, mate.</string>
<string key="01_pillageship_incomplete" speaker="Grace O'Malley" name="GraceOMalley" VO="01_pillageship_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Well now, we aren't getting any younger, are we? \n\nLet's grab it while we can.</string>
<string key="01_Whisper_Beach_03" speaker="Mysterious Voice" name="TempestIsabella" VO="01_Whisper_Beach_03" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">And they shall steal from one another… like rats fighting over scraps…</string>
<string key="01_Lore_Manifest_03" speaker="Marcel Dupont" name="MarcelDupont" VO="01_Lore_Manifest_03" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">We set forth from Honfleur with a hold full of cargo, and a handful of uniquely valuable items from Paris as a gift to the soldiers at the new fort. These items include a Silver Candelabra from the Court of the late King Henry the Great, a Blessed Chalice from Bishop Richelieu of the Church at Lucon, and an Astrolabe used by Samuel de Champlain himself during an earlier voyage across the Great Western Ocean.</string>
<string key="01_pillageship_complete" speaker="Grace O'Malley" name="GraceOMalley" VO="01_pillageship_complete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">There you are - I was starting to worry. More importantly, though - what did you find? \n\nLet's see here... Ooh, yes, these are definitely worth a coin or two. Soon as we find a town, we'll sell them and split the profit.</string>
<string key="01_pillageship_searchshipwrecks" speaker="UI" rel_version="Quest_MSQ2_Revamp">Search the wreck of {POITags}</string>
<string key="01_pillageship_searchship1" speaker="UI" rel_version="Quest_MSQ2_Revamp">From La Roussette:</string>
<string key="01_pillageship_searchmanifest" speaker="UI" rel_version="Quest_MSQ2_Revamp">Read the Ship's Manifest</string>
<string key="01_pillageship_searchship2" speaker="UI" rel_version="Quest_MSQ2_Revamp">Search for the Valuables listed \non the Manifest:</string>
<string key="01_pillageship_search_treasure" speaker="UI" rel_version="Quest_MSQ2_Revamp">Collect {itemName}</string>
<string key="01_Grace_Greet_02" speaker="Grace O'Malley" name="GraceOMalley" VO="01_Grace_Greet_02" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Unfortunately, I didn't have as much luck as you did. Those damn red-eyed rotters are swarming all over the wreckage of my ship. \n\nI worry it's bad luck leaving behind my own treasures, but I can't get through the bastards.</string>
<string key="01_recoveritems_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Memories of Grace</string>
<string key="01_recoveritems_description" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Search the shipwrecks for survivors and take out as many Corrupted as you can. Return to the Watchtower when you're done.</string>
<string key="01_recoveritems_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"You want me to try?"</string>
<string key="01_recoveritems_proposal" speaker="Grace O'Malley" name="GraceOMalley" VO="01_recoveritems_proposal" VO_Status="Recorded" dialogue-next="@01_recoveritems_proposal_next" rel_version="Quest_MSQ2_Revamp">Now, there's a good mate. Tough one too, if you're so confident. No complaints, though. \n\nTell you what, if you can get my stuff back, I'll give you a greater share of our profits, 40-60... or what the hell? 30-70. What do you say?</string>
<string key="01_recoveritems_proposal_next_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"It's a deal. What am I looking for?"</string>
<string key="01_recoveritems_proposal_next" speaker="Grace O'Malley" name="GraceOMalley" VO="01_recoveritems_proposal_next" VO_Status="Recorded" dialogue-prompt="@01_recoveritems_proposal_next_prompt" rel_version="Quest_MSQ2_Revamp">Most of our cargo was lost at sea, and I got my captain's log on the way out. \n\nWhat's burning me now is leaving behind my ship's flag and my lucky wheel - get those, and then maybe we meet at that watchtower. Works for me!</string>
<string key="01_recoveritems_incomplete" speaker="Grace O'Malley" name="GraceOMalley" VO="01_recoveritems_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Your watcher friend there really wants a word with you. \n\nYou should talk to him first.</string>
<string key="01_recoveritems_complete" speaker="Watcher Reese" name="WatcherReese" VO="01_recoveritems_complete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Welcome back, my friend. Glad to see you're still with us. I was elated to meet another survivor, but I feared we'd lost you in the process. \n\nGrace O'Malley, a real piece of work, isn't she? Can't say I would've wanted to make that trade.</string>
<string key="01_recoveritems_searchshipwrecks" speaker="UI" rel_version="Quest_MSQ2_Revamp">Search the wreck of {POITags}\nto recover Grace's items</string>
<string key="01_recoveritems_searchship3" speaker="UI" rel_version="Quest_MSQ2_Revamp">From the wreck of The Satisfaction:</string>
<string key="01_recoveritems_search_sternflag" speaker="UI" rel_version="Quest_MSQ2_Revamp">Collect {itemName}</string>
<string key="01_recoveritems_search_bowflag" speaker="UI" rel_version="Quest_MSQ2_Revamp">Collect {itemName}</string>
<string key="01_recoveritems_search_shipwheel" speaker="UI" rel_version="Quest_MSQ2_Revamp">Collect {itemName}</string>
<string key="01_recoveritems_returntowatchtower" speaker="UI">Return to the {POITags}</string>
<string key="01_Reese_Greet_05" speaker="Watcher Reese" name="WatcherReese" VO="01_Reese_Greet_05" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">While you were away, I think I may have located the source of this endless storm. \n\nThere's a network of sea caves nearby where the Corrupted seem to be gathering. Something nefarious is going on in there, I feel certain of it.</string>
<string key="01_demonstorm_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Team Effort</string>
<string key="01_demonstorm_description" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Talk to Grace O'Malley and then meet Watcher Reese near the entrance to the sea caves.</string>
<string key="01_demonstorm_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"We should check it out."</string>
<string key="01_demonstorm_proposal" speaker="Watcher Reese" name="WatcherReese" VO="01_demonstorm_proposal" VO_Status="Recorded" dialogue-next="@01_demonstorm_proposal_next" rel_version="Quest_MSQ2_Revamp">See? Now there's someone willing to step up. I can't do this alone. \n\nI thought perhaps our new friend might join as well, but she's not really the joining type, is she?</string>
<string key="01_demonstorm_proposal_next_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"I can talk to her."</string>
<string key="01_demonstorm_proposal_next" speaker="Watcher Reese" name="WatcherReese" VO="01_demonstorm_proposal_next" VO_Status="Recorded" dialogue-prompt="@01_demonstorm_proposal_next_prompt" rel_version="Quest_MSQ2_Revamp">I suspect you'll be wasting your breath, but give it a go… why not, right? \n\nI'll go ahead and scout out the entrance to the caves. Whether she comes or not, I'll meet you there.</string>
<string key="01_demonstorm_incomplete" speaker="Watcher Reese" name="WatcherReese" VO="01_demonstorm_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I'll be waiting for you by the entrance to the sea caves. \n\nDon't waste too much time on a lost cause, eh.</string>
<string key="01_Grace_Greet_03" speaker="Grace O'Malley" name="GraceOMalley" VO="01_Grace_Greet_03" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Look, I'm as grateful as can be that you reclaimed my flag and all. \n\nBut don't ask me to go on a fool crusade against those red-eyed demons. I don't need a medal of valor. Just the coin for me, thank you very much.</string>
<string key="01_Grace_Goodbye_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Where will you go?"</string>
<string key="01_Grace_Goodbye" speaker="Grace O'Malley" name="GraceOMalley" VO="01_Grace_Goodbye" VO_Status="Recorded" dialogue-next="@01_Grace_Goodbye_next" dialogue-prompt="@01_Grace_Goodbye_prompt" rel_version="Quest_MSQ2_Revamp">Good old "Watcher Lleyson Reese" says there's a town. I'll head there and sell this loot. \n\nI'll set your part aside until you get there. For my part, I'll be saving up for a ship to escape this hellish island.</string>
<string key="01_Grace_Goodbye_next_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Didn't you hear about the Stormwall?"</string>
<string key="01_Grace_Goodbye_next" speaker="Grace O'Malley" name="GraceOMalley" VO="01_Grace_Goodbye_next" VO_Status="Recorded" dialogue-next="@01_Grace_Goodbye_next2" dialogue-prompt="@01_Grace_Goodbye_next_prompt" rel_version="Quest_MSQ2_Revamp">Oh, I heard a lot of stuff from "Watcher Lleyson Reese," but I don't believe even half of it. \n\nBesides, Captain Grace O'Malley never met a storm she couldn't navigate. I'll find a way. You can come with me, if you like.</string>
<string key="01_Grace_Goodbye_next2_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"I'll meet you in town, at least."</string>
<string key="01_Grace_Goodbye_next2" speaker="Grace O'Malley" name="GraceOMalley" VO="01_Grace_Goodbye_next2" VO_Status="Recorded" dialogue-prompt="@01_Grace_Goodbye_next2_prompt" rel_version="Quest_MSQ2_Revamp">Have it your way, hero. I just hope you don't end up as one of those monsters yourself. \n\nDon't worry about me burning you on the loot. You did me a favor, and I'm good for it. \n\nAs long as you survive, that is… I'll be there.</string>
<string key="01_Grace_Greet_04" speaker="Grace O'Malley" name="GraceOMalley" VO="01_Grace_Greet_04" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I may not be going with you, but it doesn't mean I don't wish you luck. \n\nYou seem to have a solid share of it, so we'll see each other again. I'd wager money on it.</string>
<string key="01_Whisper_Beach_04" speaker="Mysterious Voice" name="TempestIsabella" VO="01_Whisper_Beach_04" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">What's begun… cannot be stopped, not by the people of this island… and not by you…</string>
<string key="01_demonstorm_complete" speaker="Watcher Reese" name="WatcherReese" VO="01_demonstorm_complete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Hey, you gave it a try, at least. That Grace O'Malley's a pirate to the bone. Doesn't care about anyone but herself. \n\nLooking at the Corrupted massing here, however, neither her nor anyone else will be safe, if this keeps up.</string>
<string key="01_demonstorm_task_rejointhewatcher" speaker="UI" rel_version="Quest_MSQ2_Revamp">Catch up with Watcher Reese\nnear the entrance to the Sea Caves</string>
<string key="01_demonstorm_task_investigate" speaker="UI" rel_version="Quest_MSQ2_Revamp">Investigate {POITags}</string>
<string key="01_demonstorm_task_search" speaker="UI" rel_version="Quest_MSQ2_Revamp">Enter the {POITags} and Search for \nthe Source of the Corruption</string>
<string key="01_demonstorm_task_defeat" speaker="UI" rel_version="Quest_MSQ2_Revamp">Defeat the {targetName}</string>
<string key="01_demonstorm_task_ask_grace" speaker="UI" rel_version="Quest_MSQ2_Revamp">Ask {destinationName} for help</string>
<string key="01_demonstorm_task_talkto_reese" speaker="UI" rel_version="Quest_MSQ2_Revamp">Talk to {destinationName}</string>
<string key="01_Reese_Greet_06" speaker="Watcher Reese" name="WatcherReese" VO="01_Reese_Greet_06" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">The storm is centered right above these caves , no doubt about it.\n\nAnd I suspect some foul magic is afoot in there - the place reeks of charred bones and unbridled brutality.</string>
<string key="01_demonstorm2_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Demon Storm</string>
<string key="01_demonstorm2_description" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Search the Sea Caves and destroy anything that might be the source of the Corruption Storm. Report back to Watcher Reese at the Watchtower when you're done.</string>
<string key="01_demonstorm2_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Ready to go in?"</string>
<string key="01_demonstorm2_proposal" speaker="Watcher Reese" name="WatcherReese" VO="01_demonstorm2_proposal" VO_Status="Recorded" dialogue-next="@01_demonstorm2_proposal_next" rel_version="Quest_MSQ2_Revamp">I don't know. If we both fall in there, there'll be no one to get word to town. I certainly don't trust that pirate to do so. \n\nI say we head back to town and recruit as many sword-arms as we can, and then come back.</string>
<string key="01_demonstorm2_proposal_next_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"There's no time. I'll go alone."</string>
<string key="01_demonstorm2_proposal_next" speaker="Watcher Reese" name="WatcherReese" VO="01_demonstorm2_proposal_next" VO_Status="Recorded" dialogue-prompt="@01_demonstorm2_proposal_next_prompt" rel_version="Quest_MSQ2_Revamp">Damn it! I'd forbid it, but I fear you're right… their numbers are growing too fast. Go then, but be quick about it. Look for the source of the storm and destroy it. \n\nI'll meet you back at the Watchtower. Godspeed, my friend.</string>
<string key="01_demonstorm2_incomplete" speaker="Watcher Reese" name="WatcherReese" VO="01_demonstorm2_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Be careful in there. And remember - I didn't ask you to do this, you volunteered!</string>
<string key="01_Whisper_Beach_05" speaker="Mysterious Voice" name="TempestIsabella" VO="01_Whisper_Beach_05" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">And they shall witness the power manifest… the true future of the human race…</string>
<string key="01_Whisper_Beach_06" speaker="Mysterious Voice" name="TempestIsabella" VO="01_Whisper_Beach_06" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">You steal that which is mine… you assault my followers… and now you disrupt my plans… this is personal…</string>
<string key="01_demonstorm2_complete" speaker="Watcher Reese" name="WatcherReese" VO="01_demonstorm2_complete" VO_Status="Recorded" dialogue-next="@01_demonstorm2_complete_next" rel_version="Quest_MSQ2_Revamp">God's teeth! When I saw the storm receding, I knew you had triumphed!\n\nWhat was in there? Some kind of abomination? A Corruption Rift? I've heard legends of such things from way back.</string>
<string key="01_demonstorm2_complete_next_prompt" speaker="UI - Player Prompt">"It was some kind of ritual."</string>
<string key="01_demonstorm2_complete_next" speaker="Watcher Reese" name="WatcherReese" VO="01_demonstorm2_complete_next" VO_Status="Recorded" dialogue-prompt="@01_demonstorm2_complete_next_prompt" rel_version="Quest_MSQ2_Revamp">And you disrupted it? That's a story fit for legend right there, I'd say. \n\nYou have no idea what a relief this is. I didn't want to sound pessimistic, but nothing like this has happened in the three hundred years I've been here.</string>
<string key="01_demonstorm2_task_investigate" speaker="UI" rel_version="Quest_MSQ2_Revamp">Investigate {POITags}</string>
<string key="01_demonstorm2_task_search" speaker="UI" rel_version="Quest_MSQ2_Revamp">Search for the Source\nof the Corruption</string>
<string key="01_demonstorm2_task_defeat" speaker="UI" rel_version="Quest_MSQ2_Revamp">Defeat the {targetName} and\nDisrupt the Storm Ritual</string>
<string key="01_demonstorm2_task_disrupt_ritual" speaker="UI" rel_version="Quest_MSQ2_Revamp">Destroy the Objects to \nDisrupt the Corrupted Ritual</string>
<string key="01_Reese_Greet_07" speaker="Watcher Reese" name="WatcherReese" VO="01_Reese_Greet_07" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Those who've been here longer - the ones who haven't been driven mad by all the years - they tell horror stories about the Corrupted. \n\nIt seems that centuries ago, some dark sorcerer nearly Corrupted everyone on the island.</string>
<string key="01_raisealarm_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Bearer of Bad Tidings</string>
<string key="01_raisealarm_description_06" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Travel to the town of Corinth and deliver the Watcher's report.</string>
<string key="01_raisealarm_description_12" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Travel to the town of Prydwen and deliver the Watcher's report.</string>
<string key="01_raisealarm_travelroad" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Follow the Road that leads to Town\nand Deliver the Watcher's Report</string>
<string key="01_raisealarm_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Do you think it's happening again?"</string>
<string key="01_raisealarm_proposal" speaker="Watcher Reese" name="WatcherReese" VO="01_raisealarm_proposal" VO_Status="Recorded" dialogue-next="@01_raisealarm_proposal_next" rel_version="Quest_MSQ2_Revamp">I suspect we'll see more Corrupted in the future, but let's hope we can prevent such darkness as the legends speak of. \n\nStill, I'll write a report for the town, tell them the storm's receded, but to remain vigilant.</string>
<string key="01_raisealarm_proposal_next_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Can I deliver the report?"</string>
<string key="01_raisealarm_proposal_next" speaker="Watcher Reese" name="WatcherReese" VO="01_raisealarm_proposal_next" VO_Status="Recorded" dialogue-prompt="@01_raisealarm_proposal_next_prompt" rel_version="Quest_MSQ2_Revamp">I hate to ask you to be the bearer of bad tidings, but I should stay here. \n\nJust deliver the report to the guard at the gate. Then get yourself a nice cup of mead at the tavern, you deserve it.</string>
<string key="01_raisealarm_incomplete" speaker="Watcher Reese" name="WatcherReese" VO="01_raisealarm_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">When you get to town, reward yourself with a cup of mead at the tavern. \n\nYou deserve it, my friend.</string>
<string key="01_Whisper_Beach_07" speaker="Mysterious Voice" name="TempestIsabella" VO="01_Whisper_Beach_07" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Come closer… it is time you know the whole truth…</string>
<string key="01_raisealarm_task_investigatestatue" speaker="UI - Player Prompt">Investigate the Ancient Statue</string>
<string key="01_Reese_Greet_08" speaker="Watcher Reese" name="WatcherReese" VO="01_Reese_Greet_08" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">It's always nice to see a friendly face - down here it's just the haggard and the desperate.\n\nI will return to town at some point… I hope we can have a cup of mead together when I do.</string>
<string key="0425_Herbalist_Greet_00" speaker="Hapless Howe" name="HerbalistHowe" VO="0425_Herbalist_Greet_00" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Did you see my cart? The wilds of Aeternum have never been safe, but the roads?\n\nNever seen anything like this before today! Vicious boars came out of nowhere - ate all my truffles!</string>
<string key="0425_Herbalist_Greet_01" speaker="Hapless Howe" name="HerbalistHowe" VO="0425_Herbalist_Greet_01" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Oh, I think we'll be seeing more of each other down the road a piece.\n\nYes, indeed. Always down the road a piece.</string>
<string key="0425_0101_truffles_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Truffle Fever</string>
<string key="0425_0101_truffles_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Collect any Truffles you can find in the forest and bring them to Hapless Howe in the settlement. Look for any Herbs or Berries you can gather as well.</string>
<string key="0425_0101_truffles_start_prompt" speaker="UI -Player Prompt" rel_version="Quest_MSQ2_Revamp">"Why would they do that?"</string>
<string key="0425_0101_truffles_proposal" speaker="Hapless Howe" name="HerbalistHowe" VO="0425_0101_truffles_proposal" VO_Status="Recorded" dialogue-next="@0425_0101_truffles_proposal_next" rel_version="Quest_MSQ2_Revamp">How should I know? Do I look like some kind of "boar-mind-reader"? Not me. I'm just a simple Traveling Herbalist.\n\nTell you this much, however, the beasts have ruined me for the season.</string>
<string key="0425_0101_truffles_proposal_next_prompt" speaker="UI -Player Prompt" rel_version="Quest_MSQ2_Revamp">"Any way I can help?"</string>
<string key="0425_0101_truffles_proposal_next" speaker="Hapless Howe" name="HerbalistHowe" VO="0425_0101_truffles_proposal_next" VO_Status="Recorded" dialogue-prompt="@0425_0101_truffles_proposal_next_prompt" rel_version="Quest_MSQ2_Revamp">You mean... you'd help old Hapless Howe? Why yes! You're a saint! Take my sickle, hunt up some Truffles, and bring them to the settlement.\n\nGather any herbs or berries you see for yourself as well - they'll fetch a gold or two at the Trading Post!</string>
<string key="0425_0101_truffles_incomplete" speaker="Hapless Howe" name="HerbalistHowe" VO="0425_0101_truffles_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Sad days are these when a traveling Herbalist has to rely on the goodwill of a stranger to make ends meet.\n\nBut if you'll bring me some truffles in the settlement, I'll have a little something for you.</string>
<string key="0425_0101_truffles_complete" speaker="Hapless Howe" name="HerbalistHowe" VO="0425_0101_truffles_complete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Here's my new friend, right here! All the truffles I lost and then some! I hope it wasn't too hard!\n\nKeep that sickle for your troubles, and if you make a habit of Harvesting herbs and such, we'll cross paths again, no doubt.</string>
<string key="0425_0101_truffles_gather_truffle" speaker="UI" rel_version="Quest_MSQ2_Revamp">Gather {itemName}s around the marked area</string>
<string key="0425_0101_truffles_optional_gather_hyssop" speaker="UI" rel_version="Quest_MSQ2_Revamp">(Optional) Gather Herbs or Berries</string>
<string key="0425_0101_truffles_equip_sickle" speaker="UI" rel_version="Quest_MSQ2_Revamp">Equip the Sickle from Herbalist Howe</string>
</resources>