-
Notifications
You must be signed in to change notification settings - Fork 0
/
02a_objectives.loc.xml
359 lines (358 loc) · 99.1 KB
/
02a_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
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
<resources xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<string key="NPC_DefaultDialogue_0242a_00_EdeAbernathy" comment="Default" speaker="Ede Abernathy" name="EdeAbernathy" VO="NPC_DefaultDialogue_0242a_00_EdeAbernathy" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Careful! No stepping on my honeysuckle! Hard enough to grow anything in this bleeding place without bootprints through my flower bed.\n\nHad to import my own hives just to get the flowers blooming.</string>
<string key="NPC_DefaultDialogue_0242a_01_EdeAbernathy" comment="After learning about Bright Vigil" speaker="Ede Abernathy" name="EdeAbernathy" VO="NPC_DefaultDialogue_0242a_01_EdeAbernathy" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">This is who we really are, stranger. Cowards, the lot of us. Willing to plow under friends and neighbors just to save our own hide.\n\nSome crimes aren’t meant to be forgiven. Believe me… I know better than most.</string>
<string key="NPC_DefaultDialogue_0242a_02_EdeAbernathy" comment="After retrieving heartgem" speaker="Ede Abernathy" name="EdeAbernathy" VO="NPC_DefaultDialogue_0242a_02_EdeAbernathy" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Tread careful, stranger. The longer you stay in this place, the more like you are to lose yourself.\n\nOnce, I was like you: proud and brave. Then, the man I trusted most took the sword from my hand, and handed me a shovel…</string>
<string key="NPC_DefaultDialogue_0243a_00_Nikodemus" comment="Default" speaker="Nikodemus" name="SentryNikodemus" VO="NPC_DefaultDialogue_0243a_00_Nikodemus" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Best keep on the march, stranger. See in this place, sometimes your final rest ain’t your final rest.\n\nAnd when the dead get restless, we give them to the earth here. You don’t want to be around when they get restless, do you?</string>
<string key="NPC_DefaultDialogue_0243a_01_Nikodemus" comment="After learning about Bright Vigil" speaker="Nikodemus" name="SentryNikodemus" VO="NPC_DefaultDialogue_0243a_01_Nikodemus" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">You don’t know what it was like, stranger. Friends and loved ones going about their day, minding their own, off they go into town, and they come back Lost!\n\nWe just wanted to spare the families that pain.</string>
<string key="NPC_DefaultDialogue_0243a_02_Nikodemus" comment="After retrieving heartgem" speaker="Nikodemus" name="SentryNikodemus" VO="NPC_DefaultDialogue_0243a_02_Nikodemus" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Gone you say? Well that don’t change a thing!\n\nI swore I’d keep the dark ones turning in their graves until the waters take this place. I’ll see to it the dead stay buried, for so long as I can still lift a shovel!</string>
<string key="NPC_DefaultDialogue_0243a_03_Nikodemus" comment="BW MSQ complete" speaker="Nikodemus" name="SentryNikodemus" VO="NPC_DefaultDialogue_0243a_03_Nikodemus" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">I hear the Vigil’s shuffled off the old mortal coil? Well, curse or no curse, the dead here are still restless.\n\nAnd it’s up to old Nik to keep them tethered to the ground. It’s a dirty job, friend. But for the sake of old Calvary, somebody’s got to do it.</string>
<string key="NPC_DefaultDialogue_0244a_00_SebastionMoler" comment="Default" speaker="Sebastion Moler" name="SebastionMoler" VO="NPC_DefaultDialogue_0244a_00_SebastionMoler" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Eggs, almonds, vanilla, a touch of rosewater, and… magic!\n\nGuten tag, stranger! I am Sebastian, confectioner extraordinaire. For what else is there to live for in this God-forsaken place? Now please, try the marzipan. It is wunderbar!</string>
<string key="NPC_DefaultDialogue_0244a_01_SebastionMoler" comment="After learning about Bright Vigil" speaker="Sebastion Moler" name="SebastionMoler" VO="NPC_DefaultDialogue_0244a_01_SebastionMoler" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">These are dark days, friend. But in here, things are always sweet! Enjoy a sample of the butchtel.\n\nLike the sun rising above the clouds, bringing a rush of fresh air. Keep the bounce in your step as you stand tall against the dark powers that prowl this accursed place!</string>
<string key="NPC_DefaultDialogue_0244a_02_SebastionMoler" comment="BW MSQ complete" speaker="Sebastion Moler" name="SebastionMoler" VO="NPC_DefaultDialogue_0244a_02_SebastionMoler" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Ah, my friend! At last, we are free! There is hope again in the eyes of the people.\n\nThis calls for a celebration. I must bake a great cake! One that will do justice to such a momentous occasion. A masterpiece!</string>
<string key="NPC_DefaultDialogue_0245a_00_ZhuLiang" comment="Default" speaker="Zhu Liang" name="ZhuLiang" VO="NPC_DefaultDialogue_0245a_00_ZhuLiang" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Where am I from? There is a land to the Northwest of here, stranger. My Empress is most concerned about the happenings here.\n\nFrom the Corruption massing to the north, to the scourge of the Lost, I have been sent to learn of these new threats.</string>
<string key="NPC_DefaultDialogue_0245a_01_ZhuLiang" comment="After meeting Pennyfather" speaker="Zhu Liang" name="ZhuLiang" VO="NPC_DefaultDialogue_0245a_01_ZhuLiang" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Take care who you choose to serve, stranger.\n\nThe enemy of your enemy is not always your friend. The things men do in the grip of fear are not always guided by reason.</string>
<string key="NPC_DefaultDialogue_0245a_02_ZhuLiang" comment="After retrieving heartgem" speaker="Zhu Liang" name="ZhuLiang" VO="NPC_DefaultDialogue_0245a_02_ZhuLiang" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Tread carefully, friend. The Lost are not easily laid to rest, and those with a sense of grievance or sanctimony usually do not go quietly.\n\nKeep your blade true and your wits about you.</string>
<string key="NPC_DefaultDialogue_0245a_03_ZhuLiang" comment="BW MSQ complete" speaker="Zhu Liang" name="ZhuLiang" VO="NPC_DefaultDialogue_0245a_03_ZhuLiang" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Fate, it seems, is not done with you. It pleases me that you are well.\n\nThis strange place needs warriors like you, who will stand against the tide of unnatural forces until the price of eternity comes due.</string>
<string key="NPC_DefaultDialogue_0246a_00_CorneliusvanLeiden" comment="Default" speaker="Cornelius van Leiden" name="CorneliusvanLeiden" VO="NPC_DefaultDialogue_0246a_00_CorneliusvanLeiden" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Strange. So strange! Bark, roots, leaves, branches—the power of Azoth permeates them all.\n\nWhere else but here could such an oddity exist? Have you ever seen such a marvel, stranger? Praise be!</string>
<string key="NPC_DefaultDialogue_0246a_01_CorneliusvanLeiden" comment="After meeting Alchemist Sun" speaker="Cornelius van Leiden" name="CorneliusvanLeiden" VO="NPC_DefaultDialogue_0246a_01_CorneliusvanLeiden" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Out of balance? Nonsense!\n\nThis land is positively teeming with all the energies of the universe! Life itself runs through the very soil.</string>
<string key="NPC_DefaultDialogue_0246a_02_CorneliusvanLeiden" comment="After retrieving Azoth tree water" speaker="Cornelius van Leiden" name="CorneliusvanLeiden" VO="NPC_DefaultDialogue_0246a_02_CorneliusvanLeiden" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">You’ve seen it? Touched it? And come back to tell the tale?\n\nYou are very lucky, stranger! This land has offered up its blessings, and you have been found worthy.</string>
<string key="NPC_DefaultDialogue_0246a_03_CorneliusvanLeiden" comment="BW MSQ complete" speaker="Cornelius van Leiden" name="CorneliusvanLeiden" VO="NPC_DefaultDialogue_0246a_03_CorneliusvanLeiden" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">The balance has been restored! Yes… I feel it now.\n\nThe flow seems steadier. Somehow stronger. I did not know one could improve on perfection, but here it is!</string>
<string key="NPC_DefaultDialogue_0247a_00_AnoraWoodville" comment="Default" speaker="Anora Woodville" name="AnoraWoodville" VO="NPC_DefaultDialogue_0247a_00_AnoraWoodville" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Don’t make any trouble, outsider. Just because times are hard doesn’t mean you can simply do as you please.\n\nThere are laws here in Calvary and they are strictly enforced!</string>
<string key="NPC_DefaultDialogue_0247a_01_AnoraWoodville" comment="After meeting Pennyfather" speaker="Anora Woodville" name="AnoraWoodville" VO="NPC_DefaultDialogue_0247a_01_AnoraWoodville" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">There are no heroes out there, walking the road, waiting to come save us.\n\nWe have to find the strength to save ourselves!</string>
<string key="NPC_DefaultDialogue_0247a_02_AnoraWoodville" comment="After learning about Bright Vigil" speaker="Anora Woodville" name="AnoraWoodville" VO="NPC_DefaultDialogue_0247a_02_AnoraWoodville" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Do you know what it takes to protect a home in times like these, stranger? To make hard choices to keep the ones you love safe?\n\nPeople were scared! Order was breaking down! We did what we had to do.</string>
<string key="NPC_DefaultDialogue_0247a_03_AnoraWoodville" comment="After retrieving heartgem" speaker="Anora Woodville" name="AnoraWoodville" VO="NPC_DefaultDialogue_0247a_03_AnoraWoodville" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">It was true what I said about hard times, stranger. But I always had doubts.\n\nThe cost has been so great. Perhaps… in the end, we all reap what we have sown. I pray that, in time, I may be forgiven.</string>
<string key="NPC_DefaultDialogue_0247a_04_AnoraWoodville" comment="BW MSQ complete" speaker="Anora Woodville" name="AnoraWoodville" VO="NPC_DefaultDialogue_0247a_04_AnoraWoodville" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Maybe now that the Vigil’s reign of terror is over, we can begin to trust each other once more.</string>
<string key="NPC_DefaultDialogue_0248a_00_RoseColly" comment="Default" speaker="Rose Colly" name="RoseColly" VO="NPC_DefaultDialogue_0248a_00_RoseColly" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">What’s it like out there, friend? Living by your wits, fighting the good fight. I’d be like to follow you if it weren’t for I’m needed here.\n\nKnighthood’s grand, but there’s no town without a good mason to put one stone on top of another.</string>
<string key="NPC_DefaultDialogue_0248a_01_RoseColly" comment="After learning about Bright Vigil" speaker="Rose Colly" name="RoseColly" VO="NPC_DefaultDialogue_0248a_01_RoseColly" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">So chivalry’s dead, is it? I suppose nothing endures in this strange new world of ours.\n\nThe Bright Vigil were supposed to be a light in these dark times.</string>
<string key="NPC_DefaultDialogue_0248a_02_RoseColly" comment="After retrieving heartgem" speaker="Rose Colly" name="RoseColly" VO="NPC_DefaultDialogue_0248a_02_RoseColly" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">The Bright Vigil has fallen? Good riddance. Maybe someone like you can be a new beacon for Brightwood in the darkness.\n\nYou give us hope that there are still heroes in this world.</string>
<string key="NPC_DefaultDialogue_0248a_03_RoseColly" comment="BW MSQ complete" speaker="Rose Colly" name="RoseColly" VO="NPC_DefaultDialogue_0248a_03_RoseColly" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">I thought the Bright Vigil was standing tall to protect us from the dark forces, but it was we who needed protecting from them!</string>
<string key="0202a_00_Magistrate_DefaultDialogue" comment="Default" speaker="Guard Captain Farrell" name="JusticiarFarrell" VO="0202_00_Magistrate_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Well then, welcome to Brightwood, I suppose.\n\nMind your soul around these parts - they tend to get Lost.</string>
<string key="0202a_01_Magistrate_DefaultDialogue" comment="Brightwood MSQ halfway point" speaker="Guard Captain Farrell" name="JusticiarFarrell" VO="0202_01_Magistrate_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Don't know what you've heard about Brightwood, stranger, but it may well be true.\n\nWe've been dug in here battling the soulless Lost for centuries.</string>
<string key="0202a_02_Magistrate_DefaultDialogue" comment="Brightwood MSQ complete" speaker="Guard Captain Farrell" name="JusticiarFarrell" VO="0202_04_Magistrate_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">As difficult as it may be to accept the truths you exposed, I think we made a difference in the fight against the Lost here.\n\nI've heard Weaver's Fen still has its fair share of challenges as well.</string>
<string key="0202a_03_Magistrate_DefaultDialogue" comment="Weavers MSQ started" speaker="Guard Captain Farrell" name="JusticiarFarrell" VO="0202_05_Magistrate_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">I heard you eventually made your way out to the Fen!\n\nI've also heard the Lost there are even worse than they are here. I can't imagine.</string>
<string key="0210a_00_Barkeep_DefaultDialogue" speaker="Herbalist Lau" name="HerbalistLau" VO="0210_00_Barkeep_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Hi there! I'm actually quite new to Brightwood myself.\n\nThings got weird in Ebonscale, so I decided to take my chances here.</string>
<string key="0210a_01_Barkeep_DefaultDialogue" comment="Brightwood MSQ halfway point" speaker="Herbalist Lau" name="HerbalistLau" VO="0210_01_Barkeep_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">I trust you've heard at least some of the history of Brightwood?\n\nI only know a little myself, but it seems clear the territory is haunted in more ways than one.</string>
<string key="02A_Side01_ReapersLocus_title" speaker="UI - Quest Title" rel_version="Quest_MSQ2_Brightwood">Reaper's Locus (Expedition)</string>
<string key="02A_Side01_ReapersLocus_quest_description" speaker="UI - Quest Description" rel_version="Quest_MSQ2_Brightwood">Defeat the Starstone Reaper and Collect the Reaper's Locus. Talk to Herbalist Lau in the Brightwood Settlement when the task is done.</string>
<string key="0210a_02_Barkeep_DefaultDialogue" comment="post insanity to Reapers" speaker="Herbalist Lau" name="HerbalistLau" VO="0210a_02_Barkeep_DefaultDialogue" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">You know, I've come to the conclusion that you and I - we have a lot in common.\n\nWe're both newcomers to Brightwood, and I want to follow your example.</string>
<string key="02A_Side01_ReapersLocus_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"Really? Why?"</string>
<string key="02A_Side01_ReapersLocus_proposal" speaker="Herbalist Lau" name="HerbalistLau" VO="02A_Side01_ReapersLocus_proposal" VO_Status="Recorded" dialogue-next="@02A_Side01_ReapersLocus_proposal_next" rel_version="Quest_MSQ2_Brightwood">Because I plan on staying here! And that means I should make this town a better place.\n\nBut unlike you, I'm no warrior.</string>
<string key="02A_Side01_ReapersLocus_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"If there's fighting to be done, I'll help."</string>
<string key="02A_Side01_ReapersLocus_proposal_next" speaker="Herbalist Lau" name="HerbalistLau" VO="02A_Side01_ReapersLocus_proposal_next" VO_Status="Recorded" dialogue-next="@02A_Side01_ReapersLocus_proposal_next2" dialogue-prompt="@02A_Side01_ReapersLocus_proposal_prompt" rel_version="Quest_MSQ2_Brightwood">Ah, thank you for catching my meaning. There is a terrible creature that haunts the Shattered Obelisk, so you'll need friends.\n\nA Reaper who once culled creatures to collect their azoth.</string>
<string key="02A_Side01_ReapersLocus_proposal_prompt2" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"That's appalling."</string>
<string key="02A_Side01_ReapersLocus_proposal_next2" speaker="Herbalist Lau" name="HerbalistLau" VO="02A_Side01_ReapersLocus_proposal_next2" VO_Status="Recorded" dialogue-prompt="@02A_Side01_ReapersLocus_proposal_prompt2" rel_version="Quest_MSQ2_Brightwood">Like so much else in Brightwood, though you've done much to remedy that.\n\nThe Reaper would've used some kind of Locus to collect azoth--that's what I need.</string>
<string key="02A_Side01_ReapersLocus_incomplete" speaker="Herbalist Lau" name="HerbalistLau" VO="02A_Side01_ReapersLocus_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Before you go marching into the Shattered Obelisk, I'd suggest finding some friends.\n\nThe Reaper isn't the only horror prowling those ruins.</string>
<string key="02A_Side01_ReapersLocus_complete" speaker="Herbalist Lau" name="HerbalistLau" VO="Barkeep_0210_0102_ReapersLocus_Complete" VO_Status="Recorded" dialogue-next="@02A_Side01_ReapersLocus_complete_next" rel_version="Quest_MSQ2_Brightwood">Oh, it's about time. You're such a talent, I frankly expected you to return much sooner.\n\nBut don't get me wrong--I'm very grateful. I'll take the Locus, and you can have this.</string>
<string key="02A_Side01_ReapersLocus_complete_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"What are you going to do with it?"</string>
<string key="02A_Side01_ReapersLocus_complete_next" speaker="Herbalist Lau" name="HerbalistLau" VO="02A_Side01_ReapersLocus_complete_next" VO_Status="Recorded" dialogue-prompt="@02A_Side01_ReapersLocus_complete_prompt" rel_version="Quest_MSQ2_Brightwood">Use it! Not to collect more azoth, the very thought turns my stomach.\n\nBut this Locus contains enough azoth to boost plant growth and enhance potions. The possibilities are endless!</string>
<string key="02A_Side01_Task_Goto" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Delve into Starstone Barrows to collect the Starstone Reaper's Locus</string>
<string key="02A_Side01_Task_Locus" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Collect {itemName} from {targetName}</string>
<string key="0210a_03_Barkeep_DefaultDialogue" comment="post Expedition" speaker="Herbalist Lau" name="HerbalistLau" VO="0210a_03_Barkeep_DefaultDialogue" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Welcome, welcome! Thank you again for finding that Locus.\n\nUsing it safely has been tricky, but I promise, I'm taking every precaution.</string>
<string key="0203a_00_Survivalist_DefaultDialogue" speaker="Embalmer Bankole" name="EmbalmerBankole" VO="0203_00_Survivalist_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">I see you, stranger, and I see your soul.\n\nStrong it may be, but is it strong enough?</string>
<string key="02A_Side02_01_Secrets_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Brightwood">Secrets of the Earth</string>
<string key="02A_Side02_01_Secrets_description" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Brightwood">Collect spores from Bronzeroot Warriors in Pendle Hollow and bone dust from the Lost at Pendleton. Return to Embalmer Bankole when the task is complete.</string>
<string key="0203a_01_Survivalist_DefaultDialogue" comment="secrets of earth" speaker="Embalmer Bankole" name="EmbalmerBankole" VO="0203_01_Survivalist_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Brightwood is no different than anywhere else on Aeternum.\n\nWe see the Lost as enemies, but we don't realize what terrible suffering they endure.</string>
<string key="02A_Side02_01_Secrets_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"We should feel sorry for the Lost?"</string>
<string key="02A_Side02_01_Secrets_proposal" speaker="Embalmer Bankole" name="EmbalmerBankole" VO="02A_Side02_01_Secrets_proposal" VO_Status="Recorded" dialogue-next="@02A_Side02_01_Secrets_proposal_next" rel_version="Quest_MSQ2_Brightwood">Of course.\n\nI have been here longer than these others, long enough that no one listens to old Bankole any more.</string>
<string key="02A_Side02_01_Secrets_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"I'm listening."</string>
<string key="02A_Side02_01_Secrets_proposal_next" speaker="Embalmer Bankole" name="EmbalmerBankole" VO="02A_Side02_01_Secrets_proposal_next" VO_Status="Recorded" dialogue-prompt="@02A_Side02_01_Secrets_proposal_prompt" rel_version="Quest_MSQ2_Brightwood">Then heed this: the Angry Earth's Bronzeroot Warriors seem to naturally repel the Lost.\n\nWith spores from them, and bone dust from the Lost, I could create a talisman to repel the Lost without violence.</string>
<string key="02A_Side02_01_Secrets_incomplete" speaker="Embalmer Bankole" name="EmbalmerBankole" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">The Bronzeroot Warriors are a new expression of the Angry Earth, but they know the old ways.\n\nI only hope my efforts do not add to the suffering of the Lost.</string>
<string key="02A_Side02_01_Secrets_complete" speaker="Embalmer Bankole" name="EmbalmerBankole" VO="Survivalist_0203_0101_PocketfulofMemories_AvailResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">These satchels... their scent... do you smell it? Moss spores.\n\nIt makes sense, does it not? That which withers with half-death is susceptible to the energy of fresh life.</string>
<string key="02A_Side02_01_container" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Components for the Embalmer's Talismans :</string>
<string key="02A_Side02_01_Task_Goto1" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Venture into {POITags} for Lost Bone Dust</string>
<string key="02A_Side02_01_Task_KillToken1" comment="Bone Dust" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Collect {itemName} from the Lost in {POITags}</string>
<string key="02A_Side02_01_Task_Goto2" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Acquire Angry Earth Spores in {POITags}</string>
<string key="02A_Side02_01_Task_KillToken2" comment="Spore Satchel" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Collect {itemName}s from Bronzeroot Dryads in {POITags}</string>
<string key="02A_Side02_02_EarthProvide_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Brightwood">Earth Will Provide</string>
<string key="02A_Side02_02_EarthProvide_description" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Brightwood">Defeat the Bronzewood Dryads who are guarding stores of precious alkahest. Meet back up with Embalmer Bankole east of Bronzegrove.</string>
<string key="0203a_02_Survivalist_DefaultDialogue" comment="secrets to earth will provide" speaker="Embalmer Bankole" name="EmbalmerBankole" VO="0203a_02_Survivalist_DefaultDialogue" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">What you have brought me is powerful, but it is not enough.\n\nWe need something to refine the moss spores.</string>
<string key="02A_Side02_02_EarthProvide_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"Don't know where I'd find that."</string>
<string key="02A_Side02_02_EarthProvide_proposal" speaker="Embalmer Bankole" name="EmbalmerBankole" VO="02A_Side02_02_EarthProvide_proposal" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Fortunately, I do.\n\nThe Angry Earth have overrun Ancient ruins to the south. There may still be rare reagents in the ruins, though you will have to cut a path through the dryads.</string>
<string key="02A_Side02_02_EarthProvide_incomplete" speaker="Embalmer Bankole" name="EmbalmerBankole" VO="02A_Side02_02_EarthProvide_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">What drew the Angry Earth into the ruins?\n\nDid they seek power within? We may never know…</string>
<string key="02A_Side02_02_EarthProvide_complete" speaker="Embalmer Bankole" name="EmbalmerBankole" VO="02A_Side02_02_EarthProvide_complete" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">A potent alkahest? Perfect, perfect.\n\nI did not think anyone else would consider the plight of the Lost. But you have. Thank you.</string>
<string key="02A_Side02_02_Task_Goto" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Travel to {POITags} to acquire more potent reagents</string>
<string key="02A_Side02_02_Task_KillMobs" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Destroy {targetName} in {POITags}</string>
<string key="02A_Side02_02_Task_ChestToken" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Collect {itemName} from chests in {POITags}</string>
<string key="0203a_03_Survivalist_DefaultDialogue" comment="after provide" speaker="Embalmer Bankole" name="EmbalmerBankole" VO="0203a_03_Survivalist_DefaultDialogue" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">I will remain, to observe the Angry Earth and Lost.\n\nWith time and patience, I hope to have a talisman that can hold the Lost at bay without violence. There has been enough suffering in Brightwood.</string>
<string key="0205a_00_Artificer_DefaultDialogue" speaker="Artificer Sobol" name="JusticiarSobol" VO="0205_00_Artificer_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">It seems unfair that we spend decades here battling the Lost, only to now face a new threat.\n\nI hope the Corruption doesn't spread any further.</string>
<string key="0205a_01_Artificer_DefaultDialogue" speaker="Artificer Sobol" name="JusticiarSobol" VO="0205a_01_Artificer_DefaultDialogue" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">You've done Brightwood a kindness, traveler.\n\nWe've finally gotten a chance to catch our collective breath…before the next threat looms.</string>
<string key="0207a_00_Commander_DefaultDialogue" speaker="Commander Jang" name="CommanderJang" VO="0207_00_Commander_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Move along you, I won't go so far as to draw steel against you, but it doesn't mean I want to chit-chat.</string>
<string key="0207a_01_Commander_DefaultDialogue" speaker="Commander Jang" name="CommanderJang" VO="0207_01_Commander_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Duty calls me to Brightwood, where strength is truly tested. I am at home here. We shall see if you have equal mettle.</string>
<string key="0207a_01pre_Commander_DefaultDialogue" speaker="Commander Jang" name="CommanderJang" VO="0207_01_Commander_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Duty calls me to Brightwood, where strength is truly tested. I am at home here. We shall see if you have equal mettle.\n\n[ Level 24 required for Brightwood faction missions ]</string>
<string key="0207a_02_Commander_DefaultDialogue" speaker="Commander Jang" name="CommanderJang" VO="0207_02_Commander_Default" VO_Status="Needs Re-Recording" rel_version="Quest_MSQ2_Brightwood">Those books can't prepare you for Brightwood. No matter, as I'll enjoy picking over your corpse in due time.</string>
<string key="0207a_03_Commander_DefaultDialogue" speaker="Commander Jang" name="CommanderJang" VO="0207_03_Commander_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">You light bringers bore me. If your belief really worked, then why does the darkness remain here? Save your breath. I already know.</string>
<string key="0208a_00_Alchemist_DefaultDialogue" speaker="Alchemist Krockes" name="AlchemistKrockes" VO="0208_00_Alchemist_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Ah, one who wanders without knowledge of their destination. How curious.</string>
<string key="0208a_01_Alchemist_DefaultDialogue" speaker="Alchemist Krockes" name="AlchemistKrockes" VO="0208_01_Alchemist_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">The quest to know and understand is our shared duty. How may I service you, fellow erudite?</string>
<string key="0208a_01pre_Alchemist_DefaultDialogue" speaker="Alchemist Krockes" name="AlchemistKrockes" VO="0208_01_Alchemist_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">The quest to know and understand is our shared duty. Return when you understand more.\n\n[ Level 24 required for Brightwood faction missions ]</string>
<string key="0208a_02_Alchemist_DefaultDialogue" speaker="Alchemist Krockes" name="AlchemistKrockes" VO="0208_02_Alchemist_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Oh this will be fascinating! A Marauder brute here in Brightwood. I look forward to learning from your failures.</string>
<string key="0208a_03_Alchemist_DefaultDialogue" speaker="Alchemist Krockes" name="AlchemistKrockes" VO="0208_03_Alchemist_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Yes, come hither my senseless friend. Tell me again how belief in fairy tales helps to solve mankind's ills. I never tire of it.</string>
<string key="0209a_00_Adjudicator_DefaultDialogue" speaker="Adjudicator Roose" name="AdjudicatorRoose" VO="0209_00_Adjudicator_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">My child, having not chosen a path is still a choice. It's never too late to leave darkness for the light.</string>
<string key="0209a_01_Adjudicator_DefaultDialogue" speaker="Adjudicator Roose" name="AdjudicatorRoose" VO="0209a_01_Adjudicator_DefaultDialogue" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Ah, a fellow seeker of justice. It will be my sacred honor to assist you.</string>
<string key="0209a_01pre_Adjudicator_DefaultDialogue" speaker="Adjudicator Roose" name="AdjudicatorRoose" VO="0209a_01pre_Adjudicator_DefaultDialogue" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Ah, a fellow seeker of justice. It will be my sacred honor to assist you.\n\n[ Level 24 required for Brightwood faction missions ]</string>
<string key="0209a_02_Adjudicator_DefaultDialogue" speaker="Adjudicator Roose" name="AdjudicatorRoose" VO="0209_02_Adjudicator_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Well aren't you a strong-looking one! Not that it'll do you much good here in Brightwood. But then, choices do have consequences, and I'm afraid you chose unwisely, Marauder.</string>
<string key="0209a_03_Adjudicator_DefaultDialogue" speaker="Adjudicator Roose" name="AdjudicatorRoose" VO="0209a_03_Adjudicator_DefaultDialogue" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Oh my dear, so much rushing about, trying to learn everything. Such a pointless waste, when all we need is belief in a just cause.</string>
<string key="0222a_00_Innkeep_DefaultDialogue" speaker="Innkeep Okorie" name="InnKeepOkorie" VO="0222_00_Innkeep_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Oh dear, you startled me! The spooks and spirits of this town have got me on edge.\n\nWell, let me welcome you to the Vigil's Rest. We guarantee that our guests will rest in peace. Ha.</string>
<string key="0223a_00_Fisher_DefaultDialogue" speaker="Master Fisher Park" name="MasterFisherPark" VO="0223_00_Fisher_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Hello, I'm Master Fisher Park! Fishing and Alchemy are my trades.</string>
<string key="0223a_01_Fisher_DefaultDialogue" speaker="Master Fisher Park" name="MasterFisherPark" VO="0223_01_Fisher_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Salutations. I'm Master Fisher Park! Fishing and Alchemy are my trades.</string>
<string key="0223a_02_Fisher_DefaultDialogue" speaker="Master Fisher Park" name="MasterFisherPark" VO="0223_02_Fisher_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">My research is going along well, thanks to you.</string>
<string key="0230a_Ranger_DefaultDialogue_00" comment="Begin" speaker="Ranger Shui Tijong" name="ShuiTijong" VO="0230a_Ranger_DefaultDialogue_00" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">When I heard the rumors from Everfall, I knew it wouldn't be long.\n\nThe Corrupted have come to Brightwood in full force.</string>
<string key="02A_Side03_01_Infernal_title" speaker="UI - Quest Title" rel_version="Quest_MSQ2_Brightwood">Infernal Armaments</string>
<string key="02A_Side03_01_Infernal_description" speaker="UI - Quest Description" rel_version="Quest_MSQ2_Brightwood">Disrupt the Corrupted war effort by defeating their leaders at Corlew's Mine and Shervey's Lumbermill. Then meet with Ranger Shui Tijong outside of Calvary.</string>
<string key="0230a_Ranger_DefaultDialogue_01" comment="begin infernalarmaments" speaker="Ranger Shui Tijong" name="ShuiTijong" VO="0230_Ranger_DefaultDialogue_02" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">I had thought to seek support from rangers in other territories, but I think you and I can handle this.\n\nI do the reconnaissance, you carry out the assault.</string>
<string key="02A_Side03_01_Infernal_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"That seems to work."</string>
<string key="02A_Side03_01_Infernal_proposal" speaker="Ranger Shui Tijong" name="ShuiTijong" VO="0230_0202_infernalarmaments_proposal" VO_Status="Recorded" dialogue-next="@02A_Side03_01_Infernal_proposal_next" rel_version="Quest_MSQ2_Brightwood">The main thrust of the Corrupted operations here is the mission to supply their forces with armaments.\n\nThey have a start-to-finish process under way, mining the ore and forging the weapons.</string>
<string key="02A_Side03_01_Infernal_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"Where are they most vulnerable?"</string>
<string key="02A_Side03_01_Infernal_proposal_next" speaker="Ranger Shui Tijong" name="ShuiTijong" VO="02A_Side03_01_Infernal_proposal_next" VO_Status="Recorded" dialogue-prompt="@02A_Side03_01_Infernal_proposal_prompt" rel_version="Quest_MSQ2_Brightwood">The core of the operation is here in the mines, and around the mill to the south.\n\nIf you can cut the heads off both snakes, so to speak, they will be crippled.</string>
<string key="02A_Side03_01_Infernal_incomplete" speaker="Ranger Shui Tijong" name="ShuiTijong" VO="02A_Side03_01_Infernal_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">We cannot let them keep extracting resources from the land.\n\nThere is barely enough to sustain the people of Brightwood as it is.</string>
<string key="02A_Side03_01_Infernal_complete" speaker="Ranger Shui Tijong" name="ShuiTijong" VO="02A_Side03_01_Infernal_complete" VO_Status="Recorded" dialogue-next="@02A_Side03_01_Infernal_complete_next" rel_version="Quest_MSQ2_Brightwood">Well done. They still control both locations, but it won't do them much good.\n\nBut you look troubled. Did you discover something?</string>
<string key="02A_Side03_01_Infernal_complete_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"Designs from a Corrupted smith."</string>
<string key="02A_Side03_01_Infernal_complete_next" speaker="Ranger Shui Tijong" name="ShuiTijong" VO="02A_Side03_01_Infernal_complete_next" VO_Status="Recorded" dialogue-prompt="@02A_Side03_01_Infernal_complete_prompt" rel_version="Quest_MSQ2_Brightwood">Oh no. Master Smith McCoy? He went missing weeks ago.\n\nI called off the search for him when it became too dangerous, but I never dreamed….</string>
<string key="02A_Side03_01_Infernal_Task_Goto" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Sabotage the Corrupted mining operation at {POITags}</string>
<string key="02A_Side03_01_Infernal_Task_Mccoy" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Destroy {targetName} to disrupt the Corrupted's weapon supply</string>
<string key="02A_Side03_01_Infernal_Task_LootChests" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Reclaim {itemName} from chests in {POITags}</string>
<string key="02A_Side03_01_Infernal_Task_Goto2" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Investigate the Corrupted logging operation at {POITags}</string>
<string key="02A_Side03_01_Infernal_Task_KillToken" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Defeat {targetName} for {itemName}</string>
<string key="02A_Side03_01_Infernal_Task_KillToken2" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Defeat {targetName} and collect {itemName}</string>
<string key="02A_Side03_02_Belly_title" speaker="UI - Quest Title" rel_version="Quest_MSQ2_Brightwood">Belly of the Corrupted</string>
<string key="02A_Side03_02_Belly_description" speaker="UI - Quest Description" rel_version="Quest_MSQ2_Brightwood">Sabotage the food supply chain for the Corrupted at Reida's Burrow. Talk to Ranger Shui Tijong near Calvary when the task is done.</string>
<string key="0230a_Ranger_DefaultDialogue_02" comment="Begin Belly of Corrupted" speaker="Ranger Shui Tijong" name="ShuiTijong" VO="0230a_Ranger_DefaultDialogue_02" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">I can't dwell on past failures. The present peril is too great.\n\nThe Corrupted still have a major presence at Reida's Burrow.</string>
<string key="02A_Side03_02_Belly_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"We should strike there next."</string>
<string key="02A_Side03_02_Belly_proposal" speaker="Ranger Shui Tijong" name="ShuiTijong" VO="0230_0201_bellyofcorrupted_proposal" VO_Status="Recorded" dialogue-next="@02A_Side03_02_Belly_proposal_next" rel_version="Quest_MSQ2_Brightwood">My thoughts exactly - we can warn the settlement later. We must strike hard and fast.\n\nI have been watching the Corrupted forces' movements since they arrived.</string>
<string key="02A_Side03_02_Belly_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"Have you seen any patterns?"</string>
<string key="02A_Side03_02_Belly_proposal_next" speaker="Ranger Shui Tijong" name="ShuiTijong" VO="0230_0201_bellyofcorrupted_proposal_next" VO_Status="Recorded" dialogue-prompt="@02A_Side03_02_Belly_proposal_prompt" rel_version="Quest_MSQ2_Brightwood">Yes. They seized this area to use it as a critical part of their supply chain for food and weapons.\n\nAn army marches on its belly, so let's strike their food supplies first, and destroy their hunters.</string>
<string key="02A_Side03_02_Belly_incomplete" speaker="Ranger Shui Tijong" name="ShuiTijong" VO="0230_0201_bellyofcorrupted_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">If we destroy the hunters and claim all their rations, the Corrupted forces' supply lines will be in dire straits.</string>
<string key="02A_Side03_02_Belly_complete" speaker="Ranger Shui Tijong" name="ShuiTijong" VO="0230_0201_bellyofcorrupted_complete" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Well done, friend. With their rations stolen and their hunters compromised, the Corrupted will be hungry.\n\nHungry soldiers are desperate soldiers and desperate soldiers are sloppy.</string>
<string key="02A_Side03_02_Belly_Task_Goto" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Sabotage the Corrupted Supply Chain at {POITags}</string>
<string key="02A_Side03_02_Belly_Task_Hunters" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Defeat {targetName}</string>
<string key="02A_Side03_02_Belly_Task_Butcher" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Collect {itemName} from {targetName}</string>
<string key="0230a_Ranger_DefaultDialogue_03" comment="Final" speaker="Ranger Shui Tijong" name="ShuiTijong" VO="0230_Ranger_DefaultDialogue_04" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">I will remain and keep an eye on the Corrupted operations here.\n\nThough I suspect it will be some time before their supply lines are back in order, thanks to you.</string>
<string key="0231a_Painter_DefaultDialogue_00" comment="Begin" speaker="Painter Pietr Wolcott" name="PietrWolcott" VO="0231_Painter_DefaultDialogue_00" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">They really should advertise the beauty of Greyvale. There is something marvelous about the ancient trees and the sparkling water.\n\nDon't you find all this nature inspiring?</string>
<string key="02A_Side04_01_Location_title" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Location Scout</string>
<string key="02A_Side04_01_Location_description" speaker="UI - Quest Description" rel_version="Quest_MSQ2_Brightwood">Search for vibrant waterfalls for Wolcott to paint and place an easel at each one. Talk to Painter Wolcott in Brightwood when the task is done.</string>
<string key="0231a_Painter_DefaultDialogue_01" comment="locationscout" speaker="Painter Pietr Wolcott" name="PietrWolcott" VO="0231_Painter_DefaultDialogue_01" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Have you seen, really seen the landscape of Greyvale? The light falling through the leaves, or dancing across the lakes.\n\nOh, if only I had time to paint everything here!</string>
<string key="02A_Side04_01_Location_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"You don’t have time?"</string>
<string key="02A_Side04_01_Location_proposal" speaker="Painter Pietr Wolcott" name="PietrWolcott" VO="0231_0201_locationscout_proposal" VO_Status="Recorded" dialogue-next="@02A_Side04_01_Location_proposal_next" rel_version="Quest_MSQ2_Brightwood">Sadly, I don’t have time to both find all the beautiful locations and paint them. Searching cannot be rushed, and it takes me so long to get my paints arranged just how I like them.\n\nBut perhaps you could help!</string>
<string key="02A_Side04_01_Location_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"What do you mean?</string>
<string key="02A_Side04_01_Location_proposal_next" speaker="Painter Pietr Wolcott" name="PietrWolcott" VO="0231_0201_locationscout_proposal_next" VO_Status="Recorded" dialogue-prompt="@02A_Side04_01_Location_proposal_prompt" rel_version="Quest_MSQ2_Brightwood">You could go and find the most beautiful locations for me to paint.\n\nYou will save me a lot of time if you set up an easel at each waterfall you find, then come back and tell me about them. It will be perfect!</string>
<string key="02A_Side04_01_Location_incomplete" speaker="Painter Pietr Wolcott" name="PietrWolcott" VO="0231_0201_locationscout_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">I need some inspiration, something that jumps out of the landscape and onto a canvas!\n\nGo on, I'm counting on you to find it!</string>
<string key="02A_Side04_01_Location_complete" speaker="Painter Pietr Wolcott" name="PietrWolcott" VO="0231_0201_locationscout_complete" VO_Status="Recorded" dialogue-next="@02A_Side04_01_Location_complete_next" rel_version="Quest_MSQ2_Brightwood">Marvelous! The rushing water, the way the sunlight glints through the trees. Yes, yes! I can work with this.</string>
<string key="02A_Side04_01_Location_complete_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"What will you do now?"</string>
<string key="02A_Side04_01_Location_complete_next" speaker="Painter Pietr Wolcott" name="PietrWolcott" VO="0231_0201_locationscout_complete_next" VO_Status="Recorded" dialogue-prompt="@02A_Side04_01_Location_complete_prompt" rel_version="Quest_MSQ2_Brightwood">Now that you’ve marked these locations in my map, I have to get my paints in order.\n\nBut, it wouldn't do to get all ready to start, only to be missing the correct shade of blue.</string>
<string key="02A_Side04_01_Location_placeEasel1" speaker="UI - Tracker Text" rel_version="Quest_MSQ2_Brightwood">Scout Northern Greyvale for a waterfall</string>
<string key="02A_Side04_01_Location_placeEasel2" speaker="UI - Tracker Text" rel_version="Quest_MSQ2_Brightwood">Scout South of Greyvale for a waterfall</string>
<string key="02A_Side04_01_Location_placeEasel3" speaker="UI - Tracker Text" rel_version="Quest_MSQ2_Brightwood">Scout North of Lake Genevieve for a waterfall</string>
<string key="02A_Side04_02_Reflection_title" speaker="UI - Quest Title" rel_version="Quest_MSQ2_Brightwood">Eye for Reflection</string>
<string key="02A_Side04_02_Reflection_description" speaker="UI - Quest Description" rel_version="Quest_MSQ2_Brightwood">Search for dynamic waterfalls for Wolcott to paint and place an easel at each one. Talk to Painter Wolcott in Brightwood when the task is done.</string>
<string key="0231a_Painter_DefaultDialogue_02" comment="eyeforreflection" speaker="Painter Pietr Wolcott" name="PietrWolcott" VO="0231_Painter_DefaultDialogue_02" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">There’s something to be said about the energy in moving water, the way it draws your eye and catches it. The power that just leaps off the canvas and fills a room.</string>
<string key="02A_Side04_02_Reflection_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"The power?"</string>
<string key="02A_Side04_02_Reflection_proposal" speaker="Painter Pietr Wolcott" name="PietrWolcott" VO="0231_0202_eyeforreflection_proposal" VO_Status="Recorded" dialogue-next="@02A_Side04_02_Reflection_proposal_next" rel_version="Quest_MSQ2_Brightwood">How dynamic it makes an image. How alive you feel when seeing it. How it moves, even when still.\n\nI can already tell these waterfalls will be best sellers. I’m going to need more locations!</string>
<string key="02A_Side04_02_Reflection_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"More waterfalls?"</string>
<string key="02A_Side04_02_Reflection_proposal_next" speaker="Painter Pietr Wolcott" name="PietrWolcott" VO="0231_0202_eyeforreflection_proposal_next" VO_Status="Recorded" dialogue-prompt="@02A_Side04_02_Reflection_proposal_prompt" rel_version="Quest_MSQ2_Brightwood">Yes! There are so many located in Greyvale. It is a painter’s paradise.\n\nI could use your discerning eye to find more waterfalls for my paintings.</string>
<string key="02A_Side04_02_Reflection_incomplete" speaker="Painter Pietr Wolcott" name="PietrWolcott" VO="0231_0202_eyeforreflection_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">You were such help before that I need your help again.\n\nSearch for energetic waterfalls I can use as reference.</string>
<string key="02A_Side04_02_Reflection_complete" speaker="Painter Pietr Wolcott" name="PietrWolcott" VO="0231_0202_eyeforreflection_complete" VO_Status="Recorded" dialogue-next="@02A_Side04_02_Reflection_complete_next" rel_version="Quest_MSQ2_Brightwood">These are magnificent! Thank you for marking their locations on my map. I can only hope my waterfall paintings are able to compete with what is already out there.</string>
<string key="02A_Side04_02_Reflection_complete_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"What do you mean?"</string>
<string key="02A_Side04_02_Reflection_complete_next" speaker="Painter Pietr Wolcott" name="PietrWolcott" VO="0231_0202_eyeforreflection_complete_next" VO_Status="Recorded" dialogue-prompt="@02A_Side04_02_Reflection_complete_prompt" rel_version="Quest_MSQ2_Brightwood">I’m not the only landscape painter on Aeternum. Painter Cole is already famous for her ‘Bear in Meadow’ and ‘Mountain Dawn’ paintings which are popular in the settlements.</string>
<string key="02A_Side04_02_Reflection_placeEasel1" speaker="UI - Tracker Text" rel_version="Quest_MSQ2_Brightwood">Scout Southern Greyvale for a waterfall</string>
<string key="02A_Side04_02_Reflection_placeEasel2" speaker="UI - Tracker Text" rel_version="Quest_MSQ2_Brightwood">Scout Northern Greyvale for a waterfall</string>
<string key="02A_Side04_02_Reflection_placeEasel3" speaker="UI - Tracker Text" rel_version="Quest_MSQ2_Brightwood">Scout Western Greyvale for a waterfall</string>
<string key="02A_Side04_03_Masterpiece_title" speaker="UI - Quest Title" rel_version="Quest_MSQ2_Brightwood">Wolcott's Masterpiece</string>
<string key="02A_Side04_03_Masterpiece_description" speaker="UI - Quest Description" rel_version="Quest_MSQ2_Brightwood">Search for picturesque lakes for Wolcott to paint and place an easel at each one. Talk to Painter Wolcott in Brightwood when the task is done.</string>
<string key="0231a_Painter_DefaultDialogue_03" comment="wolcottsmasterpiece" speaker="Painter Pietr Wolcott" name="PietrWolcott" VO="0231_Painter_DefaultDialogue_03" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Waterfalls are thrilling indeed, but I also like to paint more tranquil landscapes.\n\nThere’s nothing quite as soothing at staring at a placid lake, don't you agree? It’s almost magical.</string>
<string key="02A_Side04_03_Masterpiece_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"There are some nice lakes around here."</string>
<string key="02A_Side04_03_Masterpiece_proposal" speaker="Painter Pietr Wolcott" name="PietrWolcott" VO="0231_0203_wolcottsmasterpiece_proposal" VO_Status="Recorded" dialogue-next="@02A_Side04_03_Masterpiece_proposal_next" rel_version="Quest_MSQ2_Brightwood">I’ve decided that my next collection of paintings will be of the local lakes.\n\nSomething restful to the eye, and calming to the soul. They are certain to be popular!</string>
<string key="02A_Side04_03_Masterpiece_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"What about the waterfalls?"</string>
<string key="02A_Side04_03_Masterpiece_proposal_next" speaker="Painter Pietr Wolcott" name="PietrWolcott" VO="0231_0203_wolcottsmasterpiece_proposal_next" VO_Status="Recorded" dialogue-prompt="@02A_Side04_03_Masterpiece_proposal_prompt" rel_version="Quest_MSQ2_Brightwood">I’ll paint them too! I need to paint all of them in order to keep up with that overachiever Cole.\n\nPlease find three inspiring lakes where you can place my easel.</string>
<string key="02A_Side04_03_Masterpiece_incomplete" speaker="Painter Pietr Wolcott" name="PietrWolcott" VO="0231_0203_wolcottsmasterpiece_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">The waterfalls you found before were just lovely.\n\nNow I need three lakes for my next paintings!</string>
<string key="02A_Side04_03_Masterpiece_complete" speaker="Painter Pietr Wolcott" name="PietrWolcott" VO="0231_0203_wolcottsmasterpiece_complete" VO_Status="Recorded" dialogue-next="@02A_Side04_03_Masterpiece_complete_next" rel_version="Quest_MSQ2_Brightwood">Superb! The locations you have chosen fit perfectly within the landscape, like a slice of sky fallen to the ground.\n\nPainting these lakes will be a joy. And Cole hasn’t painted anything like them yet!</string>
<string key="02A_Side04_03_Masterpiece_complete_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"She hasn’t?"</string>
<string key="02A_Side04_03_Masterpiece_complete_next" speaker="Painter Pietr Wolcott" name="PietrWolcott" VO="0231_0203_wolcottsmasterpiece_complete_next" VO_Status="Recorded" dialogue-prompt="@02A_Side04_03_Masterpiece_complete_prompt" rel_version="Quest_MSQ2_Brightwood">No, I will be the first to paint these lakes! Soon my name will be known as the painter of lakes and waterfalls.\n\nThank you for marking these in my map. I can’t wait to get to work!</string>
<string key="02A_Side04_03_Masterpiece_placeEasel1" speaker="UI - Tracker Text" rel_version="Quest_MSQ2_Brightwood">Scout Central Greyvale for a lake</string>
<string key="02A_Side04_03_Masterpiece_placeEasel2" speaker="UI - Tracker Text" rel_version="Quest_MSQ2_Brightwood">Scout Northern Greyvale for a lake</string>
<string key="02A_Side04_03_Masterpiece_placeEasel3" speaker="UI - Tracker Text" rel_version="Quest_MSQ2_Brightwood">Scout Eastern Greyvale for a lake</string>
<string key="0231a_Painter_DefaultDialogue_04" comment="Final" speaker="Painter Pietr Wolcott" name="PietrWolcott" VO="0231_Painter_DefaultDialogue_04" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Thanks to your help, my name shall be known in every household in Aeternum.\n\nMy paintings shall grace the walls of everyone who longs for a slice of nature to call their own.</string>
<string key="0232a_Naturalist_DefaultDialogue_00" comment="Begin" speaker="Naturalist Yargui Khunbish" name="YarguiKhunbish" VO="0232a_Naturalist_DefaultDialogue_00" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Trees live for so long, and experience so much. I wish I could know what they know.</string>
<string key="02A_Side05_01_Tea_title" speaker="UI - Quest Title" rel_version="Quest_MSQ2_Brightwood">A Simple Tea</string>
<string key="02A_Side05_01_Tea_description" speaker="UI - Quest Description" rel_version="Quest_MSQ2_Brightwood">Collect Undefiled Tea Leaves from Verdant Cavern and Lush Sugarsap from the Lush Hideaway. Bring them back to Naturalist Khunbish in Brightwood.</string>
<string key="0232a_Naturalist_DefaultDialogue_01" comment="Simple Tea" speaker="Naturalist Yargui Khunbish" name="YarguiKhunbish" VO="0232a_Naturalist_DefaultDialogue_01" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Do you sense it, traveler? The force of life rides on the breeze from the south - the only vibrant flora remaining in these dead lands.\n\nIf you are headed that way, I could use a favor.</string>
<string key="02A_Side05_01_Tea_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"What do you need?"</string>
<string key="02A_Side05_01_Tea_proposal" speaker="Naturalist Yargui Khunbish" name="YarguiKhunbish" VO="02A_Side05_01_Tea_proposal" VO_Status="Recorded" dialogue-next="@02A_Side05_01_Tea_proposal_next" rel_version="Quest_MSQ2_Brightwood">The soullessness of the Lost has ravaged Brightwood for centuries. Some say the land is cursed.\n\nBut the Angry Earth thrive down there, despite all the death around them.</string>
<string key="02A_Side05_01_Tea_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"What's their secret?"</string>
<string key="02A_Side05_01_Tea_proposal_next" speaker="Naturalist Yargui Khunbish" name="YarguiKhunbish" VO="02A_Side05_01_Tea_proposal_next" VO_Status="Recorded" dialogue-prompt="@02A_Side05_01_Tea_proposal_prompt" rel_version="Quest_MSQ2_Brightwood">The Angry Earth have many secrets, but the one I seek is related to a tea they drink.\n\nThe Bronzeroot of the Verdant Cavern carry special tea leaves, and there is a particular sap they use as sweetener.</string>
<string key="02A_Side05_01_Tea_incomplete" speaker="Naturalist Yargui Khunbish" name="YarguiKhunbish" VO="02A_Side05_01_Tea_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">I do not only ask for tea ingredients for myself.\n\nCollect the leaves and honey, and I will share my recipe with you.</string>
<string key="02A_Side05_01_Tea_complete" speaker="Naturalist Yargui Khunbish" name="YarguiKhunbish" VO="02A_Side05_01_Tea_complete" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Ah, do you have them, then? Yes, these leaves are perfect!\n\nThe tea I can brew from these leaves, well, I am not even sure of all of its properties.</string>
<string key="02A_Side05_01_Tea_Task_Goto" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Gather Tea Leaves in {POITags}</string>
<string key="02A_Side05_01_Tea_Task_Gather_leaves" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Collect {itemName} from Angry Earth chests in {POITags}</string>
<string key="02A_Side05_01_Tea_Task_Goto2" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Collect Lush Sugarsap in {POITags}</string>
<string key="02A_Side05_01_Tea_Task_Gather_sap" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Harvest {itemName} from the Young Trees in {POITags}</string>
<string key="02A_Side05_02_Achene_title" speaker="UI - Quest Title" rel_version="Quest_MSQ2_Brightwood">Azoth Tree Achene</string>
<string key="02A_Side05_02_Achene_description" speaker="UI - Quest Description" rel_version="Quest_MSQ2_Brightwood">Defeat the Angry Earth Leader Ceran at the Azoth Tree and collect his Achene. Talk to Naturalist Khunbish in Brightwood when the task is done.</string>
<string key="0232a_Naturalist_DefaultDialogue_02" comment="Azothtreeachene" speaker="Naturalist Yargui Khunbish" name="YarguiKhunbish" VO="0232a_Naturalist_DefaultDialogue_02" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Now it is time for you to repay my generosity.\n\nThe secrets of the Angry Earth are not lightly shared, and I have need of your strength.</string>
<string key="02A_Side05_02_Achene_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"What? I didn't agree to anything else."</string>
<string key="02A_Side05_02_Achene_proposal" speaker="Naturalist Yargui Khunbish" name="YarguiKhunbish" VO="02A_Side05_02_Achene_proposal" VO_Status="Recorded" dialogue-next="@02A_Side05_02_Achene_proposal_next" rel_version="Quest_MSQ2_Brightwood">No? Do you not wish to slash, burn, and loot? Is that not what your kind does?\n\nNo matter. You must defeat a dryad named Ceran.</string>
<string key="02A_Side05_02_Achene_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"Why? What did he do?"</string>
<string key="02A_Side05_02_Achene_proposal_next" speaker="Naturalist Yargui Khunbish" name="YarguiKhunbish" VO="02A_Side05_02_Achene_proposal_next" VO_Status="Recorded" dialogue-prompt="@02A_Side05_02_Achene_proposal_prompt" rel_version="Quest_MSQ2_Brightwood">It's a long and tiresome tale.\n\nBut if you insist, I will tell it to you--after you have fought Ceran and brought me his Achene.</string>
<string key="02A_Side05_02_Achene_incomplete" speaker="Naturalist Yargui Khunbish" name="YarguiKhunbish" VO="02A_Side05_02_Achene_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Ceran… how long has it been?\n\nHe hoped I had forgotten. But I do not forget, and I do not forgive.</string>
<string key="02A_Side05_02_Achene_complete" speaker="Naturalist Yargui Khunbish" name="YarguiKhunbish" VO="02A_Side05_02_Achene_complete" VO_Status="Recorded" dialogue-next="@02A_Side05_02_Achene_complete_next" rel_version="Quest_MSQ2_Brightwood">Ceran is gone, and you have restored the true order here.\n\nIf you wish it, you have earned the whole truth.</string>
<string key="02A_Side05_02_Achene_complete_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"It's about time."</string>
<string key="02A_Side05_02_Achene_complete_next" speaker="Naturalist Yargui Khunbish" name="YarguiKhunbish" VO="02A_Side05_02_Achene_complete_next" VO_Status="Recorded" dialogue-prompt="@02A_Side05_02_Achene_complete_prompt" rel_version="Quest_MSQ2_Brightwood">Mind your manners, human. Before Ceran, I was guardian of the Azoth Tree.\n\nWith him gone, and a powerful brew of tea, I can assume my proper form and place.</string>
<string key="02A_Side05_02_Achene_Task_Goto" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Defeat the Angry Earth Leader at {POITags}</string>
<string key="02A_Side05_02_Achene_Task_LootCeran" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Defeat {targetName} and collect {itemName}</string>
<string key="0232a_Naturalist_DefaultDialogue_03" comment="Final" speaker="Naturalist Yargui Khunbish" name="YarguiKhunbish" VO="0232a_Naturalist_DefaultDialogue_03" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Begone, human. As I resume my place among the Angry Earth, I cannot guarantee your safety.\n\nYour generosity, however, we will remember, for all time.</string>
<string key="0233a_Hunter_DefaultDialogue_00" comment="Begin" speaker="Holt Hutchison" name="HoltHutchison" VO="0233_Hunter_DefaultDialogue_00" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">If you're headed into Greyvale, I'd offer you one piece of advice.\n\nDon't feed the bears! Especially not with your own flesh and blood.</string>
<string key="02A_Side06_01_Bears_title" speaker="UI - Quest Title" rel_version="Quest_MSQ2_Brightwood">Bear Co-Habitation</string>
<string key="02A_Side06_01_Bears_description" speaker="UI - Quest Description" rel_version="Quest_MSQ2_Brightwood">Help Hunter Hutchison in Brightwood get vengeance against some savage bears in Greyvale that destroyed his family.</string>
<string key="0233a_Hunter_DefaultDialogue_01" comment="bearcohabitation" speaker="Holt Hutchison" name="HoltHutchison" VO="0233_Hunter_DefaultDialogue_01" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Say there, are you headed across the river, into Greyvale?\n\nThat's bear territory. I know that firsthand, because for me, it was also my home.</string>
<string key="02A_Side06_01_Bears_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"You don't live there any more?"</string>
<string key="02A_Side06_01_Bears_proposal" speaker="Holt Hutchison" name="HoltHutchison" VO="0233_0201_bearcohabitation_proposal" VO_Status="Recorded" dialogue-next="@02A_Side06_01_Bears_proposal_next" rel_version="Quest_MSQ2_Brightwood">No. They don't want me. They've made that painfully clear.\n\nMy wife Susan and I lived among them for decades, in perfect harmony. Until a few months ago.</string>
<string key="02A_Side06_01_Bears_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"What happened?"</string>
<string key="02A_Side06_01_Bears_proposal_next" speaker="Holt Hutchison" name="HoltHutchison" VO="0233_0201_bearcohabitation_proposal_next" VO_Status="Recorded" dialogue-prompt="@02A_Side06_01_Bears_proposal_prompt" rel_version="Quest_MSQ2_Brightwood">One day they turned on us, tore us both apart and feasted on our flesh. Susan… she became Lost after that.\n\nI don't know why I'm still here, except for revenge. In fact, destroy a few of those beasts for me, and I'll reward you.</string>
<string key="02A_Side06_01_Bears_incomplete" speaker="Holt Hutchison" name="HoltHutchison" VO="0233_0201_bearcohabitation_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">I still can't get over it. Out of nowhere, they just turned on us.\n\nHelp me get my vengeance, and I'll be in your debt.</string>
<string key="02A_Side06_01_Bears_complete" speaker="Holt Hutchison" name="HoltHutchison" VO="0233_0201_bearcohabitation_complete" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">I heard those bastards snarling and growling all the way down here.\n\nWhy, we're only giving them what they deserve.</string>
<string key="02A_Side06_01_Bears_Task_kill_bears" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Destroy {targetName} in {POITags}</string>
<string key="02A_Side06_02_PapaBear_title" speaker="UI - Quest Title" rel_version="Quest_MSQ2_Brightwood">Papa Bear (Elite)</string>
<string key="02A_Side06_02_PapaBear_description" speaker="UI - Quest Description" rel_version="Quest_MSQ2_Brightwood">Hunter Hutchison has asked you to destroy Gren, the massive bear who killed his wife, and reclaim his wife's ring. Bring the ring back to Hunter Hutchinson in Brightwood.</string>
<string key="0233a_Hunter_DefaultDialogue_02" comment="papabear" speaker="Holt Hutchison" name="HoltHutchison" VO="0233_Hunter_DefaultDialogue_02" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">If I'm being completely honest, though, I really don't know what I'm supposed to do.\n\nWith Susan gone, and the bears turned on me, I don't have anywhere else to go.</string>
<string key="02A_Side06_02_PapaBear_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"Any family anywhere?"</string>
<string key="02A_Side06_02_PapaBear_proposal" speaker="Holt Hutchison" name="HoltHutchison" VO="0233_0202_papabear_proposal" VO_Status="Recorded" dialogue-next="@02A_Side06_02_PapaBear_proposal_next" rel_version="Quest_MSQ2_Brightwood">Nah, Susan and these bears are the only real family I ever had.\n\nLiving out there, foraging for honey, hibernating… it's the only life I know, the only place I feel at home.</string>
<string key="02A_Side06_02_PapaBear_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"Maybe you should stay then."</string>
<string key="02A_Side06_02_PapaBear_proposal_next" speaker="Holt Hutchison" name="HoltHutchison" VO="0233_0202_papabear_proposal_next" VO_Status="Recorded" dialogue-prompt="@02A_Side06_02_PapaBear_proposal_prompt" rel_version="Quest_MSQ2_Brightwood">Angry as I am, it's the only thing that feels right. I guess I could try.\n\nIt was the patriarch, Gren, that turned on us. If you can destroy Gren and recover Susan's ring, I might have a chance. Be careful, though.</string>
<string key="02A_Side06_02_PapaBear_incomplete" speaker="Holt Hutchison" name="HoltHutchison" VO="0233_0202_papabear_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">It was that monster Gren that ate my sweet wife.\n\nDestroy him, and then I can return to the family, those I have left.</string>
<string key="02A_Side06_02_PapaBear_complete" speaker="Holt Hutchison" name="HoltHutchison" VO="0233_0202_papabear_complete" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">It's done then? That monstrosity of a bear gone? You're a brave soul, and a hardy one too.\n\nAll right, I'll work up the nerve and go back home. If they turn on me again, I don't know. Guess I'll end up like Susan.</string>
<string key="02A_Side06_02_PapaBear_Task_Goto" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Track down the Alpha Bear at {POITags}</string>
<string key="02A_Side06_02_PapaBear_Loot_Ring" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Defeat {targetName} and collect {itemName}</string>
<string key="0233a_Hunter_DefaultDialogue_03" comment="Final" speaker="Holt Hutchison" name="HoltHutchison" VO="0233_Hunter_DefaultDialogue_03" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Still working up the nerve. This is harder than I thought.\n\nIt's funny, those bears are the only family I've ever known - not sure if I'll ever feel completely comfortable with them, though.</string>
<string key="0234a_Mourner_DefaultDialogue_00" comment="Begin" speaker="Megara Pantazis" name="MegaraPantazis" VO="0234_Mourner_DefaultDialogue_00" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">If you're looking for the Brightwood settlement, it's to the north.\n\nNothing to the south, except for lost love... and remorse.</string>
<string key="02A_Side07_01_Memories_title" speaker="UI - Quest Title" rel_version="Quest_MSQ2_Brightwood">Memories of Another Life</string>
<string key="02A_Side07_01_Memories_description" speaker="UI - Quest Description" rel_version="Quest_MSQ2_Brightwood">Megara Pantazis lived in the Walsham area many decades ago. She's asked you to retrieve her mementos from the town and return them to her in Brightwood so she can relive her past.</string>
<string key="0234a_Mourner_DefaultDialogue_01" comment="memoriesofanotherlife" speaker="Megara Pantazis" name="MegaraPantazis" VO="0234_Mourner_DefaultDialogue_01" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">It may seem hard to believe, but this was once one of the safest and liveliest parts of Brightwood.\n\nAll that remains now are my memories, very sad ones, I'm afraid. And now, even those are starting to fade.</string>
<string key="02A_Side07_01_Memories_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"What happened?"</string>
<string key="02A_Side07_01_Memories_proposal" speaker="Megara Pantazis" name="MegaraPantazis" VO="0234_0201_memoriesofanotherlife_proposal" VO_Status="Recorded" dialogue-next="@02A_Side07_01_Memories_proposal_next" rel_version="Quest_MSQ2_Brightwood">The town of Walsham fell to the Lost… it's been more years than I can count.\n\nBelieve it or not, the wedding was on this very spot--a moment I never want to forget. He was the love of my life.</string>
<string key="02A_Side07_01_Memories_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"He's become Lost?"</string>
<string key="02A_Side07_01_Memories_proposal_next" speaker="Megara Pantazis" name="MegaraPantazis" VO="0234_0201_memoriesofanotherlife_proposal_next" VO_Status="Recorded" dialogue-prompt="@02A_Side07_01_Memories_proposal_prompt" rel_version="Quest_MSQ2_Brightwood">Yes, he fell to despair. I had too much pride for that--I picked up and started over, many times since.\n\nNow, I just want those memories. If you venture into town; I'd love you to recover some of my old keepsakes.</string>
<string key="02A_Side07_01_Memories_incomplete" speaker="Megara Pantazis" name="MegaraPantazis" VO="0234_0201_memoriesofanotherlife_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Those years in Walsham were the best I had.\n\nIf you could recover those mementos, it would mean a lot.</string>
<string key="02A_Side07_01_Memories_complete" speaker="Megara Pantazis" name="MegaraPantazis" VO="02A_Side07_01_Memories_complete" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">I'm amazed. You managed to find all these pieces of my past, even my old diary.\n\nIt's sad, isn’t it? Or it should be.</string>
<string key="02A_Side07_01_Memories_Task_Goto" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Search for Megara's Mementos in {POITags}</string>
<string key="02A_Side07_01_Memories_Task_Mementos" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Search for {itemName} in chests in {POITags}</string>
<string key="02A_Side07_01_Memories_Task_ReadLore" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Read Megara's Diary in {POITags}</string>
<string key="02A_Side07_01_Memories_Task_Goto2" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Search for Megara's Diary in {POITags}</string>
<string key="02A_Side07_01_Memories_Task_Defeat" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Defeat {targetName} in {POITags}</string>
<string key="02A_Side07_02_Death_title" speaker="UI - Quest Title" rel_version="Quest_MSQ2_Brightwood">Til Death do us Part</string>
<string key="02A_Side07_02_Death_description" speaker="UI - Quest Description" rel_version="Quest_MSQ2_Brightwood">Megara Pantazis has admitted the love of her life was actually Pastor Prewitt. She's asked you be sure nothing of his human nature remains. Talk to her in Brightwood when the task is complete.</string>
<string key="0234a_Mourner_DefaultDialogue_02" comment="Til Death do us Part" speaker="Megara Pantazis" name="MegaraPantazis" VO="0234_Mourner_DefaultDialogue_03" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Reading this is like visiting an old friend - it's very… emotional.\n\nBut rather than making me sad, it's making me angry. You see, when the truth came out, everyone in town turned on me.</string>
<string key="02A_Side07_02_Death_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"When what truth came out?"</string>
<string key="02A_Side07_02_Death_proposal" speaker="Megara Pantazis" name="MegaraPantazis" VO="0234_0203_tildeathdouspart_proposal" VO_Status="Recorded" dialogue-next="@02A_Side07_02_Death_proposal_next" rel_version="Quest_MSQ2_Brightwood">The truth about my true love. I didn't tell you the whole story.\n\nThe wedding that took place here, it wasn't where I married my true love, it's where I met him.</string>
<string key="02A_Side07_02_Death_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"Whose wedding was it?"</string>
<string key="02A_Side07_02_Death_proposal_next" speaker="Megara Pantazis" name="MegaraPantazis" VO="02A_Side07_02_Death_proposal_next" VO_Status="Recorded" dialogue-next="@02A_Side07_02_Death_proposal_next2" dialogue-prompt="@02A_Side07_02_Death_proposal_prompt" rel_version="Quest_MSQ2_Brightwood">Oh, it was mine, but my betrothed was dull as dirt. I don't even remember his name.\n\nPastor Prewitt was the one who married us. He… became the love of my life.</string>
<string key="02A_Side07_02_Death_proposal_prompt2" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"Do you want to see him again?"</string>
<string key="02A_Side07_02_Death_proposal_next2" speaker="Megara Pantazis" name="MegaraPantazis" VO="02A_Side07_02_Death_proposal_next2" VO_Status="Recorded" dialogue-prompt="@02A_Side07_02_Death_proposal_prompt2" rel_version="Quest_MSQ2_Brightwood">Yes. No? I don't know any more.\n\nIf you could confront him, and see if there is any humanity left in him, I might be able to make my choice.</string>
<string key="02A_Side07_02_Death_incomplete" speaker="Megara Pantazis" name="MegaraPantazis" VO="0234_0203_tildeathdouspart_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">My love was a formidable man in life.\n\nI suspect he will be difficult to defeat. Do take care.</string>
<string key="02A_Side07_02_Death_complete" speaker="Megara Pantazis" name="MegaraPantazis" VO="0234_0203_tildeathdouspart_complete" VO_Status="Recorded" dialogue-next="@02A_Side07_02_Death_complete_next" rel_version="Quest_MSQ2_Brightwood">Tell me, did you see him? Did he seem miserable as a Lost, or actually at peace? What did you find?\n\nWhat is this?</string>
<string key="02A_Side07_02_Death_complete_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"A letter addressed to you."</string>
<string key="02A_Side07_02_Death_complete_next" speaker="Megara Pantazis" name="MegaraPantazis" VO="02A_Side07_02_Death_complete_next" VO_Status="Recorded" dialogue-prompt="@02A_Side07_02_Death_complete_prompt" rel_version="Quest_MSQ2_Brightwood">Let me see it then… what's this? He became Lost to avoid facing me?! Apparently, he couldn't bear the town's shame and scorn.\n\nThe coward! Well, Pastor, maybe you have convinced me to live! Thank you!</string>
<string key="02A_Side07_02_Death_Task_goto" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Confront Pastor Prewitt at the Walsham Congregation</string>
<string key="02A_Side07_02_Death_Task_Loot" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Defeat {targetName} and collect {itemName}</string>
<string key="0234a_Mourner_DefaultDialogue_03" comment="Final" speaker="Megara Pantazis" name="MegaraPantazis" VO="0234a_Mourner_DefaultDialogue_03" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">It just goes to show, life is only for those bold and courageous enough to truly live it.\n\nThank you for reminding me of that, in my darkest hour. I think maybe now, I can start over.</string>
<string key="ui_whisper_isabella_beach1_message" comment="first whisper" speaker="Isabella" name="Isabella" VO="00_Whisper_01" rel_version="Quest_MSQ2_Brightwood">Sample spooky whisper subtitle from Isabella</string>
<string key="whisper_test_01" comment="Whisper Testing" speaker="Isabella" name="Isabella" VO="00_Whisper_Test_01" rel_version="Quest_MSQ2_Brightwood">Whisper Test 1</string>
<string key="whisper_test_02" comment="Whisper Testing" speaker="Isabella" name="Isabella" VO="00_Whisper_Test_02" rel_version="Quest_MSQ2_Brightwood">Whisper Test 2</string>
<string key="whisper_test_03" comment="Whisper Testing" speaker="Isabella" name="Isabella" VO="00_Whisper_Test_03" rel_version="Quest_MSQ2_Brightwood">Whisper Test 3</string>
<string key="NPC_DefaultDialogue_0249a_00_Aethelwynn" comment="default" speaker="Aethelwynn" name="Aethelwynn" VO="NPC_DefaultDialogue_0249a_00_Aethelwynn" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">The villages don't look at all inviting, and the villagers even less.\n\nUgh, maybe this isn't the right place after all. Where did I put my map?</string>
<string key="02A_Side08_01_Treasures_title" speaker="UI - Quest Title" rel_version="Quest_MSQ2_Brightwood">Earthly Treasures</string>
<string key="02A_Side08_01_Treasures_description" speaker="UI - Quest Description" rel_version="Quest_MSQ2_Brightwood">Aethelwynn, a self-proclaimed treasure hunter, needs help finding lucrative graves in Brightwood. Find records of Brightwood's residents, then return to Aethelwynn near Deggendorf.</string>
<string key="NPC_DefaultDialogue_0249a_01_Aethelwynn" comment="R1 start" speaker="Aethelwynn" name="Aethelwynn" VO="NPC_DefaultDialogue_0249a_01_Aethelwynn" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Hello? Oh, thank goodness, you're not one of the wandering Lost.\n\nI'm Aethelwynn, and you're the friendliest face I've seen all day.</string>
<string key="02A_Side08_01_Treasures_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"This isn't a very friendly place."</string>
<string key="02A_Side08_01_Treasures_proposal" speaker="Aethelwynn" name="Aethelwynn" VO="02A_Side08_01_Treasures_proposal" VO_Status="Recorded" dialogue-next="@02A_Side08_01_Treasures_proposal_next" rel_version="Quest_MSQ2_Brightwood">You don't need to tell me twice. The Lost get violent when you poke through their houses.\n\nOh, don't look at me like that. Everyone has to make a living.</string>
<string key="02A_Side08_01_Treasures_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"And what's yours?"</string>
<string key="02A_Side08_01_Treasures_proposal_next" speaker="Aethelwynn" name="Aethelwynn" VO="02A_Side08_01_Treasures_proposal_next" VO_Status="Recorded" dialogue-prompt="@02A_Side08_01_Treasures_proposal_prompt" rel_version="Quest_MSQ2_Brightwood">Reclaiming treasure! Brightwood's so full of graves, it's hard to know where to start.\n\nSay, if you're heading into the villages, could you thin out the Lost and look for any records? They might contain clues, and I'll share anything I find with you.</string>
<string key="02A_Side08_01_Treasures_incomplete" speaker="Aethelwynn" name="Aethelwynn" VO="02A_Side08_01_Treasures_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Do you think the Lost remember anything they did when they were alive?\n\nHmm…no, forget it. Just thinking about it gives me the shivers.</string>
<string key="NPC_DefaultDialogue_0249a_02_Aethelwynn" comment="NOTE: The loc for this quest was intentionally re-ordered" speaker="Aethelwynn" name="Aethelwynn" VO="NPC_DefaultDialogue_0249a_02_Aethelwynn" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Just about done reading through these records.\n\nMy eyes are swimming, but it'll be worth it in the end. It has to be.</string>
<string key="02A_Side08_01_Treasures_complete" comment="NOTE: The loc for this quest was intentionally re-ordered" speaker="Aethelwynn" name="Aethelwynn" VO="02A_Side08_01_Treasures_complete" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">You made that look easy. Have you been treasure-hunting before?\n\nThe handwriting in these records is awful, but I can puzzle it out. Then it's just a matter of matching up names with graves!</string>
<string key="02A_Side08_01_Treasures_Task_goto1" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Search {POITags} to help Aethelwynn find treasures left by the Lost</string>
<string key="02A_Side08_01_Treasures_Task_Kill" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Defeat Lost</string>
<string key="02A_Side08_01_Treasures_Task_goto2" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Search {POITags} to help Aethelwynn find treasures left by the Lost</string>
<string key="02A_Side08_01_Treasures_Task_Loot" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Search chests at {POITags} for {itemName}</string>
<string key="02A_Side08_02_LostReturned_title" speaker="UI - Quest Title" rel_version="Quest_MSQ2_Brightwood">Lost and Returned</string>
<string key="02A_Side08_02_LostReturned_description" speaker="UI - Quest Description" rel_version="Quest_MSQ2_Brightwood">Aethelwynn has identified two promising graves that might contain treasure. Scatter the lost defending the coffins, and investigate each grave. Then, return to Aethelwynn with your spoils.</string>
<string key="NPC_DefaultDialogue_0249a_03_Aethelwynn" comment="THIS LINE NO LONGER USED" speaker="Aethelwynn" name="Aethelwynn" VO="NPC_DefaultDialogue_0249a_03_Aethelwynn" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">I was about to go looking for you, {playerName}!\n\nYou'll never guess what I found in those moldy old records.</string>
<string key="02A_Side08_02_LostReturned_start_prompt" comment="NOTE: The loc for this quest was intentionally re-ordered" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"So now we find treasures?"</string>
<string key="02A_Side08_02_LostReturned_proposal" comment="NOTE: The loc for this quest was intentionally re-ordered" speaker="Aethelwynn" name="Aethelwynn" VO="02A_Side08_02_LostReturned_proposal" VO_Status="Recorded" dialogue-next="@02A_Side08_02_LostReturned_proposal_next" rel_version="Quest_MSQ2_Brightwood">Yes! Maybe. I hope so.\n\nSome coffins in Brightwood weren't… buried properly, if you catch my meaning. Let's start with the easy pickings and see what we find.</string>
<string key="02A_Side08_02_LostReturned_proposal_next_prompt" comment="NOTE: The loc for this quest was intentionally re-ordered" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"Alright, I'll search the coffins."</string>
<string key="02A_Side08_02_LostReturned_proposal_next" comment="NOTE: The loc for this quest was intentionally re-ordered" speaker="Aethelwynn" name="Aethelwynn" VO="02A_Side08_02_LostReturned_incomplete" VO_Status="Recorded" dialogue-prompt="@02A_Side08_02_LostReturned_proposal_next_prompt" rel_version="Quest_MSQ2_Brightwood">The coffins should be pretty old by now, so a good push will force their lids off.\n\nDon't ask me how I know.</string>
<string key="02A_Side08_02_LostReturned_incomplete" speaker="Aethelwynn" name="Aethelwynn" VO="02A_Side08_02_LostReturned_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">The coffins should be pretty old by now, so a good push will force their lids off.\n\nDon't ask me how I know.</string>
<string key="02A_Side08_02_LostReturned_complete" speaker="Aethelwynn" name="Aethelwynn" VO="02A_Side08_02_LostReturned_complete" VO_Status="Recorded" dialogue-next="@02A_Side08_02_LostReturned_complete_next" rel_version="Quest_MSQ2_Brightwood">Is that a basket? Oh… the color's still as bright as a robin's egg.\n\nFair's fair, and I promised to split the treasure with you. You keep the coin, and I'll take this basket.</string>
<string key="02A_Side08_02_LostReturned_complete_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"Really? You don't want any coin?"</string>
<string key="02A_Side08_02_LostReturned_complete_next" speaker="Aethelwynn" name="Aethelwynn" VO="02A_Side08_02_LostReturned_complete_next" VO_Status="Recorded" dialogue-prompt="@02A_Side08_02_LostReturned_complete_prompt" rel_version="Quest_MSQ2_Brightwood">W-well, you've been really helpful, and I'll want your help again in the future.\n\nBrightwood's overflowing with abandoned cemeteries. I'm sure I'll find something I like.</string>
<string key="02A_Side08_02_LostReturned_Task_goto1" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Venture into {POITags} to search for treasure</string>
<string key="02A_Side08_02_LostReturned_Task_coffinA" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Search chests in {POITags} for {itemName}es</string>
<string key="02A_Side08_02_LostReturned_Task_goto2" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Visit {POITags} to search for treasure</string>
<string key="02A_Side08_02_LostReturned_Task_coffinB" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Search coffin in {POITags} for Valuables</string>
<string key="NPC_DefaultDialogue_0249a_04_Aethelwynn" comment="between R2 and R3" speaker="Aethelwynn" name="Aethelwynn" VO="NPC_DefaultDialogue_0249a_04_Aethelwynn" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">People still live here?\n\nI thought this place would be full of nothing but ghosts.</string>
<string key="02A_Side08_03_Music_title" speaker="UI - Quest Title" rel_version="Quest_MSQ2_Brightwood">Music to Her Ears</string>
<string key="02A_Side08_03_Music_description" speaker="UI - Quest Description" rel_version="Quest_MSQ2_Brightwood">Though nervous about its fearful reputation, Aethelwynn still wants to see if there's treasure in the old Cathedral and its neighboring village. Investigate each location, then return to Aethelwynn.</string>
<string key="NPC_DefaultDialogue_0249a_05_Aethelwynn" comment="R3 start" speaker="Aethelwynn" name="Aethelwynn" VO="NPC_DefaultDialogue_0249a_05_Aethelwynn" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">You... still want to help me, right? Find treasure, I mean.\n\nIf you don't, I'd understand. I could figure something out on my own.</string>
<string key="02A_Side08_03_Music_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"You sound nervous."</string>
<string key="02A_Side08_03_Music_proposal" speaker="Aethelwynn" name="Aethelwynn" VO="02A_Side08_03_Music_proposal" VO_Status="Recorded" dialogue-next="@02A_Side08_03_Music_proposal_next" rel_version="Quest_MSQ2_Brightwood">Nervous? Me? I suppose it's pretty obvious.\n\nThe next spot for buried treasure is the old cathedral north of the town. But I've heard terrible tales about it for years. Howling Lost, shadows that strangle intruders...</string>
<string key="02A_Side08_03_Music_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"I'll be fine. Trust me."</string>
<string key="02A_Side08_03_Music_proposal_next" speaker="Aethelwynn" name="Aethelwynn" VO="02A_Side08_03_Music_proposal_next" VO_Status="Recorded" dialogue-prompt="@02A_Side08_03_Music_proposal_prompt" rel_version="Quest_MSQ2_Brightwood">Heh. You're either the bravest or craziest person I've ever met.\n\nIf the cathedral looks too dangerous, you could try the village of Morgenstadt. Might be easier pickings.</string>
<string key="02A_Side08_03_Music_incomplete" speaker="Aethelwynn" name="Aethelwynn" VO="02A_Side08_03_Music_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">I heard that a fire-spewing demon lives under the floorboards of the cathedral.\n\nIt's probably not true. Right? Right, definitely not true.</string>
<string key="02A_Side08_03_Music_complete" speaker="Aethelwynn" name="Aethelwynn" VO="02A_Side08_03_Music_complete" VO_Status="Recorded" dialogue-next="@02A_Side08_03_Music_complete_next" rel_version="Quest_MSQ2_Brightwood">What an adorable flute! May I?\n\nI'll bet it plays the sweetest songs. Can I keep this, for my share? And the whittling knife, in case I want to add any carvings to it.</string>
<string key="02A_Side08_03_Music_complete_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"Why? They're not worth much."</string>
<string key="02A_Side08_03_Music_complete_next" speaker="Aethelwynn" name="Aethelwynn" VO="02A_Side08_03_Music_complete_next" VO_Status="Recorded" dialogue-prompt="@02A_Side08_03_Music_complete_prompt" rel_version="Quest_MSQ2_Brightwood">Maybe not in coin, but I love music. My father used to play for us in the evenings, to drown out the sound of--ah, never mind.\n\nI'll meet you at the southern crossroads a bit later!</string>
<string key="02A_Side08_03_Music_Task_goto1" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Search {POITags} for clues to more treasure</string>
<string key="02A_Side08_03_Music_Task_chests" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Search chests at {POITags}</string>
<string key="02A_Side08_03_Music_Task_note" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Read Adalbert's Confession</string>
<string key="02A_Side08_03_Music_Task_goto2" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Search {POITags} for abandoned coffins</string>
<string key="02A_Side08_03_Music_Task_coffinC">Search the coffin for treasure</string>
<string key="NPC_DefaultDialogue_0250a_00_Baldr" speaker="Large Dog" name="Baldr" rel_version="Quest_MSQ2_Brightwood">(The large dog is clearly not interested in you.)</string>
<string key="02A_Side08_04_Legacy_title" speaker="UI - Quest Title" rel_version="Quest_MSQ2_Brightwood">Dark Legacy</string>
<string key="02A_Side08_04_Legacy_description" speaker="UI - Quest Description" rel_version="Quest_MSQ2_Brightwood">Though Aethelwynn said she would meet you later, she is nowhere to be seen. Mortemer's Manor and Brightrest Cemetery seem to be the most likely locations to find her.</string>
<string key="NPC_DefaultDialogue_0250a_01_Baldr" comment="R4 start" speaker="Large Dog" name="Baldr" rel_version="Quest_MSQ2_Brightwood">(This is where you were supposed to meet Aethelwynn, but there's no sign of her.\n\nInstead, this large dog sits at the crossroads.)</string>
<string key="02A_Side08_04_Legacy_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"Hi, there. Good boy."</string>
<string key="02A_Side08_04_Legacy_proposal" speaker="Large Dog" name="Baldr" rel_version="Quest_MSQ2_Brightwood">(The dog perks up and sniffs your clothes.\n\nHe swings his snout around, pointing toward the cluster of houses around Mortimer's Manor.)</string>
<string key="02A_Side08_04_Legacy_incomplete" speaker="Large Dog" name="Baldr" rel_version="Quest_MSQ2_Brightwood">(The dog looks at you with plaintive eyes.\n\nIt seems like he wants to come with you to Mortimer's Manor, but fears the Lost.)</string>
<string key="NPC_DefaultDialogue_0251a_00_Headstone" speaker="Object" rel_version="Quest_MSQ2_Brightwood">The writing on this rough headstone is weathered with age.</string>
<string key="NPC_DefaultDialogue_0251a_01_Headstone" comment="talk to object step" speaker="Object" rel_version="Quest_MSQ2_Brightwood">The writing on this rough headstone is weathered with age.\n\nOn closer examination, you can make out a few words: Aethelwynn, daughter of Adalbert the carpenter.</string>
<string key="NPC_DefaultDialogue_0251a_02_Headstone" comment="object quest complete convo state" speaker="Object" rel_version="Quest_MSQ2_Brightwood">Aethelwynn's headstone, abandoned to the wind and rain.\n\nIn time, even the faded name will disappear.</string>
<string key="02A_Side08_04_Legacy_complete" speaker="Aethelwynn" name="Aethelwynn" VO="02A_Side08_04_Legacy_complete" VO_Status="Recorded" dialogue-next="@02A_Side08_04_Legacy_complete_next" rel_version="Quest_MSQ2_Brightwood">O-oh. It's y-you. S-sorry I didn't meet you like I said I would.\n\nI promise I didn't forget, I've just been… it's not important. Anyway, did you find anything good in the cemetery?</string>
<string key="02A_Side08_04_Legacy_complete_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"A grave. With your name on it."</string>
<string key="02A_Side08_04_Legacy_complete_next" speaker="Aethelwynn" name="Aethelwynn" VO="02A_Side08_04_Legacy_complete_next" VO_Status="Recorded" dialogue-next="@02A_Side08_04_Legacy_complete_next2" dialogue-prompt="@02A_Side08_04_Legacy_complete_prompt" rel_version="Quest_MSQ2_Brightwood"><i>What?!</i>Then you must've gone to… I…</string>
<string key="02A_Side08_04_Legacy_complete_prompt2" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"Please, tell me what's happening."</string>
<string key="02A_Side08_04_Legacy_complete_next2" speaker="Aethelwynn" name="Aethelwynn" VO="02A_Side08_04_Legacy_complete_next2" VO_Status="Recorded" dialogue-prompt="@02A_Side08_04_Legacy_complete_prompt2" rel_version="Quest_MSQ2_Brightwood">I c-can't! I'm sorry, I'm so sorry!\n\nYou've been kind, truly, but I can't face this now…</string>
<string key="02A_Side08_04_Legacy_Task_goto1" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Search {POITags} for any sign of Aethelwynn</string>
<string key="02A_Side08_04_Legacy_Task_coffinD" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Look for coffins with potential treasure</string>
<string key="02A_Side08_04_Legacy_Task_goto2" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Search {POITags} for any sign of Aethelwynn</string>
<string key="02A_Side08_04_Legacy_Task_talkto" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Examine the weathered headstone</string>
<string key="NPC_DefaultDialogue_0249a_06_Aethelwynn" speaker="Aethelwynn" name="Aethelwynn" VO="NPC_DefaultDialogue_0249a_06_Aethelwynn" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">…Hi.\n\nSeems like you've met Baldr.</string>
<string key="NPC_DefaultDialogue_0250a_02_Baldr" speaker="Baldr" name="Baldr" rel_version="Quest_MSQ2_Brightwood">(The dog gives you a friendly wag of his tail, but sticks stubbornly by Aethelwynn's side.)</string>
<string key="02A_Side08_05_Reunion_title" speaker="UI - Quest Title" rel_version="Quest_MSQ2_Brightwood">Reunion</string>
<string key="02A_Side08_05_Reunion_description" speaker="UI - Quest Description" rel_version="Quest_MSQ2_Brightwood">Aethelwynn is finally ready to face her past and tell you what she's been seeking. Help her track down her brother-in-law by searching nearby villages, then return to her at the spirit shrine.</string>
<string key="NPC_DefaultDialogue_0249a_07_Aethelwynn" comment="R5 start" speaker="Aethelwynn" name="Aethelwynn" VO="NPC_DefaultDialogue_0249a_07_Aethelwynn" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">I owe you an explanation. And an awful lot of gratitude.\n\nI'm sure you've realized the truth by now, but I'm no treasure hunter. Sorry…</string>
<string key="02A_Side08_05_Reunion_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"I just want to know the truth."</string>
<string key="02A_Side08_05_Reunion_proposal" speaker="Aethelwynn" name="Aethelwynn" VO="02A_Side08_05_Reunion_proposal" VO_Status="Recorded" dialogue-next="@02A_Side08_05_Reunion_proposal_next" rel_version="Quest_MSQ2_Brightwood">It's no different from any other sorry tale of Brightwood. My mother succumbed to despair first and then the Vigil put my father "under guard."\n\nBy the end… they were ready to bury all of us alive.</string>
<string key="02A_Side08_05_Reunion_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"But you escaped?"</string>
<string key="02A_Side08_05_Reunion_proposal_next" speaker="Aethelwynn" name="Aethelwynn" VO="02A_Side08_05_Reunion_proposal_next" VO_Status="Recorded" dialogue-next="@02A_Side08_05_Reunion_proposal_next2" dialogue-prompt="@02A_Side08_05_Reunion_proposal_prompt" rel_version="Quest_MSQ2_Brightwood">Thanks to Baldr. He chewed through the ropes the same night they dug my grave. After that, I ran.\n\nIt took me years to work up the courage to come back. The basket, the flute and knife, all the things you found belonged to my family.</string>
<string key="02A_Side08_05_Reunion_proposal_prompt2" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"What's still missing?"</string>
<string key="02A_Side08_05_Reunion_proposal_next2" speaker="Aethelwynn" name="Aethelwynn" VO="02A_Side08_05_Reunion_proposal_next2" VO_Status="Recorded" dialogue-prompt="@02A_Side08_05_Reunion_proposal_prompt2" rel_version="Quest_MSQ2_Brightwood">You mean, you'll keep helping me? I don't know what to say.\n\nI suppose I never found any trace of Roderick, my brother-in-law. I know his family came from a village to the west, but that's all.</string>
<string key="02A_Side08_05_Reunion_incomplete" speaker="Aethelwynn" name="Aethelwynn" VO="02A_Side08_05_Reunion_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Roderick used to fight for the Bright Vigil. I never heard what happened to him.\n\nI hope… no, maybe it's best not to hope at this point.</string>
<string key="02A_Side08_05_Reunion_complete" speaker="Aethelwynn" name="Aethelwynn" VO="02A_Side08_05_Reunion_complete" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">That's Roderick's shield. But you found no other trace of him?\n\nThen at least I can hope that he left the Vigil behind, and found a better life elsewhere.</string>
<string key="02A_Side08_05_Reunion_Task_goto1" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Search {POITags} for clues about Roderick</string>
<string key="02A_Side08_05_Reunion_Task_kill" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Defeat the {targetName} and look for any signs of Roderick</string>
<string key="02A_Side08_05_Reunion_Task_goto2" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Search {POITags} for clues about Roderick</string>
<string key="02A_Side08_05_Reunion_Task_chest" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Search chests for Roderick's belongings</string>
<string key="02A_Side08_06_Heart_title" speaker="UI - Quest Title" rel_version="Quest_MSQ2_Brightwood">Heart of Darkness (Elite)</string>
<string key="02A_Side08_06_Heart_description" speaker="UI - Quest Description" rel_version="Quest_MSQ2_Brightwood">Aethelwynn suspects that her sister's necklace is in the greedy hands of Archminister Havelock. Destroy him, find the necklace, and return to Aethelwynn at the spirit shrine.</string>
<string key="NPC_DefaultDialogue_0249a_08_Aethelwynn" comment="R6 start" speaker="Aethelwynn" name="Aethelwynn" VO="NPC_DefaultDialogue_0249a_08_Aethelwynn" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">There is one last thing. My sister Emmeline's necklace. It was the only real valuable we owned.\n\nI'll bet Archminister Havelock took it. He always was a greedy bastard.</string>
<string key="02A_Side08_06_Heart_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"I'll get it back. You need closure."</string>
<string key="02A_Side08_06_Heart_proposal" speaker="Aethelwynn" name="Aethelwynn" VO="02A_Side08_06_Heart_proposal" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">And a bit of revenge. If Havelock suffers for what he did to my family, so much the better.\n\nHe'll be holed up on the island. The Vigil kept their treasury there.</string>
<string key="02A_Side08_06_Heart_incomplete" speaker="Aethelwynn" name="Aethelwynn" VO="02A_Side08_06_Heart_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">I thought I'd feel better by now, but I'm just nervous. And more than a little scared for you.\n\nPlease be careful. You're a good person, and I don't want to see you hurt.</string>
<string key="02A_Side08_06_Heart_complete" speaker="Aethelwynn" name="Aethelwynn" VO="02A_Side08_06_Heart_complete" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">You really did it. Emmeline's necklace. See the little charm at the end?\n\nAt first, I regretted coming back. So many old ghosts. But I can start putting them to rest, thanks to you.</string>
<string key="02A_Side08_06_Heart_complete_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Brightwood">"What's next for you?"</string>
<string key="02A_Side08_06_Heart_complete_next" speaker="Aethelwynn" name="Aethelwynn" VO="02A_Side08_06_Heart_complete_next" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Hmm. I'm not much of a treasure hunter. I should leave that to someone like you.\n\nBut traveling's been nice, and I think Baldr might like a chance to stretch his legs. Wouldn't you, old boy?</string>
<string key="02A_Side08_06_Heart_Task_Goto" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Journey to {POITags} and Destroy Archminister Havelock</string>
<string key="02A_Side08_06_Heart_Task_Fetch" speaker="UI" rel_version="Quest_MSQ2_Brightwood">Search for {itemName} from chests at {POITags}</string>
<string key="02A_Side08_06_Heart_Task_Kill" speaker="UI" dialogue-prompt="The Alchemist" rel_version="Quest_MSQ2_Brightwood">Destroy {targetName}</string>
<string key="NPC_DefaultDialogue_0249a_09_Aethelwynn" comment="Quest chain complete" speaker="Aethelwynn" name="Aethelwynn" VO="NPC_DefaultDialogue_0249a_09_Aethelwynn" VO_Status="Recorded" rel_version="Quest_MSQ2_Brightwood">Can I tell you a secret? I thought you were a bit scary when we first met.\n\nBut I was desperate, and I took a chance. Luckily for me, you were one of the brightest souls left in Brightwood.</string>
<string key="NPC_DefaultDialogue_0250a_03_Baldr" comment="Quest chain complete" speaker="Baldr" name="Baldr" rel_version="Quest_MSQ2_Brightwood">(Though it's taken a while, it seems Baldr has finally warmed up to you.)</string>
<string key="NPC_DefaultDialogue_00_0252a_guard" speaker="Lorenz Werner" name="LorenzWerner" VO_Status="Needs Recording" rel_version="Quest_MSQ2_Brightwood">Welcome to Cavalry! Meeting strangers is the only advantage of this job. Told my daughter not to join her dad’s line of work, but she never listens to me.\n\nYou need to listen to your parents. Parents know what’s good for you.</string>
<string key="NPC_DefaultDialogue_00_0253a_guard" speaker="Agatha Werner" name="AgathaWerner" VO_Status="Needs Recording" rel_version="Quest_MSQ2_Brightwood">New to Brightwood? Well, you can get lost in a graveyard and fight screaming monsters or be warm in our rickety but lovable settlement.\n\nCan you guess which one I chose?</string>
</resources>