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04_objectives.loc.xml
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04_objectives.loc.xml
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<resources xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<string key="complete_available_response_getoffbeach_04" comment="DO NOT TRANSLATE" speaker="Watcher Reese" name="WatcherReese" VO="Watcher_0401_complete_available_response_getoffbeach_04" VO_Status="Recorded" dialogue-next="@complete_available_response_getoffbeach_04_next">Hello there! Rough landing, wasn't it? \n\nUm, wow! You're actually looking quite… healthy, all things considered. Luckier than most!</string>
<string key="complete_available_response_getoffbeach_04_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Were you on the ship?"</string>
<string key="complete_available_response_getoffbeach_04_next" comment="DO NOT TRANSLATE" speaker="Watcher Reese" name="WatcherReese" VO="Watcher_0401_complete_available_response_getoffbeach_04_next" VO_Status="Recorded" dialogue-next="@complete_available_response_getoffbeach_04_next_2" dialogue-prompt="@complete_available_response_getoffbeach_04_prompt">Oh no! Well, a long, long time ago, I was, but I've been here for… many years.\n\nWatcher Leyson Reese, at your service.</string>
<string key="complete_available_response_getoffbeach_04_prompt_2" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Nice to meet you. I'm {playerName}."</string>
<string key="complete_available_response_getoffbeach_04_next_2" comment="DO NOT TRANSLATE" speaker="Watcher Reese" name="WatcherReese" VO="Watcher_0401_complete_available_response_getoffbeach_04_next_2" VO_Status="Recorded" dialogue-prompt="@complete_available_response_getoffbeach_04_prompt_2">It's nice to meet you as well.\n\nThough, to be completely honest, I wish it were under better circumstances.</string>
<string key="0401_0101_culldrowned_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">An Unpleasant Task</string>
<string key="0401_0101_culldrowned_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Why are you here?"</string>
<string key="0401_0101_culldrowned_proposal" comment="DO NOT TRANSLATE" speaker="Watcher Reese" name="WatcherReese" VO="Watcher_0401_0101_culldrowned_ProposalResponse" VO_Status="Recorded" dialogue-next="@0401_0101_culldrowned_proposal_next">I came from the Everfall Settlement to check the beach after the nasty storm that sank your ship. \n\nAnd to deal with your less fortunate crewmates, I suppose.</string>
<string key="0401_0101_culldrowned_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What happened to them?"</string>
<string key="0401_0101_culldrowned_proposal_next" comment="DO NOT TRANSLATE" speaker="Watcher Reese" name="WatcherReese" VO="Watcher_0401_0101_culldrowned_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0401_0101_culldrowned_proposal_prompt">Ah, well, you came through death alright, but they came back soulless Lost, the 'Drowned'. \n\nIt's an unpleasant task, but I could use help at least trying to put them back to rest… if you're willing, of course.</string>
<string key="0401_0101_culldrowned_incomplete" comment="DO NOT TRANSLATE" speaker="Watcher Reese" name="WatcherReese" VO="Watcher_0401_0101_culldrowned_InProgResponse" VO_Status="Recorded">Check your map and hunt down those undying unfortunates in the shipwreck. \n\nTry not to lose yourself in the process, and count yourself lucky you're not among them.</string>
<string key="0401_0101_culldrowned_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Watcher Reese" name="WatcherReese" VO="Watcher_0401_0101_culldrowned_AvailResponse" VO_Status="Recorded">Yes, it's grim work, but I hope it gave you a little closure.\n\nHey, ready to embrace your new life on Aeternum? You'd be surprised - some of it is actually quite... nice.</string>
<string key="0401_0101_culldrowned_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Defeat the soulless Drowned and try to put them back to rest, and report back to Watcher Reese at the Everfall Watchtower.</string>
<string key="0401_0101_d_01_task" comment="DO NOT TRANSLATE" speaker="UI">Open the Map</string>
<string key="0401_0101_d_02_task" comment="DO NOT TRANSLATE" speaker="UI">Investigate the Shipwreck marked on your map</string>
<string key="0401_0101_d_03_task" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName}</string>
<string key="0401_0102_campandtools_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Feeling Welcome</string>
<string key="0401_0102_campandtools_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Do you have any supplies?"</string>
<string key="0401_0102_campandtools_proposal" comment="DO NOT TRANSLATE" speaker="Watcher Reese" name="WatcherReese" VO="Watcher_0401_0102_campandtools_ProposalResponse" VO_Status="Recorded">Like I said, I didn't think to bring along mead, but I do hope you feel welcome. \n\nWarm yourself by the fire. Cook something if you like.</string>
<string key="0401_0102_campandtools_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Got anything to cook?"</string>
<string key="0401_0102_campandtools_proposal_next" comment="DO NOT TRANSLATE" speaker="Watcher Reese" name="WatcherReese" VO="Watcher_0401_0102_campandtools_CompleteNext" VO_Status="Recorded">Sorry, but there's some delicious boar nearby.\n\nGet some flint and wood, make a skinning knife at the fire, and then I'll point you in the right direction.</string>
<string key="0401_0102_campandtools_incomplete" comment="DO NOT TRANSLATE" speaker="Watcher Reese" name="WatcherReese" VO="Watcher_0401_0102_campandtools_InProgResponse" VO_Status="Recorded">Flint, wood, skinning knife. Then we're good to go.</string>
<string key="0401_0102_campandtools_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Watcher Reese" name="WatcherReese" VO="Watcher_0401_0102_campandtools_AvailResponse" VO_Status="Recorded">Very impressive. One of the best crude skinning knives I've seen.\n\nYou've done this before, haven't you?</string>
<string key="0401_0102_campandtools_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Gather Flint and Wood, then craft a Flint Skinning Knife at the Watcher's Campfire, and then talk to Watcher Reese.</string>
<string key="0401_0102_d_01_task" comment="DO NOT TRANSLATE" speaker="UI">Collect Materials</string>
<string key="0401_0102_d_02_task" comment="DO NOT TRANSLATE" speaker="UI">Gather {itemName} from the ground</string>
<string key="0401_0102_d_03_task" comment="DO NOT TRANSLATE" speaker="UI">Gather Wood from a bush</string>
<string key="0401_0102_d_04_task" comment="DO NOT TRANSLATE" speaker="UI">Craft a {itemName} at the Watcher's Campfire</string>
<string key="0401_0103_boarproblem_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">A Proper Feast</string>
<string key="0401_0103_boarproblem_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I'll get to it then."</string>
<string key="0401_0103_boarproblem_proposal" comment="DO NOT TRANSLATE" speaker="Watcher Reese" name="WatcherReese" VO="Watcher_0401_0103_boarproblem_ProposalResponse" VO_Status="Recorded">And now you're all-set to go on a little boar hunt. They're ornery, but I think you can handle it. \n\nHunt one down, skin it, and cook yourself some rations. You deserve it.</string>
<string key="0401_0103_boarproblem_incomplete" comment="DO NOT TRANSLATE" speaker="Watcher Reese" name="WatcherReese" VO="Watcher_0401_0103_boarproblem_InProgResponse" VO_Status="Recorded">Mmm. Boar.</string>
<string key="0401_0103_boarproblem_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Watcher Reese" name="WatcherReese" VO="Watcher_0401_0103_boarproblem_AvailResponse" VO_Status="Recorded">Mmm, that smells delicious. You're lucky you washed ashore in Everfall. \n\nWe have the tastiest game, and really the best-tasting food in general.</string>
<string key="0401_0103_boarproblem_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Hunt and skin a boar and make some light rations at the Watcher's campfire, and then talk to Watcher Reese.</string>
<string key="0401_0103_d_01_task" comment="DO NOT TRANSLATE">Hunt down a {targetName} to make yourself a meal</string>
<string key="0401_0103_d_02_task" comment="DO NOT TRANSLATE" speaker="UI">Equip a Skinning Knife</string>
<string key="0401_0103_d_03_task" comment="DO NOT TRANSLATE" speaker="UI">Skin a Boar to Collect {itemName}</string>
<string key="0401_0103_d_04_task" comment="DO NOT TRANSLATE" speaker="UI">Cook a Light Ration at the Watcher's Campfire</string>
<string key="0401_0104_xmarksthespot_p1_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Legacies of the Storm</string>
<string key="0401_0104_xmarksthespot_p1_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What can I do to help?"</string>
<string key="0401_0104_xmarksthespot_p1_proposal" comment="DO NOT TRANSLATE" speaker="Watcher Reese" name="WatcherReese" VO="Watcher_0401_0104_xmarksthespot_p1_ProposalResponse" VO_Status="Recorded" dialogue-next="@0401_0104_xmarksthespot_p1_proposal_next">You probably already realized this, but the storm that wrecked your ship and others - it wasn't exactly... natural.\n\nCorruption. Always been a fact of life here, but honestly, that was the worst storm I've ever seen.</string>
<string key="0401_0104_xmarksthespot_p1_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Is there still a threat?"</string>
<string key="0401_0104_xmarksthespot_p1_proposal_next" comment="DO NOT TRANSLATE" speaker="Watcher Reese" name="WatcherReese" VO="Watcher_0401_0104_xmarksthespot_p1_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0401_0104_xmarksthespot_p1_proposal_prompt">That's the question. We need to be sure. \n\nWe also need to gather records from these ships. So maybe you can help with that and look for any lingering bits of that nasty Corruption? It would mean a lot.</string>
<string key="0401_0104_xmarksthespot_p1_incomplete" comment="DO NOT TRANSLATE" speaker="Watcher Reese" name="WatcherReese" VO="Watcher_0401_0104_xmarksthespot_p1_InProgResponse" VO_Status="Recorded">I know this has probably been a difficult day, but there is a silver lining.\n\nYou're not dead, and your soul's intact, as well. And we have excellent mead… at the settlement.</string>
<string key="0401_0104_xmarksthespot_p1_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Watcher Reese" name="WatcherReese" VO="Watcher_0401_0104_xmarksthespot_p1_AvailResponse" VO_Status="Recorded">There we go. Thank you. Remembering the ships that crashed here is kind of a tradition in Everfall. \n\nIt may seem a bit silly, but it helps us feel connected to the Old World.</string>
<string key="0401_0104_xmarksthespot_p1_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Search for survivors and bring back any records or remnants from the shipwrecks. Watch for signs of Corruption as well. Report back to Watcher Reese at the First Light Watchtower when you're done.</string>
<string key="0401_0104_xmarksthespot_p1_GoTo_POI_search" comment="DO NOT TRANSLATE" speaker="UI">Search Shipwrecks for Records and Remnants</string>
<string key="0401_0104_xmarksthespot_p1_POIRef_drowned_shipwreck_4" comment="DO NOT TRANSLATE" speaker="UI">From Huang's Hammer:</string>
<string key="0401_0104_xmarksthespot_p1_collect_shipsroster" comment="DO NOT TRANSLATE" speaker="UI">Collect Ship's Roster</string>
<string key="0401_0104_xmarksthespot_p1_collect_shipsmanifest" comment="DO NOT TRANSLATE" speaker="UI - tracker text">Collect Ship's Manifest</string>
<string key="0401_0104_xmarksthespot_p1_collect_shipslog" comment="DO NOT TRANSLATE" speaker="UI - tracker text">Collect Ship's Log</string>
<string key="0401_0104_xmarksthespot_p1_search_IO_at_POI" comment="DO NOT TRANSLATE" speaker="UI - tracker text">Search Ship's Locker at wreck of {POITags}</string>
<string key="0401_0104_xmarksthespot_p1_POIRef_drowned_shipwreck_1" comment="DO NOT TRANSLATE" speaker="UI - tracker text">From the Harpy of Henninger:</string>
<string key="0401_0104_xmarksthespot_p1_collect_sternflag" comment="DO NOT TRANSLATE" speaker="UI - tracker text">Collect the {itemName} from the Stern</string>
<string key="0401_0104_xmarksthespot_p1_collect_bowflag" comment="DO NOT TRANSLATE" speaker="UI - tracker text">Collect the {itemName} from the Bow</string>
<string key="0401_0107_d_01_task" comment="DO NOT TRANSLATE" speaker="UI">Investigate {POITags}</string>
<string key="0401_0107_d_02_task" comment="DO NOT TRANSLATE" speaker="UI">Search for the Source of the Corruption</string>
<string key="0401_0107_d_03_task" comment="DO NOT TRANSLATE" speaker="UI">Defeat the {targetName}</string>
<string key="0401_0107_preciouscargo_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">This is Not Good</string>
<string key="0401_0107_preciouscargo_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Not good?"</string>
<string key="0401_0107_preciouscargo_proposal" comment="DO NOT TRANSLATE" speaker="Watcher Reese" name="WatcherReese" VO="Watcher_0401_0107_preciouscargo_ProposalResponse" VO_Status="Recorded" dialogue-next="@0401_0107_preciouscargo_proposal_next">To be more precise, in fact, it's a bit of a disaster.\n\nIf the Corruption gets entrenched down here, it'll reach the settlement in no time.</string>
<string key="0401_0107_preciouscargo_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What can we do?"</string>
<string key="0401_0107_preciouscargo_proposal_next" comment="DO NOT TRANSLATE" speaker="Watcher Reese" name="WatcherReese" VO="Watcher_0401_0107_preciouscargo_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0401_0107_preciouscargo_proposal_prompt">Simple. We have to find the source and destroy it. Whatever it is, I think it's in the Undertow Cave.\n\nI won't complain if you go investigate, but just… be careful. Anything Corrupted is insanely dangerous.</string>
<string key="0401_0107_preciouscargo_incomplete" comment="DO NOT TRANSLATE" speaker="Watcher Reese" name="WatcherReese" VO="Watcher_0401_0107_preciouscargo_InProgResponse" VO_Status="Recorded">If you're willing to venture into that cave, be careful. And remember - I didn't ask, you volunteered!</string>
<string key="0401_0107_preciouscargo_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Watcher Reese" name="WatcherReese" VO="Watcher_0401_0107_preciouscargo_AvailResponse" VO_Status="Recorded">This is… wow! You really took down that Corrupted… thing without any backup?\n\nI have to say, I am really impressed, {playerName}.</string>
<string key="0401_0107_preciouscargo_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Explore the Undertow Cave, search for the source of any lingering Corruption, and eliminate it. Report back to Watcher Reese at the First Light Watchtower when done.</string>
<string key="0401_0108_introtosettlement_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Bearer of Bad Tidings</string>
<string key="0401_0108_introtosettlement_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"That's good to hear."</string>
<string key="0401_0108_introtosettlement_proposal" comment="DO NOT TRANSLATE" speaker="Watcher Reese" name="WatcherReese" VO="Watcher_0401_0108_introtosettlement_ProposalResponse" VO_Status="Recorded" dialogue-next="@0401_0108_introtosettlement_proposal_next">That said, the settlement can't ignore this. There's no doubt the Corruption is getting worse. \n\nThat cup of mead is calling, but I really should stay.</string>
<string key="0401_0108_introtosettlement_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Can I take the message?"</string>
<string key="0401_0108_introtosettlement_proposal_next" comment="DO NOT TRANSLATE" speaker="Watcher Reese" name="WatcherReese" VO="Watcher_0401_0108_introtosettlement_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0401_0108_introtosettlement_proposal_prompt">Was I that obvious? I hate to ask you to be the bearer of bad tidings, but you're a likeable sort, it'll make it easier. \n\nTake my report to Constable Maecia so she understands the situation.</string>
<string key="0401_0108_introtosettlement_incomplete" comment="DO NOT TRANSLATE" speaker="Watcher Reese" name="WatcherReese" VO="Watcher_0401_0108_introtosettlement_InProgResponse" VO_Status="Recorded">The settlement is due east of here, and should be easily spotted on your map. Have you lost your way already?</string>
<string key="0401_0108_introtosettlement_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="Watcher_0401_0108_introtosettlement_AvailResponse" VO_Status="Recorded" dialogue-next="@0401_0108_introtosettlement_complete_availaible_response_next">Hello there, I'm Maecia. Tell me - how are things outside? \n\nThere was the storm and then Shattered Mountain started spewing Corruption... it's bad, isn't it?</string>
<string key="0401_0108_introtosettlement_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Here's the report from Watcher Reese."</string>
<string key="0401_0108_introtosettlement_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="Watcher_0401_0108_introtosettlement_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0401_0108_introtosettlement_complete_availaible_response_prompt">Oh, fiddlesticks! I knew this would happen! It's all my fault!\n\nI'm in a decades-long string of bad luck! Everything I touch turns to dung. And now this.</string>
<string key="0401_0108_introtosettlement_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Travel to the Everfall settlement and deliver Watcher Reese's report to Constable Maecia.</string>
<string key="0425_0101_truffles_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Truffle Fever</string>
<string key="0425_0101_truffles_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Collect any Truffles you can find in the forest and bring them to Hapless Howe in the settlement. Look for any Herbs or Berries you can gather as well.</string>
<string key="0425_0101_truffles_start_prompt" comment="DO NOT TRANSLATE" speaker="UI -Player Prompt">"Why would they do that?"</string>
<string key="0425_0101_truffles_proposal" comment="DO NOT TRANSLATE" speaker="Hapless Howe" VO="0425_0101_truffles_proposal" VO_Status="Recorded" dialogue-next="@0425_0101_truffles_proposal_next">How should I know? Do I look like some kind of "boar-mind-reader"? Not me. I'm just a simple Traveling Herbalist.\n\nTell you this much, however, the beasts have ruined me for the season.</string>
<string key="0425_0101_truffles_proposal_next_prompt" comment="DO NOT TRANSLATE" speaker="UI -Player Prompt">"Any way I can help?"</string>
<string key="0425_0101_truffles_proposal_next" comment="DO NOT TRANSLATE" speaker="Hapless Howe" VO="0425_0101_truffles_proposal_next" VO_Status="Recorded" dialogue-prompt="@0425_0101_truffles_proposal_next_prompt">You mean… you'd help old Hapless Howe? Why yes! You're a saint! Take my sickle, hunt up some Truffles, and bring them to the settlement.\n\nGather any herbs or berries you see for yourself as well - they'll fetch a gold or two at the Trading Post!</string>
<string key="0425_0101_truffles_incomplete" comment="DO NOT TRANSLATE" speaker="Hapless Howe" VO="0425_0101_truffles_incomplete" VO_Status="Recorded">Sad days are these when a traveling Herbalist has to rely on the goodwill of a stranger to make ends meet.\n\nBut if you'll bring me some truffles in the settlement, I'll have a little something for you.</string>
<string key="0425_0101_truffles_complete" comment="DO NOT TRANSLATE" speaker="Hapless Howe" VO="0425_0101_truffles_complete" VO_Status="Recorded">Here's my new friend, right here! All the truffles I lost and then some! I hope it wasn't too hard!\n\nKeep that sickle for your troubles, and if you make a habit of Harvesting herbs and such, we'll cross paths again, no doubt.</string>
<string key="0425_0101_truffles_gather_truffle" comment="DO NOT TRANSLATE" speaker="UI">Gather {itemName}s around the marked area</string>
<string key="0425_0101_truffles_optional_gather_hyssop" comment="DO NOT TRANSLATE" speaker="UI">(Optional) Gather Herbs or Berries</string>
<string key="0425_0101_truffles_equip_sickle" comment="DO NOT TRANSLATE" speaker="UI">Equip the Sickle from Herbalist Howe</string>
<string key="0404_0499_TheHermitEF_objective_title" comment="DO NOT TRANSLATE" speaker="UI">The Corruption "Expert"</string>
<string key="0404_0499_TheHermitEF_objective_desc" comment="DO NOT TRANSLATE" speaker="UI">Search for an old man along the river in Monarch's Bluffs. He may know more about fighting Corruption.</string>
<string key="0404_0499_TheHermitEF_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Where could we find an expert?"</string>
<string key="0404_0499_TheHermitEF_proposal" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="Overseer_0404_0499_TheHermitEF_ProposalResponse" VO_Status="Recorded" dialogue-next="@0401_0108_warnmagistrate_proposal">These days? I'd have no idea. There was some old fool raving about Corruption many years ago.\n\nIf he's still around at all, you might look up in Monarch's Bluffs… but do help us here first!</string>
<string key="0404_0499_TheHermitEF_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="Overseer_0404_0499_TheHermitEF_InProgResponse" VO_Status="Recorded">Are you still looking for that old madman? I heard he was wandering around Monarch's Bluffs.</string>
<string key="0404_0499_TheHermitEF_HelpSettlement" comment="DO NOT TRANSLATE" speaker="UI">Complete Quests to Help the Settlement before Investigating Rumors</string>
<string key="0404_0499_TheHermitEF_optional_FTP" comment="DO NOT TRANSLATE" speaker="UI">(Optional) Use Your Map to Fast Travel to the Spirit Shrine</string>
<string key="0404_0499_TheHermitEF_GoToPOI" comment="DO NOT TRANSLATE" speaker="UI">Search for the Mysterious Old Man at {POITags}</string>
<string key="0401_0108_warnmagistrate_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">The Magistrate's Counsel</string>
<string key="0401_0108_warnmagistrate_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Alright. Who's in charge of defenses?"</string>
<string key="0401_0108_warnmagistrate_proposal" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="Overseer_0401_0108_warnmagistrate_ProposalResponse" VO_Status="Recorded" dialogue-prompt="@0401_0108_warnmagistrate_start_prompt">Normally I am, but that would be very unwise. In fact, you should go, for your own sake.\n\nShare the report with Magistrate Clark. He'll know what to do.</string>
<string key="0401_0108_warnmagistrate_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="Overseer_0401_0108_warnmagistrate_InProgResponse" VO_Status="Recorded">You're better off talking to Magistrate Clark. Really.</string>
<string key="0401_0108_warnmagistrate_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Overseer_0401_0108_warnmagistrate_AvailResponse" VO_Status="Recorded" dialogue-next="@0401_0108_warnmagistrate_complete_availaible_response_next">A fine day to you, friend. I'm sure you saw the storm and the mountain, but let's keep our chins up. \n\nI expect a report from Watcher Reese any moment.</string>
<string key="0401_0108_warnmagistrate_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I have Watcher Reese's report."</string>
<string key="0401_0108_warnmagistrate_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Overseer_0401_0108_warnmagistrate_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0401_0108_warnmagistrate_complete_availaible_response_prompt">Oh, that can't be good, can it? Hm. Yes, this confirms our suspicions - the Corruption is indeed surging.\n\nI trust you're the {playerName} to whom Reese refers? Then you've already earned my respect.</string>
<string key="0401_0108_warnmagistrate_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Share the Watcher's report with Magistrate Clark.</string>
<string key="0406_0103_a_Title" comment="DO NOT TRANSLATE" speaker="UI">A Warm Bed</string>
<string key="0406_0103_b_Description" comment="DO NOT TRANSLATE" speaker="UI">Check in at Everfall's inn.</string>
<string key="0406_0103_c_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"How can I help?"</string>
<string key="0406_0103_c_Proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0406_0103_hearthandhome_ProposalResponse" VO_Status="Recorded" dialogue-next="@0406_0103_c_Proposal_next">First priority is safety, both for the settlement and for you, {playerName}.\n\nYou've done your duty for Everfall and I salute you for that.</string>
<string key="0406_0103_c_Proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Is there anything else?"</string>
<string key="0406_0103_c_Proposal_next" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0406_0103_hearthandhome_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0406_0103_c_Proposal_prompt">Perhaps, but I insist you check in at the inn first. \n\nWhether it's here, or another settlement, every soldier needs a warm bed.</string>
<string key="0406_0103_e_Incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0406_0103_hearthandhome_InProgResponse" VO_Status="Recorded">Visit the inn and check in.</string>
<string key="0406_0103_f_Complete" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0406_0103_hearthandhome_AvailResponse" VO_Status="Recorded">Ah, I hope you're feeling fully-rested now, if you needed that.\n\nEven during hard times, it's important newcomers feel welcome.</string>
<string key="0406_0103_d_01_open_Inn" comment="DO NOT TRANSLATE" speaker="UI">Check in at the Inn</string>
<string key="0406_0103_d_02_open_Shed" comment="DO NOT TRANSLATE" speaker="UI">Open the Storage Shed</string>
<string key="0406_0101_a_Title" comment="DO NOT TRANSLATE" speaker="UI">Getting Acquainted with Everfall</string>
<string key="0406_0101_b_Description" comment="DO NOT TRANSLATE" speaker="UI">Visit the trading post and check out the storage space available to you, and then report back to Magistrate Clark.</string>
<string key="0406_0101_c_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"It's yours… for now, at least."</string>
<string key="0406_0101_c_Proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0406_0101_intrototrader_ProposalResponse" VO_Status="Recorded">If you wish to remain, you should get acquainted with our trading post. \n\nCheck the storage space I've made available for you, as well.</string>
<string key="0406_0101_e_Incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0406_0101_intrototrader_InProgResponse" VO_Status="Recorded">Trading Post and Storage Shed. You'll need them.</string>
<string key="0406_0101_f_Complete" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0406_0101_intrototrader_AvailResponse" VO_Status="Recorded">There now, I think you have the lay of the land. Hope you feel at home.\n\nI can't ask you to defend a place to which you have no loyalty.</string>
<string key="0406_0102_d_01_task" comment="DO NOT TRANSLATE" speaker="UI">Open the Trading Post</string>
<string key="0403_0102_introtooverseer_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Simple Things</string>
<string key="0403_0102_introtooverseer_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"We can still prepare. What's next?"</string>
<string key="0403_0102_introtooverseer_proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0403_0102_introtooverseer_ProposalResponse" VO_Status="Recorded">Next priority is the arsenal. Surely Maecia can handle the simple things.\n\nWhy don't you ask her advice on acquiring materials for the forge? Perhaps she'll be willing to risk that much, at least.</string>
<string key="0403_0102_introtooverseer_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0403_0102_introtooverseer_InProgResponse" VO_Status="Recorded">Let's hope Maecia can handle this much.</string>
<string key="0403_0102_introtooverseer_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="Magistrate_0403_0102_introtooverseer_AvailResponse" VO_Status="Recorded">Oh, {playerName}! Tell me Magistrate Clark has everything under control!\n\nOr maybe it's better you don't say anything? I'm not sure. Not sure at all.</string>
<string key="0403_0102_introtooverseer_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Talk to Constable Maecia about acquiring materials for the forge.</string>
<string key="0404_0104_overseersettlement_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Quest title">We Can Do This</string>
<string key="0404_0104_overseersettlement_objective_desc" comment="DO NOT TRANSLATE" speaker="UI">Gather the materials Constable Maecia has requested and then refine them in town. Report back to the Constable when you're done.</string>
<string key="0404_0104_overseersettlement_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"If that's what you prefer…"</string>
<string key="0404_0104_overseersettlement_proposal" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="Overseer_0404_0104_overseersettlement_ProposalResponse" VO_Status="Recorded" dialogue-next="@0404_0104_overseersettlement_proposal_next">But I am curious… did the Magistrate have any ideas? \n\nHe needs to proceed very carefully! Has he set any priorities?</string>
<string key="0404_0104_overseersettlement_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Yes, the Arsenal."</string>
<string key="0404_0104_overseersettlement_proposal_next" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="Overseer_0404_0104_overseersettlement_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0404_0104_overseersettlement_proposal_prompt">Forging new weapons? What fun. I was quite a craftswoman once. \n\nSuppose I could help, if you do the work. Yes, get us some stone, pelts, and wood as raw materials.</string>
<string key="0404_0104_overseersettlement_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="Overseer_0404_0104_overseersettlement_InProgResponse" VO_Status="Recorded">Fingers crossed this doesn't end in disaster. \n\nMaybe your luck will act as counterbalance against mine.</string>
<string key="0404_0104_overseersettlement_complete_available_response" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="Overseer_0404_0104_overseersettlement_AvailResponse" VO_Status="Recorded">Go ahead, just get it over with… what happened?\n\nNothing? No freak boulders falling on you or anything like that? I can't believe it!</string>
<string key="0404_0104_overseersettlement_questtrack_gather" comment="DO NOT TRANSLATE" speaker="UI">Complete Quest: Marshalling Resources</string>
<string key="0404_0104_overseersettlement_questtrack_refine" comment="DO NOT TRANSLATE" speaker="UI">Complete Quest: Refined Tastes</string>
<string key="0404_0104_overseersettlement_goto_townprojectboard" comment="DO NOT TRANSLATE" speaker="UI">Travel to the Town Projects board and accept an active Town Projects mission</string>
<string key="0404_0104_overseersettlement_townproject_complete" comment="DO NOT TRANSLATE" speaker="UI">Complete the Town Projects mission</string>
<string key="0404_0101_d_01_task" comment="DO NOT TRANSLATE" speaker="UI">Gather {itemName} by Mining Boulders</string>
<string key="0404_0101_d_02_task" comment="DO NOT TRANSLATE" speaker="UI">Gather {itemName} by Skinning Boars and Wolves</string>
<string key="0404_0101_d_03_task" comment="DO NOT TRANSLATE" speaker="UI">Gather {itemName} from Bushes or Trees</string>
<string key="0404_0101_gatherforoverseer_proposal" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="Overseer_0404_0101_gatherforoverseer_proposal" VO_Status="Recorded">If this works, you can color me pink!</string>
<string key="0404_0101_gatherforoverseer_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="Overseer_0404_0101_gatherforoverseer_incomplete" VO_Status="Recorded">Get those raw materials and we'll see what we can do.</string>
<string key="0404_0101_gatherforoverseer_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Use the tools given to you by the Constable to gather resource materials and bring them back.</string>
<string key="0404_0101_gatherforoverseer_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Marshalling Resources</string>
<string key="0404_0102_d_01_task" comment="DO NOT TRANSLATE" speaker="UI">Craft {itemName} at Woodshop</string>
<string key="0404_0102_d_02_task" comment="DO NOT TRANSLATE" speaker="UI">Craft {itemName} at Stonecutting</string>
<string key="0404_0102_d_03_task" comment="DO NOT TRANSLATE" speaker="UI">Craft {itemName} at Tannery</string>
<string key="0404_0101_gatherforoverseer_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="Overseer_0404_0101_gatherforoverseer_complete_availaible_response" VO_Status="Recorded">Look at that! You're back and without any disaster.\n\nI'll be a pickled eggplant!</string>
<string key="0404_0102_refineforoverseer_proposal" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="Overseer_0404_0102_refineforoverseer_proposal" VO_Status="Recorded">Let's give it a shot, though. We need these materials refined at the workshops around town. \n\nJust watch yourself out there. Don't go stepping on any cracks!</string>
<string key="0404_0102_refineforoverseer_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="Overseer_0404_0102_refineforoverseer_incomplete" VO_Status="Recorded">Are those raw resources refined into something more compact now? Refined materials take up less space in your pack.</string>
<string key="0404_0102_refineforoverseer_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="Overseer_0404_0102_refineforoverseer_complete_availaible_response" VO_Status="Recorded">Straight in from the workshops, are you? \n\nAnd you got it all refined. That's something, isn't it?</string>
<string key="0404_0102_refineforoverseer_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Visit the workshops and use the equipment to refine your raw resources.</string>
<string key="0404_0102_refineforoverseer_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Refined Tastes</string>
<string key="0404_0103_introtoartificer_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Artificer Petrowksi</string>
<string key="0404_0103_introtoartificer_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Is that all for now then?"</string>
<string key="0404_0103_introtoartificer_proposal" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="Overseer_0404_0103_introtoartificer_ProposalResponse" VO_Status="Recorded">I've pushed my luck far enough for today.\n\nTake this stuff to the Artificer. She'll set you straight alright. Go on. I'll be right here.</string>
<string key="0404_0103_introtoartificer_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="Overseer_0404_0103_introtoartificer_InProgResponse" VO_Status="Recorded">See Artificer Petrowski. She'll take it from here.</string>
<string key="0404_0103_introtoartificer_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Take the materials you've refined to Artificer Petrowski in the Everfall Settlement.</string>
<string key="0404_0103_introtoartificer_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Artificer Petrowski" name="ArtificerPetrowski" VO="Overseer_0404_0103_introtoartificer_AvailResponse" VO_Status="Recorded">So you're the newcomer Clark was talking about?\n\nDon't see what there is to be so impressed about myself.</string>
<string key="0405_0101_craftforartificer_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Forging Ahead</string>
<string key="0405_0101_craftforartificer_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"A little nervous, but she's alright."</string>
<string key="0405_0101_craftforartificer_proposal" comment="DO NOT TRANSLATE" speaker="Artificer Petrowski" name="ArtificerPetrowski" VO="Artificer_0405_0101_craftforartificer_ProposalResponse" VO_Status="Recorded">Very well, looking at what you refined here, you might have some talent.\n\nLet's find out then, shall we? Here's a satchel of ore - smelt it and then try your hand at the forge.</string>
<string key="0405_0101_craftforartificer_incomplete" comment="DO NOT TRANSLATE" speaker="Artificer Petrowski" name="ArtificerPetrowski" VO="Artificer_0405_0101_craftforartificer_InProgResponse" VO_Status="Recorded">You have the materials. There's the forge. Nothing more to say.</string>
<string key="0405_0101_craftforartificer_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Visit the forge and craft an Iron Longsword, and then show your work to Artificer Petrowski.</string>
<string key="0405_0101_craftforartificer_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Artificer Petrowski" name="ArtificerPetrowski" VO="Artificer_0405_0101_craftforartificer_AvailResponse" VO_Status="Recorded">Hmmph! Let me see this stick of metal you've produced.\n\nIndeed, it appears to be satisfactory… for a novice.</string>
<string key="0405_0101_d_01_task" comment="DO NOT TRANSLATE" speaker="UI">Gather Iron Ore</string>
<string key="0405_0101_d_02_task" comment="DO NOT TRANSLATE" speaker="UI">Craft {itemName}s at the Smelter</string>
<string key="0405_0101_d_03_task" comment="DO NOT TRANSLATE" speaker="UI">Craft an Iron Longsword at the Forge</string>
<string key="0405_0102_campingunlock_objective_title" comment="DO NOT TRANSLATE" speaker="UI">Fancypants</string>
<string key="0405_0102_campingunlock_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Anything else you need?"</string>
<string key="0405_0102_campingunlock_proposal" comment="DO NOT TRANSLATE" speaker="Artificer Petrowski" name="ArtificerPetrowski" VO="Artificer_0405_0102_campingunlock_ProposalResponse" VO_Status="Recorded">Before you stray too far, I suggest introducing yourself to Survivalist Lee. \n\nI call him 'fancypants.' You'll have to ask him why.</string>
<string key="0405_0102_campingunlock_incomplete" comment="DO NOT TRANSLATE" speaker="Artificer Petrowski" name="ArtificerPetrowski" VO="Artificer_0405_0102_campingunlock_InProgResponse" VO_Status="Recorded">Odnell Lee is his birth name, or so he claims. Talk to him, at any rate.</string>
<string key="0405_0102_campingunlock_objective_desc" comment="DO NOT TRANSLATE" speaker="UI">Introduce yourself to Survivalist Lee in the Everfall Settlement.</string>
<string key="0405_0102_campingunlock_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Survivalist Lee" name="SurvivalistLee" VO="Artificer_0405_0102_campingunlock_AvailResponse" VO_Status="Recorded" dialogue-next="@0405_0102_campingunlock_complete_availaible_response_next">Ay, what have we here? A newcomer, I suspect, based on your attire.\n\nDid Tekla send you over to see old 'fancypants,' then?</string>
<string key="0405_0102_campingunlock_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Why does she call you that?"</string>
<string key="0405_0102_campingunlock_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Survivalist Lee" name="SurvivalistLee" VO="Artificer_0405_0102_campingunlock_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0405_0102_campingunlock_complete_availaible_response_prompt">She pretends to be mocking me and my profound sense of fashion.\n\nTruth is, she's got a thing for me. One of these days, she'll confess to it.</string>
<string key="0403_0201_survivalistquest_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Sharp Teeth, Fine Fur</string>
<string key="0403_0201_survivalistquest_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I can handle myself."</string>
<string key="0403_0201_survivalistquest_proposal" comment="DO NOT TRANSLATE" speaker="Survivalist Lee" name="SurvivalistLee" VO="Survivalist_0403_0201_survivalistquest_ProposalResponse" VO_Status="Recorded" dialogue-next="@0403_0201_survivalistquest_proposal_next">Of course you can, but I say a good warrior's got to test themselves every day.\n\nMaybe even venture out alone into the wilds of Aeternum.</string>
<string key="0403_0201_survivalistquest_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I wouldn't hesitate to do that."</string>
<string key="0403_0201_survivalistquest_proposal_next" comment="DO NOT TRANSLATE" speaker="Survivalist Lee" name="SurvivalistLee" VO="Survivalist_0403_0201_survivalistquest_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0403_0201_survivalistquest_proposal_prompt">Exactly, see? That's why I'd ask a favor of you. \n\nCollecting fine wolf fur for a blanket, so maybe you set up camp out there and do some hunting for good old 'fancypants.' What do you say?</string>
<string key="0403_0201_survivalistquest_incomplete" comment="DO NOT TRANSLATE" speaker="Survivalist Lee" name="SurvivalistLee" VO="Survivalist_0403_0201_survivalistquest_InProgResponse" VO_Status="Recorded">Be careful outside these walls, friend. There's things out there more dangerous than wolves, that's for sure.</string>
<string key="0403_0201_survivalistquest_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Set up camp outside the settlement and hunt Crawtick and Midnight Wolves to collect Fine Fur. Return to Survivalist Lee in the Everfall Settlement when your hunt is complete.</string>
<string key="0403_0201_survivalistquest_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Survivalist Lee" name="SurvivalistLee" VO="Survivalist_0403_0201_survivalistquest_AvailResponse" VO_Status="Recorded">Now who's strutting around all fancy-like! \n\nI suspect you got some wolf fur in your pack, too. Yes, yes, this will do nicely.</string>
<string key="0403_0201_CoarseWolf" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName} to collect {itemName}</string>
<string key="0403_0201_open_camp" comment="DO NOT TRANSLATE" speaker="UI">Make camp to set a respawn point in the wild</string>
<string key="0403_0201_V2_makeCamp" comment="DO NOT TRANSLATE" speaker="UI">Make camp to set a respawn point in the wild</string>
<string key="0403_0201_V2_TaskGoToPOITag_den_40226" comment="DO NOT TRANSLATE" speaker="UI">Collect musk from the wolves of {POITags}</string>
<string key="0403_0201_V2_TaskHaveAndReturnItems" comment="DO NOT TRANSLATE" speaker="UI">Slay {targetName} for {itemName}</string>
<string key="0403_0201_V2_TaskGoToPOITag_den_40230" comment="DO NOT TRANSLATE" speaker="UI">Continue to {POITags} in search of the finest of furs</string>
<string key="0403_0201_V2_TaskInteract_LureAlpha_Optional" comment="DO NOT TRANSLATE" speaker="UI">(Optional) Place the musk to lure out the Alpha of the Midnight Den</string>
<string key="0403_0201_V2_TaskInteract_KillContribution_Alpha_Hidden" comment="DO NOT TRANSLATE" speaker="UI">Slay {targetName}</string>
<string key="0403_0201_V2_TaskHaveAndReturnItems_FineAlphaFur" comment="DO NOT TRANSLATE" speaker="UI">Survive the wolves' assault and claim {itemName} from {targetName}</string>
<string key="0403_0201_V2_Enc_Stage_01" comment="DO NOT TRANSLATE" speaker="UI">Place the musk to lure the alpha</string>
<string key="0403_0201_V2_Enc_Stage_02" comment="DO NOT TRANSLATE" speaker="UI">Hold out against the guardians of the Midnight Den</string>
<string key="0403_0201_V2_Enc_Stage_02_Intermission" comment="DO NOT TRANSLATE" speaker="UI">Intermission</string>
<string key="0403_0201_V2_Enc_Stage_03" comment="DO NOT TRANSLATE" speaker="UI">Defeat Ol' Grey</string>
<string key="0403_0201_ObjectName" comment="DO NOT TRANSLATE" speaker="UI - Placed Object">Rival Pack Musk</string>
<string key="0403_0102_returntomagistrate_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Report for Duty</string>
<string key="0403_0102_returntomagistrate_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I know exactly what you mean."</string>
<string key="0403_0102_returntomagistrate_proposal" comment="DO NOT TRANSLATE" speaker="Survivalist Lee" name="SurvivalistLee" VO="Survivalist_0403_0202_returntomagistrate_ProposalResponse" VO_Status="Recorded">But for today, that may not be an option for either of us.\n\nSergeant-Major Magistrate Clark wants you to report for duty, soldier. Ignore him if you want. I won't snitch.</string>
<string key="0403_0102_returntomagistrate_incomplete" comment="DO NOT TRANSLATE" speaker="Survivalist Lee" name="SurvivalistLee" VO="Survivalist_0403_0202_returntomagistrate_InProgResponse" VO_Status="Recorded">Magistrate Clark's looking for you. Careful or he might have you saluting him soon enough.</string>
<string key="0403_0102_returntomagistrate_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Speak to Magistrate Clark in the Everfall Settlement.</string>
<string key="0403_0102_returntomagistrate_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Survivalist_0403_0202_returntomagistrate_AvailResponse" VO_Status="Recorded">So Odwell was able to track you down? Excellent.\n\nWe have a long way to go to strengthen the settlement's defenses.</string>
<string key="0402_0202_introtoallfactions_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">New Alliances</string>
<string key="0402_0202_introtoallfactions_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"That makes sense."</string>
<string key="0402_0202_introtoallfactions_proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0402_0202_introtoallfactions_ProposalResponse" VO_Status="Recorded" dialogue-next="@0402_0202_introtoallfactions_proposal_next">Indeed, I've come to realize there are many capable, courageous soldiers in all three factions.\n\n And recently, these groups have become even more influential around here.</string>
<string key="0402_0202_introtoallfactions_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"We should talk to them."</string>
<string key="0402_0202_introtoallfactions_proposal_next" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0402_0202_introtoallfactions_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0402_0202_introtoallfactions_proposal_prompt">We should. If we are going to defend this place against Corruption, their role will be critical. \n\nI suggest you speak to representatives from each faction and decide with which you would like to enlist.</string>
<string key="0402_0202_introtoallfactions_speak_marauders" comment="DO NOT TRANSLATE" speaker="UI">Speak with the Marauders</string>
<string key="0402_0202_introtoallfactions_speak_syndicate" comment="DO NOT TRANSLATE" speaker="UI">Speak with the Syndicate</string>
<string key="0402_0202_introtoallfactions_speak_covenant" comment="DO NOT TRANSLATE" speaker="UI">Speak with the Covenant</string>
<string key="0402_0202_introtoallfactions_choose" comment="DO NOT TRANSLATE" speaker="UI">Speak with all three Faction representatives</string>
<string key="0402_0202_introtoallfactions_speak_magistrate" comment="DO NOT TRANSLATE" speaker="UI">Consult with the Magistrate</string>
<string key="0402_0202_introtoallfactions_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0402_0202_introtoallfactions_InProgResponse" VO_Status="Recorded">Meet with each of the three factions and decide which is best.</string>
<string key="0402_0202_introtoallfactions_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Meet with each faction's representative in the Everfall Settlement to decide which faction you wish to join.</string>
<string key="0402_0202_introtoallfactions_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0402_0202_introtoallfactions_AvailResponse" VO_Status="Recorded">Perfect timing. I do hope you have spoken with the faction representatives. \n\nI'm interested to hear which of them has earned your allegiance.</string>
<string key="0407_0101_marauderquest1_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Marauder Initiation: Fallowhill Farms</string>
<string key="0407_0101_marauderquest1_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I am ready to accept it."</string>
<string key="0407_0101_marauderquest1_proposal" comment="DO NOT TRANSLATE" speaker="Commander Hoang" name="CommanderHoang" VO="Commander_0407_0101_marauderquest1_ProposalResponse" VO_Status="Recorded" dialogue-next="@0407_0101_marauderquest1_proposal_next">Do you have what it takes to be a Marauder? We do not abide weakness, for life here is not easy. \n\nOnly the strong are truly free. This is a land of limitless riches waiting for those bold enough to claim them. Are you bold?</string>
<string key="0407_0101_marauderquest1_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What must I do?"</string>
<string key="0407_0101_marauderquest1_proposal_next" comment="DO NOT TRANSLATE" speaker="Commander Hoang" name="CommanderHoang" VO="Commander_0407_0101_marauderquest1_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0407_0101_marauderquest1_proposal_prompt">Go forth and defeat the unworthy Fallowed who have taken over the once-industrious Fallowhill Farm. \n\nRecover the remnants of the farm's prosperity.</string>
<string key="0407_0101_marauderquest1_incomplete" comment="DO NOT TRANSLATE" speaker="Commander Hoang" name="CommanderHoang" VO="Commander_0407_0101_marauderquest1_InProgResponse" VO_Status="Recorded">What are you standing around for? Prove yourself worthy of my time or abandon your attempt to honor this pact. Fallowhill Farm isn't going to cleanse itself.</string>
<string key="0407_0101_marauderquest1_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Prove your worth to the Marauders by battling the Withered at Fallowhill Farms. Report back to Commander Hoang in the Everfall Settlement when your task is complete.</string>
<string key="0407_0101_marauderquest1_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Commander Hoang" name="CommanderHoang" VO="Commander_0407_0101_marauderquest1_AvailResponse" VO_Status="Recorded" dialogue-next="@0407_0101_marauderquest1_complete_availaible_response_next">Excellent, you have returned! And with quite the haul of loot! \n\nPerhaps you are worthy after all.</string>
<string key="0407_0101_marauderquest1_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What happens next?"</string>
<string key="0407_0101_marauderquest1_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Commander Hoang" name="CommanderHoang" VO="Commander_0407_0101_marauderquest1_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0407_0101_marauderquest1_complete_availaible_response_prompt">Mark my words, the Withered are nothing compared to the true threat we all face. \n\nThe Withered have taken leave of their senses, but the Corrupted know language, munitions-building, and craftsmanship. But we will defeat them.</string>
<string key="0407_0101_task_goto_poi" comment="DO NOT TRANSLATE" speaker="UI">Battle the Withered at {POITags} for your Marauders Initiation</string>
<string key="0407_0101_defeat" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName} at {POITags}</string>
<string key="0407_0101_collect_chests" comment="DO NOT TRANSLATE" speaker="UI">Search chests for {itemName}</string>
<string key="0407_0101_collect_skeleton_key" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName} from {targetName}</string>
<string key="0408_0101_d_03_Task" comment="DO NOT TRANSLATE" speaker="UI">Search chests for {itemName} at {POITags}</string>
<string key="0408_0101_syndicatequest1_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Syndicate Initiation: Bradbury Fields</string>
<string key="0408_0101_syndicatequest1_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What's the challenge?"</string>
<string key="0408_0101_syndicatequest1_proposal" comment="DO NOT TRANSLATE" speaker="Alchemist Olivera" name="AlchemistOlivera" VO="Alchemist_0408_0101_syndicatequest1_ProposalResponse" VO_Status="Recorded" dialogue-next="@0408_0101_syndicatequest1_proposal_next">By now you're sure to have seen the crimson Corrupted forces that terrorize this island of arcane mysteries. \n\nThe war between the Corrupted and the living is more important than any petty faction squabbles.</string>
<string key="0408_0101_syndicatequest1_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What do you need?"</string>
<string key="0408_0101_syndicatequest1_proposal_next" comment="DO NOT TRANSLATE" speaker="Alchemist Olivera" name="AlchemistOlivera" VO="Alchemist_0408_0101_syndicatequest1_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0408_0101_syndicatequest1_proposal_prompt">The Corrupted have overtaken a farm called Bradbury Fields. \n\nGo there and retrieve samples of the Corrupted seeds for the Syndicate's research.</string>
<string key="0408_0101_syndicatequest1_incomplete" comment="DO NOT TRANSLATE" speaker="Alchemist Olivera" name="AlchemistOlivera" VO="Alchemist_0408_0101_syndicatequest1_InProgResponse" VO_Status="Recorded">Have you yet found any supplies from Bradbury Fields we could repurpose for the cause against the Corrupted? \n\nI await with baited breath to see what you find and bring back to me.</string>
<string key="0408_0101_syndicatequest1_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Face the Corrupted at Bradbury Fields and reclaim Alchemist KIts for your initiation into the Syndicate. Report back to Alchemist Olivera in the Everfall Settlement when your task is complete.</string>
<string key="0408_0101_syndicatequest1_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Alchemist Olivera" name="AlchemistOlivera" VO="Alchemist_0408_0101_syndicatequest1_AvailResponse" VO_Status="Recorded" dialogue-next="@0408_0101_syndicatequest1_complete_availaible_response_next">You have returned! The Corrupted are a malignant force that would conquer this island if given the chance.\n\nWith these seeds we shall research ways to use azoth in farming similarly to how the Corrupted use their red miasma.</string>
<string key="0408_0101_syndicatequest1_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Was it helpful?"</string>
<string key="0408_0101_syndicatequest1_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Alchemist Olivera" name="AlchemistOlivera" VO="Alchemist_0408_0101_syndicatequest1_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0408_0101_syndicatequest1_complete_availaible_response_prompt">You have aided our research by bringing these seeds. Uncovering more about our enemy always benefits us in the fight against them! \n\nIn time, the Syndicate will share more knowledge of such mysteries.</string>
<string key="0408_0101_task_goto_poi" comment="DO NOT TRANSLATE" speaker="UI">Face the Corrupted at {POITags} for your Syndicate Initiation</string>
<string key="0409_0101_task_goto_poi" comment="DO NOT TRANSLATE" speaker="UI">Battle the Ancient Guardians at {POITags} for your Covenant Initiation</string>
<string key="0409_0101_Ancients" comment="DO NOT TRANSLATE" speaker="UI">Defeat Arcturian Ancient Guardians</string>
<string key="0409_0101_covenantquest1_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Covenant Initiation: Arcturus</string>
<string key="0409_0101_covenantquest1_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What's your request?"</string>
<string key="0409_0101_covenantquest1_proposal" comment="DO NOT TRANSLATE" speaker="Adjudicator Amano" name="AdjudicatorAmano" VO="Adjudicator_0409_0101_covenantquest1_ProposalResponse" VO_Status="Recorded" dialogue-next="@0409_0101_covenantquest1_proposal_next">Only the Covenant has the strength of spirit to cleanse Aeternum for the benefit of all. \n\nDo not fall for the empty promises of others. Do you wish to feel the light of the Spark shine upon you?</string>
<string key="0409_0101_covenantquest1_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What do you need me to do?"</string>
<string key="0409_0101_covenantquest1_proposal_next" comment="DO NOT TRANSLATE" speaker="Adjudicator Amano" name="AdjudicatorAmano" VO="Adjudicator_0409_0101_covenantquest1_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0409_0101_covenantquest1_proposal_prompt">The Ancients and their Guardians have access to many wondrous items. \n\nYour task is to lay the Ancients Guardians at Arcturus to rest, and extract the Ancient Orbs so that we may cleanse the land.</string>
<string key="0409_0101_covenantquest1_incomplete" comment="DO NOT TRANSLATE" speaker="Adjudicator Amano" name="AdjudicatorAmano" VO="Adjudicator_0409_0101_covenantquest1_InProgResponse" VO_Status="Recorded">Doubt not the truth of our purpose. Go lay those Ancient Guardians to rest so that the land may be free of their memories. \n\nBring the orbs to me so we may honor their properties.</string>
<string key="0409_0101_covenantquest1_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Explore Arcturus and prove your worth to the Covenant through combat. Report back to Adjudicator Amano in the Everfall Settlement when your task is complete.</string>
<string key="0409_0101_covenantquest1_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Adjudicator Amano" name="AdjudicatorAmano" VO="Adjudicator_0409_0101_covenantquest1_AvailResponse" VO_Status="Recorded" dialogue-next="@0409_0101_covenantquest1_complete_availaible_response_next">You are glowing with the Spark of purpose! It is a great mercy to rid such beings of their faded existence. \n\nThese Ancient Orbs will prove valuable to our holy cause.</string>
<string key="0409_0101_covenantquest1_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"And now?"</string>
<string key="0409_0101_covenantquest1_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Adjudicator Amano" name="AdjudicatorAmano" VO="Adjudicator_0409_0101_covenantquest1_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0409_0101_covenantquest1_complete_availaible_response_prompt">Now the true work begins in stopping the Corruption. \n\nYou have my thanks, and and the thanks of the Covenant.</string>
<string key="0409_0103_timetochoose_choice_marauders" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Join the Marauders\n OR</string>
<string key="0409_0103_timetochoose_choice_syndicate" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Join the Syndicate\n OR</string>
<string key="0409_0103_timetochoose_choice_covenant" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Join the Covenant</string>
<string key="0409_0103_timetochoose_proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO_Status="Recorded">[BLANK]</string>
<string key="0409_0103_timetochoose_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0409_0103_timetochoose_incomplete" VO_Status="Recorded">I cannot make this decision for you.</string>
<string key="0409_0103_timetochoose_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0409_0103_timetochoose_complete_availaible_response" VO_Status="Recorded">Very well. Only time will tell whether you've made the right choice.\n\nBut I'm of no mind to judge. The settlement needs assistance from whichever faction will give it.</string>
<string key="0409_0103_timetochoose_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Decide which Faction you wish to join, and then speak to the appropriate Faction Representative to enlist.</string>
<string key="0409_0103_timetochoose_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Choose Your Allegiance</string>
<string key="0402_0401_factionhandoff_faction_board_open" comment="DO NOT TRANSLATE" speaker="UI">Talk to your Faction Representative and Select a Mission</string>
<string key="0402_0401_factionhandoff_faction_mission_complete" comment="DO NOT TRANSLATE" speaker="UI">Complete a Faction Mission from the Faction Board</string>
<string key="0402_0401_factionhandoff_proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0402_0401_factionhandoff_proposal" VO_Status="Recorded">I am still awaiting orders, but that is my concern.\n\nYou should get busy working with your new friends to defend the settlement, and indeed, all of Aeternum.</string>
<string key="0402_0401_factionhandoff_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0402_0401_factionhandoff_incomplete" VO_Status="Recorded">You've chosen your allegiance. Now go make it count.</string>
<string key="0402_0401_factionhandoff_complete_available_response" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0402_0401_factionhandoff_complete_available_response" VO_Status="Recorded">I think you chose well in your allegiance. \n\nI hear you and your friends are already making a considerable difference. Thank you.</string>
<string key="0402_0401_factionhandoff_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Speak to your Faction Representative to view and accept and complete at least one Faction Mission; then return to Magistrate Clark.</string>
<string key="0402_0401_factionhandoff_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Commitment to the Cause</string>
<string key="0404_0501_encroachingcorruption_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Encroaching Corruption</string>
<string key="0404_0501_encroachingcorruption_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Scour the areas near the Everfall Settlement and destroy any Corruption nodules you find. Then report back to Constable Maecia in the Settlement.</string>
<string key="0404_0501_encroachingcorruption_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">N/A</string>
<string key="0404_0501_encroachingcorruption_proposal" comment="DO NOT TRANSLATE" speaker="n/a">N/A</string>
<string key="0404_0501_encroachingcorruption_incomplete" comment="DO NOT TRANSLATE" speaker="n/a">N/A</string>
<string key="0404_0501_TalktoConstable" comment="DO NOT TRANSLATE" speaker="UI - tracker text">Consult with Constable Maecia for an update on Corruption</string>
<string key="0404_0501_encroachingcorruption_complete" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="0404_0501_encroachingcorruption_complete" VO_Status="Recorded" dialogue-next="@0404_0501_encroachingcorruption_complete_next">Oh, thank the stars you've returned! These Corruption breaches are opening up as fast as we can close them.\n\nDid you find it bubbling up from the ground as well?</string>
<string key="0404_0501_encroachingcorruption_complete_next_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Yes, but I destroyed them."</string>
<string key="0404_0501_encroachingcorruption_complete_next" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="0404_0501_encroachingcorruption_complete_next" VO_Status="Recorded" dialogue-next="@0404_0501_encroachingcorruption_complete_next2" dialogue-prompt="@0404_0501_encroachingcorruption_complete_next_prompt">You've come through for us again, a real champion for Everfall it feels like we have with you.\n\nYou should consider buying a home here! It'll make it easier to return after you head out again.</string>
<string key="0404_0501_encroachingcorruption_complete_next2_prompt" comment="DO NOT TRANSLATE">"I'm heading out again?"</string>
<string key="0404_0501_encroachingcorruption_complete_next2" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="0404_0501_encroachingcorruption_complete_next2" VO_Status="Recorded" dialogue-prompt="@0404_0501_encroachingcorruption_complete_next2_prompt">Hope so. That crazy old man who knew about Corruption - I heard he's got a fishing shack in Monarch's Bluffs.\n\nIt's a hike, but he might know something. Talk to the Innkeep before you go - they need a favor out that way too.</string>
<string key="0404_0501_encroachingcorruption_interact_nodes" comment="DO NOT TRANSLATE" speaker="UI - tracker text">Search the listed areas and eliminate any signs of Corruption:</string>
<string key="0404_0501_encroachingcorruption_nodeA" comment="DO NOT TRANSLATE" speaker="UI - tracker text">North of Arcturus Tower</string>
<string key="0404_0501_encroachingcorruption_nodeB" comment="DO NOT TRANSLATE" speaker="UI - tracker text">Near the Salt Hollow</string>
<string key="0404_0501_encroachingcorruption_nodeC" comment="DO NOT TRANSLATE" speaker="UI - tracker text">South of Broken Hull Hold</string>
<string key="0410_0414_a_Title" comment="DO NOT TRANSLATE" speaker="UI - quest title">With a Little Luck</string>
<string key="0410_0414_b_Description" comment="DO NOT TRANSLATE" speaker="UI">Collect Lucky Rabbit Feet for Barkeep Polly to make a charm for Constable Maecia. Report back to Barkeep Polly in the Everfall Settlement when you've collected all the rabbit feet.</string>
<string key="0410_0414_c_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Confidence is a good thing."</string>
<string key="0410_0414_c_Proposal" comment="DO NOT TRANSLATE" speaker="Barkeep Polly" name="BarkeepPolly" VO="Barkeep_0410_0414_Rabbit_ProposalResponse" VO_Status="Recorded" dialogue-next="@0410_0414_c_Proposal_next">It is, but confidence is in short supply around here. Poor Constable Maecia - afraid of her own shadow, obsessed with 'bad luck.'\n\n I've been trying to help her, but… no luck so far! Heh.</string>
<string key="0410_0414_c_Proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Anything I can do?"</string>
<string key="0410_0414_c_Proposal_next" comment="DO NOT TRANSLATE" speaker="Barkeep Polly" name="BarkeepPolly" VO="Barkeep_0410_0414_Rabbit_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0410_0414_c_Proposal_prompt">Well... I had this idea. Sounds a little bit silly, but sometimes that's what people need.\n\nIf you'll collect rabbit feet while you're out in the wilds, I'll make the Constable a lucky charm.</string>
<string key="0410_0414_e_Incomplete" comment="DO NOT TRANSLATE" speaker="Barkeep Polly" name="BarkeepPolly" VO="Barkeep_0410_0414_Rabbit_InProgResponse" VO_Status="Recorded">It's hard for Constable Maecia. When you're looking for bad luck, you see it everywhere. Let's get those rabbits' feet.</string>
<string key="0410_0414_f_Complete" comment="DO NOT TRANSLATE" speaker="Barkeep Polly" name="BarkeepPolly" VO="Barkeep_0410_0414_Rabbit_AvailResponse" VO_Status="Recorded">This is my lucky day, isn't it? I knew you'd come through.\n\nThank you, I'll make a charm for the Constable as soon as I get home.</string>
<string key="0410_0414_d_01_Task" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName} by Hunting Rabbits</string>
<string key="0410_0406_a_Title" comment="DO NOT TRANSLATE" speaker="UI">Researcher's Request</string>
<string key="0410_0406_b_Description" comment="DO NOT TRANSLATE" speaker="UI">Defeat the Arcturian Regent in the Ancient Ruins of Arcturus. Report to William Heron in the Everfall Settlement when your task is complete.</string>
<string key="0410_0406_c_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Hasn't anyone ever studied them?"</string>
<string key="0410_0406_c_Proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0410_0406_TopOfArcturus_ProposalResponse" VO_Status="Recorded" dialogue-next="@0410_0406_c_Proposal_next">They have, but all we know for sure is that the Ancients had knowledge that far surpasses our own.\n\nThere's a researcher in town named William Heron. He claims the Ancients knew ways of protecting against the Corruption.</string>
<string key="0410_0406_c_Proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Should I speak with William?"</string>
<string key="0410_0406_c_Proposal_next" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0410_0406_TopOfArcturus_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0410_0406_c_Proposal_prompt">Most definitely, but do him a favor first, at the Tower of Arcturus.\n\nThere's one particularly nasty Guardian there preventing him access. Destroy it and tell William. He will be pleased.</string>
<string key="0410_0406_d_01_Task_GoTo" comment="DO NOT TRANSLATE" speaker="UI">Defeat the Arcturian Regent at {POITags} for William Heron</string>
<string key="0410_0406_d_02_Task_Kill" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName}</string>
<string key="0410_0406_e_Incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0410_0406_TopOfArcturus_InProgResponse" VO_Status="Recorded">Destroy the Ancient Guardian leader at Arcturus and then tell William. This could change everything.</string>
<string key="0410_0406_f_Complete" comment="DO NOT TRANSLATE" speaker="William Heron" name="WilliamHeron" VO="Magistrate_0410_0406_TopOfArcturus_AvailResponse" VO_Status="Recorded" dialogue-next="@0410_0406_f_Complete_next">Hold on. Let me guess! You're not long here on the island. Sand. You've been at the beach, and…\n\nDust. You were in ruins. Arcturus even. Hmmph. I'd have been there myself, were it not for that nasty Regent.</string>
<string key="0410_0406_f_Complete_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I defeated the Regent."</string>
<string key="0410_0406_f_Complete_next" comment="DO NOT TRANSLATE" speaker="William Heron" name="WilliamHeron" VO="Magistrate_0410_0406_TopOfArcturus_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0410_0406_f_Complete_prompt">You did? You've done me an enormous favor, then.\n\nAh, the Magistrate, of course. Clark. Then he does see the possibility of my work. Well done.</string>
<string key="0410_0407_a_Title" comment="DO NOT TRANSLATE" speaker="UI">Opening Supply Lines</string>
<string key="0410_0407_b_Description" comment="DO NOT TRANSLATE" speaker="UI">Defeat Stonetooth Pirates in Stonetooth Terrace and their leader Master Henry by the river docks. Report back to Survivalist Lee in the Everfall Settlement when your task is complete.</string>
<string key="0410_0407_c_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Why? You want some skulls knocked?"</string>
<string key="0410_0407_c_Proposal" comment="DO NOT TRANSLATE" speaker="Survivalist Lee" name="SurvivalistLee" VO="Survivalist_0410_0407_OpeningSupply_ProposalResponse" VO_Status="Recorded" dialogue-next="@0410_0407_c_Proposal_next">I want to see if I can get Artificer Petrowski to crack a smile.\n\nShe had an order of supplies coming from Weaver's Fen, but it never made it.</string>
<string key="0410_0407_c_Proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What happened?"</string>
<string key="0410_0407_c_Proposal_next" comment="DO NOT TRANSLATE" speaker="Survivalist Lee" name="SurvivalistLee" VO="Survivalist_0410_0407_OpeningSupply_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0410_0407_c_Proposal_prompt">Well, I did some scouting, and it's the Lost Pirates of Stonetooth Terrace menacing the east road out there.\n\nIf you can thin out their numbers and put down Master Henry, I think that'll make Tekla show us those pearly whites.</string>
<string key="0410_0407_d_01_Task_GoTo" comment="DO NOT TRANSLATE" speaker="UI">Confront Master Henry and the Lost Pirates at {POITags} for Survivalist Lee</string>
<string key="0410_0407_d_02_Task_Kill" comment="DO NOT TRANSLATE" speaker="UI">Defeat Lost Stonetooth Pirates</string>
<string key="0410_0407_d_03_Task_Kill" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName} on the river docks</string>
<string key="0410_0407_d_04_Task_Goto" comment="DO NOT TRANSLATE" speaker="UI">Travel to {POITags}</string>
<string key="0410_0407_d_05_Task_Kill" comment="DO NOT TRANSLATE" speaker="UI">Defeat Lost Longshadow Pirates</string>
<string key="0410_0407_e_Incomplete" comment="DO NOT TRANSLATE" speaker="Survivalist Lee" name="SurvivalistLee" VO="Survivalist_0410_0407_OpeningSupply_InProgResponse" VO_Status="Recorded">Master Henry and his Lost Pirates are still menacing the east roads. Something needs to be done.</string>
<string key="0410_0407_f_Complete" comment="DO NOT TRANSLATE" speaker="Survivalist Lee" name="SurvivalistLee" VO="Survivalist_0410_0407_OpeningSupply_AvailResponse" VO_Status="Recorded">Haha! You gave Master Henry the what for, didn't you? Let's hope that bastard stays down.\n\nLeave it to me to tell old Tekla. I appreciate your help, friend!</string>
<string key="0410_0408_a_Title" comment="DO NOT TRANSLATE" speaker="UI">Reclaiming What Was Lost</string>
<string key="0410_0408_b_Description" comment="DO NOT TRANSLATE" speaker="UI">Collect Riverworn Stone Charms from Lost Pirates in the Riverworn Grotto for Artificer Petrowski in the Everfall Settlement.</string>
<string key="0410_0408_c_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Sounds like you really don't like him."</string>
<string key="0410_0408_c_Proposal" comment="DO NOT TRANSLATE" speaker="Artificer Petrowski" name="ArtificerPetrowski" VO="Artificer_0410_0408_Reclaiming_ProposalResponse" VO_Status="Recorded" dialogue-next="@0410_0408_c_Proposal_next">Absolutely not! I will not allow a man the likes of Odnell Lee distract me from my work.\n\nI have a project under way that may help defend against the Corruption.</string>
<string key="0410_0408_c_Proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Is there some way I can help?"</string>
<string key="0410_0408_c_Proposal_next" comment="DO NOT TRANSLATE" speaker="Artificer Petrowski" name="ArtificerPetrowski" VO="Artificer_0410_0408_Reclaiming_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0410_0408_c_Proposal_prompt">Possibly. The townsfolk of Riverworn Grotto once carried Stone Charms that protected them. \n\nOf course, the town was overrun by the Lost, but who knows? Bring me some of these charms to study.</string>
<string key="0410_0408_d_01_Task_GoTo" comment="DO NOT TRANSLATE" speaker="UI">Collect Riverworn Stone Charms for Artificer Petroskwi at {POITags}</string>
<string key="0410_0408_d_02_Task_Kill" comment="DO NOT TRANSLATE" speaker="UI">Defeat Lost Riverworn Pirates</string>
<string key="0410_0408_d_03_Task_GatherChest" comment="DO NOT TRANSLATE" speaker="UI">Search chests for {itemName} at {POITags}</string>
<string key="0410_0408_e_Incomplete" comment="DO NOT TRANSLATE" speaker="Artificer Petrowski" name="ArtificerPetrowski" VO="Artificer_0410_0408_Reclaiming_InProgResponse" VO_Status="Recorded">Riverworn Grotto. Stone Charms. That's what I need.</string>
<string key="0410_0408_f_Complete" comment="DO NOT TRANSLATE" speaker="Artificer Petrowski" name="ArtificerPetrowski" VO="Artificer_0410_0408_Reclaiming_AvailResponse" VO_Status="Recorded">You've returned, and with my Stone Charms, I presume.\n\nWell done. I look forward to studying these.</string>
<string key="0405_0415_a_Title" comment="DO NOT TRANSLATE" speaker="UI - Quest Title">Something to Prove</string>
<string key="0405_0415_b_Description" comment="DO NOT TRANSLATE" speaker="UI">Destroy Corrupted in the Shadowmine Area and then speak to Survivalist Lee in the Everfall Settlement.</string>
<string key="0405_0415_d_01_Task_Goto" comment="DO NOT TRANSLATE" speaker="UI">Defeat Corrupted at {POITags} to prove Survivalist Lee wrong</string>
<string key="0405_0415_d_02_Task_Kill" comment="DO NOT TRANSLATE" speaker="UI">Defeat Corrupted</string>
<string key="0405_0415_d_03_Task_Kill" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName} in {POITags}</string>
<string key="0405_0415_c_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"He's still pestering you?"</string>
<string key="0405_0415_c_Proposal" comment="DO NOT TRANSLATE" speaker="Artificer Petrowski" name="ArtificerPetrowski" VO="Artificer_0405_0415_Ebenrock_ProposalResponse" VO_Status="Recorded" dialogue-next="@0405_0415_c_Proposal_next">Yes. It must be some bizarre, crude sense of humor that drives someone like Odnell Lee.\n\nThe man has the nerve to say I don't stand up for myself!</string>
<string key="0405_0415_c_Proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Why would he say that?"</string>
<string key="0405_0415_c_Proposal_next" comment="DO NOT TRANSLATE" speaker="Artificer Petrowski" name="ArtificerPetrowski" VO="Artificer_0405_0415_Ebenrock_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0405_0415_c_Proposal_prompt">My former… friend fell to the Corrupted in the Shadowmine Area.\n\nIn fact, you could go there and exact vengeance. Then tell Odnell. Perhaps he'll finally leave me alone.</string>
<string key="0405_0415_e_Incomplete" comment="DO NOT TRANSLATE" speaker="Artificer Petrowski" name="ArtificerPetrowski" VO="Artificer_0405_0415_Ebenrock_InProgResponse" VO_Status="Recorded">I must admit, I do get some pleasure at the thought of you taking vengeance against the Corrupted out there.</string>
<string key="0405_0415_f_Complete" comment="DO NOT TRANSLATE" speaker="Survivalist Lee" name="SurvivalistLee" VO="Artificer_0405_0415_Ebenrock_AvailResponse" VO_Status="Recorded">Tekla told me she sent you out to Shadowmine. You got her vengeance, did you? Indeed.\n\nI give up then. If she's happy on her own, I'll let her be.</string>
<string key="0405_0404_a_Title" comment="DO NOT TRANSLATE" speaker="UI -Journal - Quest Title">An Anonymous Gift</string>
<string key="0405_0404_b_Description" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Gather ore samples from silver nodes in Canary Mine. Report to Artificer Petrowski in the Everfall Settlement when your task is complete.</string>
<string key="0405_0404_c_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I don't think that's the problem."</string>
<string key="0405_0404_c_Proposal" comment="DO NOT TRANSLATE" speaker="Survivalist Lee" name="SurvivalistLee" VO="Survivalist_0405_0404_ArtificersQuarry_ProposalResponse" VO_Status="Recorded" dialogue-next="@0405_0404_c_Proposal_next">I got another idea worth trying. But for this one, you'll be the one doing the delivering. \n\nPetrowski's been wanting to get some ore samples from the Canary Mine.</string>
<string key="0405_0404_c_Proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"You want me to go?"</string>
<string key="0405_0404_c_Proposal_next" comment="DO NOT TRANSLATE" speaker="Survivalist Lee" name="SurvivalistLee" VO="Survivalist_0405_0404_ArtificersQuarry_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0405_0404_c_Proposal_prompt">Yes, you're a quick one, aren't you? \n\nHere's the thing, though: when you give the ore to Petrowski, tell her it's an anonymous gift. That'll get her attention!</string>
<string key="0405_0404_d_01_Task_GoTo" comment="DO NOT TRANSLATE" speaker="UI">Gather Ore Samples at {POITags} as a gift to Artificer Petrowski</string>
<string key="0405_0404_d_02_Task_GatherItem" comment="DO NOT TRANSLATE" speaker="UI">Gather {itemName}s from Glowing Stockpiles throughout {POITags}</string>
<string key="0405_0404_e_Incomplete" comment="DO NOT TRANSLATE" speaker="Survivalist Lee" name="SurvivalistLee" VO="Survivalist_0405_0404_ArtificersQuarry_InProgResponse" VO_Status="Recorded">Get those ore samples for Petrowski, but remember, it's an anonymous gift.</string>
<string key="0405_0404_f_Complete" comment="DO NOT TRANSLATE" speaker="Artificer Petrowski" name="ArtificerPetrowski" VO="Survivalist_0405_0404_ArtificersQuarry_AvailResponse" VO_Status="Recorded" dialogue-next="@0405_0404_f_Complete_next">Back so soon? What's this? Ore from the Canary Mine?\n\nTell me right now - who put you up to this?</string>
<string key="0405_0404_f_Complete_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"It's an anonymous gift."</string>
<string key="0405_0404_f_Complete_next" comment="DO NOT TRANSLATE" speaker="Artificer Petrowski" name="ArtificerPetrowski" VO="Survivalist_0405_0404_ArtificersQuarry_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0405_0404_f_Complete_prompt">Nonsense! I didn't ask for this and I shouldn't accept it.\n\nI suppose it may help in my research however. Very well. Thank you.</string>
<string key="0402_0413_a_Title" comment="DO NOT TRANSLATE" speaker="UI">Assessing the Enemy</string>
<string key="0402_0413_b_Description" comment="DO NOT TRANSLATE" speaker="UI">Destroy Marietta Olcott and Recover Olcott's Medicinals. Report back to Magistrate Clark in the Everfall Settlement when your task is complete.</string>
<string key="0402_0413_c_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Is there anything I can do?"</string>
<string key="0402_0413_c_Proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0402_0413_Renee_ProposalResponse" VO_Status="Recorded" dialogue-next="@0402_0413_c_Proposal_next">Some time ago, a very unfortunate affair with Corruption transpired at the Olcott family farm.\n\nI wonder if there may be clues there as to how we might fight it.</string>
<string key="0402_0413_c_Proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What happened?"</string>
<string key="0402_0413_c_Proposal_next" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0402_0413_Renee_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0402_0413_c_Proposal_prompt">Marietta Olcott became Corrupted. Her husband locked her in the farmhouse and tried various medicinals.\n\nThe rest of the family wound up becoming Withered. Go there, destroy Marietta, and recover the medicinals.</string>
<string key="0402_0413_e_Incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0402_0413_Renee_InProgResponse" VO_Status="Recorded">I only hope we might find some clue after defeating Marietta Olcott and recovering her husband's medicinals.</string>
<string key="0402_0413_f_Complete" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0402_0413_Renee_AvailResponse" VO_Status="Recorded">I see you've returned. Let's have a look at these medicinals.\n\nHm. Inoculations. I wonder if these might've been what caused the family to become Withered.</string>
<string key="0402_0413_d_01_Task_Goto" comment="DO NOT TRANSLATE" speaker="UI">Recover the Medicinals at {POITags}</string>
<string key="0402_0413_d_02_Task_Kill" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName}</string>
<string key="0402_0413_d_03_Task_GatherChest" comment="DO NOT TRANSLATE" speaker="UI">Search chests for {itemName} at {POITags}</string>
<string key="0402_0413_d_04_Task_Kill" comment="DO NOT TRANSLATE" speaker="UI">Defeat Withered at {POITags}</string>
<string key="0403_0405_a_Title" comment="DO NOT TRANSLATE" speaker="UI">Ancient Contemplations</string>
<string key="0403_0405_b_Description" comment="DO NOT TRANSLATE" speaker="UI">Defeat Ancient Guardians at Achernar in Monarch's Bluffs and return to William Heron in the Everfall Settlement.</string>
<string key="0403_0405_c_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Don't you research this kind of thing?"</string>
<string key="0403_0405_c_Proposal" comment="DO NOT TRANSLATE" speaker="William Heron" name="WilliamHeron" VO="Stranger_0403_0405_AncientProblems_ProposalResponse" VO_Status="Recorded" dialogue-next="@0403_0405_c_Proposal_next">I do, and thanks to you I visited Arcturus and completed my research there.\n\nI'm almost certain the Ancients had methods of defending against the Corruption.</string>
<string key="0403_0405_c_Proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI">"What were these methods?"</string>
<string key="0403_0405_c_Proposal_next" comment="DO NOT TRANSLATE" speaker="William Heron" name="WilliamHeron" VO="Stranger_0403_0405_AncientProblems_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0403_0405_c_Proposal_prompt">That, my new friend, is what we must figure out.\n\nReduce the numbers of Guardians in the Achernar ruins, and I will go and continue my research there.</string>
<string key="0403_0405_d_01_Task_GatherItems" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName}es from Elk Cows</string>
<string key="0403_0405_d_02_Task_Goto" comment="DO NOT TRANSLATE" speaker="UI">Defeat Ancient Guardians at {POITags} for William Heron</string>
<string key="0403_0405_d_03_Task_Kill" comment="DO NOT TRANSLATE" speaker="UI">Defeat Celestial Ancient Guardians</string>
<string key="0403_0405_e_Incomplete" comment="DO NOT TRANSLATE" speaker="William Heron" name="WilliamHeron" VO="Stranger_0403_0405_AncientProblems_InProgResponse" VO_Status="Recorded">The ruins of Achernar are in the Monarch's Bluffs territory. Reduce the number of Guardians there, and I will go myself.</string>
<string key="0403_0405_f_Complete" comment="DO NOT TRANSLATE" speaker="William Heron" name="WilliamHeron" VO="Stranger_0403_0405_AncientProblems_AvailResponse" VO_Status="Recorded">I can smell the Monarch's Bluffs pollen from here.\n\nWell done. I will begin preparations to visit Achernar myself right away.</string>
<string key="0404_0402_a_Title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Onward and Upward</string>
<string key="0404_0402_b_Description" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Defeat Daybreak Withered and Collect Old Mementos from crates. Report back to Constable Maecia in the Everfall Settlement when your task is complete.</string>
<string key="0404_0402_c_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I hope it helps."</string>
<string key="0404_0402_c_Proposal" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="Overseer_0404_0402_BreakingDay_ProposalResponse" VO_Status="Recorded" dialogue-next="@0404_0402_c_Proposal_next">It does. I suppose it's time for me to shrug off all this 'bad luck' business. \n\nI need to be taking some risks in life, making more contributions. I'm ready.</string>
<string key="0404_0402_c_Proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Can I help somehow?"</string>
<string key="0404_0402_c_Proposal_next" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="Overseer_0404_0402_BreakingDay_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0404_0402_c_Proposal_prompt">You certainly can. My bad luck started when Daybreak Borough fell to the Lost.\n\nIf you could go and put down the Withered there and bring back some mementos, it'd make me feel better.</string>
<string key="0404_0402_d_01_Task_GoTo" comment="DO NOT TRANSLATE" speaker="UI">Go to {POITags} and defeat Withered to redeem Constable Maecia</string>
<string key="0404_0402_d_02_Task_Kill" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName}</string>
<string key="0404_0402_d_03_Task_GatherChest" comment="DO NOT TRANSLATE" speaker="UI">Search chests for {itemName}s at {POITags}</string>
<string key="0404_0402_e_Incomplete" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="Overseer_0404_0402_BreakingDay_InProgResponse" VO_Status="Recorded">I feel like I'm finally coming out from being under a grey cloud. Cleaning up what happened at Daybreak will restore the sunlight.</string>
<string key="0404_0402_f_Complete" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="Overseer_0404_0402_BreakingDay_AvailResponse" VO_Status="Recorded">Well, there's a friend. All the way to Daybreak Borough and back with these mementos.\n\nThank you, {playerName}. Between you and Cecilia, I finally feel like myself again.</string>
<string key="0404_0403_a_Title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">What Came Before</string>
<string key="0404_0403_b_Description" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Defeat Rotcrop Withered and recover Tekla's Brooch. Then bring the brooch to Survivalist Lee in the Everfall Settlement.</string>
<string key="0404_0403_c_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Isn't that what you wanted?"</string>
<string key="0404_0403_c_Proposal" comment="DO NOT TRANSLATE" speaker="Artificer Petrowski" name="ArtificerPetrowski" VO="Artificer_0404_0403_WhatCameBefore_ProposalResponse" VO_Status="Recorded" dialogue-next="@0404_0403_c_Proposal_next">I don't know. Perhaps I was too harsh on the man. I know I sometimes come off as a... cold fish.\n\nBut when you have loved and lost, it's hard to move on.</string>
<string key="0404_0403_c_Proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Is there anything I can do?"</string>
<string key="0404_0403_c_Proposal_next" comment="DO NOT TRANSLATE" speaker="Artificer Petrowski" name="ArtificerPetrowski" VO="Artificer_0404_0403_WhatCameBefore_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0404_0403_c_Proposal_prompt">Yes. The 'friend' I spoke of before - Audrey Kelleher - she was more than a friend. I gave her my brooch.\n\nRecover the brooch from the Kelleher Farmstead and give it to Odnell. Maybe I will give him a chance.</string>
<string key="0404_0403_d_01_Task_GoTo" comment="DO NOT TRANSLATE" speaker="UI">Recover Tekla's Brooch from {POITags}</string>
<string key="0404_0403_d_02_Task_KillToken" comment="DO NOT TRANSLATE" speaker="UI">Search chests in {POITags} to find Tekla's Brooch</string>
<string key="0404_0403_d_03_Task_Kill" comment="DO NOT TRANSLATE" speaker="UI">Defeat Withered at {POITags}</string>
<string key="0404_0403_e_Incomplete" comment="DO NOT TRANSLATE" speaker="Artificer Petrowski" name="ArtificerPetrowski" VO="Artificer_0404_0403_WhatCameBefore_InProgResponse" VO_Status="Recorded">Audrey kept my brooch somewhere safe at the Kelleher Farmstead. \n\nOf course it could be anywhere on the grounds now.</string>
<string key="0404_0403_f_Complete" comment="DO NOT TRANSLATE" speaker="Survivalist Lee" name="SurvivalistLee" VO="Artificer_0404_0403_WhatCameBefore_AvailResponse" VO_Status="Recorded" dialogue-next="@0404_0403_f_Complete_next">Hello there, my rambunctious friend! What news do you have?\n\nA brooch, eh? It is…very pretty, but why give it to me?</string>
<string key="0404_0403_f_Complete_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Tekla wants you to have it."</string>
<string key="0404_0403_f_Complete_next" comment="DO NOT TRANSLATE" speaker="Survivalist Lee" name="SurvivalistLee" VO="Artificer_0404_0403_WhatCameBefore_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0404_0403_f_Complete_prompt">She… you mean, this… I don't know what to say. I'm moved.\n\nGiving her space was what she needed. Thank you, {playerName}. This means the world.</string>
<string key="0402_0401_a_Title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Enemy of My Enemy</string>
<string key="0402_0401_b_Description" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Collect Bile from Bilemouth at Meadow Lake Fishery for Magistrate Clark in the Everfall Settlement.</string>
<string key="0402_0401_c_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What else can we do?"</string>
<string key="0402_0401_c_Proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0402_0401_EnemyOfMyEnemy_ProposalResponse" VO_Status="Recorded" dialogue-next="@0402_0401_c_Proposal_next">I've actually had a hunch about this for some time - that quite possibly the Lost and Withered are immune to Corruption.\n\nPerhaps something in their bodily fluids is resistant to it.</string>
<string key="0402_0401_c_Proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"We should find out."</string>
<string key="0402_0401_c_Proposal_next" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0402_0401_EnemyOfMyEnemy_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0402_0401_c_Proposal_prompt">Indeed, and I know how. The most foul Lost in Everfall are the Bilemouth at Meadowlake Fishery. \n\nIf you are willing, I would like samples of their Bile. Meantime, I will consult with Alchemist Olivera.</string>
<string key="0402_0401_d_01_Task_Goto" comment="DO NOT TRANSLATE" speaker="UI">Collect Bile from {POITags} as a means to defend against Corruption</string>
<string key="0402_0401_d_02_Task_KillToken" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName} from {targetName}</string>
<string key="0402_0401_e_Incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0402_0401_EnemyOfMyEnemy_InProgResponse" VO_Status="Recorded">I know this task can be described as nothing less than disgusting, but the Bilemouth may hold the key to defending the settlement.</string>
<string key="0402_0401_f_Complete" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0402_0401_EnemyOfMyEnemy_AvailResponse" VO_Status="Recorded">I'm very relieved to see you, {playerName}. These Corruption breaches seem to be appearing in greater frequency.\n\nWe must move quickly.</string>
<string key="0402_0502_a_Title" comment="DO NOT TRANSLATE" speaker="UI">Tainting the Tainted</string>
<string key="0402_0502_b_Description" comment="DO NOT TRANSLATE" speaker="UI">Deposit the Bile-Soaked Meat into the Gruel Barrels in the Ebonrock Quarry. Report back to Magistrate Clark in the Everfall Settlement when your task is complete.</string>
<string key="0402_0502_c_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What's next?"</string>
<string key="0402_0502_c_Proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0402_0502_Tainting_ProposalResponse" VO_Status="Recorded" dialogue-next="@0402_0502_c_Proposal_next">Alchemist Olivera studied the Olcott Medicinals and believes we are on to something.\n\nHe thinks we can use the Bile you've recovered to repel or even destroy the Corrupted.</string>
<string key="0402_0502_c_Proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"We should test it."</string>
<string key="0402_0502_c_Proposal_next" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0402_0502_Tainting_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0402_0502_c_Proposal_prompt">Yes. An even more disgusting task than before - we soak this meat in the Lost bile, and...\n\nThere, now take this and deposit it in the Gruel Barrels at the Ebonrock Quarry. The Corrupted will eat it, and hopefully, perish.</string>
<string key="0402_0502_e_Incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0402_0502_Tainting_InProgResponse" VO_Status="Recorded">Make sure to wash your hands after depositing that meat into the Gruel Barrels. Don't want anything to happen to you!</string>
<string key="0402_0502_f_Complete" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0402_0502_Tainting_AvailResponse" VO_Status="Recorded" dialogue-next="@0402_0502_f_Complete_next">There you are! I hope you have washed your hands. \n\nGuess what? I have already heard reports that the Corrupted are falling ill.</string>
<string key="0402_0502_f_Complete_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Then it worked."</string>
<string key="0402_0502_f_Complete_next" comment="DO NOT TRANSLATE" speaker="Magistrate Clark" name="MagistrateClark" VO="Magistrate_0402_0502_Tainting_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0402_0502_f_Complete_prompt">It did. Now I just need to find someone to coat the settlement walls in Bilemouth Bile. \n\nSomeone else, that is. You have done enough. The entire settlement is in your debt.</string>
<string key="0402_0502_d_01_Task" comment="DO NOT TRANSLATE" speaker="UI">Sabotage the Corrupted Forces' food supply at {POITags}</string>
<string key="0402_0502_d_02_Task" comment="DO NOT TRANSLATE" speaker="UI">Deposit the Bile-Soaked Meat into Gruel Barrels</string>
<string key="0402_0502_d_04_Task_Kill" comment="DO NOT TRANSLATE" speaker="UI">Defeat Corrupted at {POITags}</string>
<string key="0411_0409_a_Title" comment="DO NOT TRANSLATE" speaker="UI">Stars as Our Guide</string>
<string key="0411_0409_b_Description" comment="DO NOT TRANSLATE" speaker="UI">Search chests at Ancient Lookouts Lupus, Norma, and Leo. Report back to William Heron in the Everfall Settlement when your task is complete.</string>
<string key="0411_0409_c_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Is that a compliment?"</string>
<string key="0411_0409_c_Proposal" comment="DO NOT TRANSLATE" speaker="William Heron" name="WilliamHeron" VO="Stranger_0411_0409_StarsAsOurGuide_ProposalResponse" VO_Status="Recorded" dialogue-next="@0411_0409_c_Proposal_next">Take it however you want. Now, here's what I've surmised: the Ancients had many advanced technologies at their disposal.\n\nSome may have been used for less... humane purposes. Others, for defense.</string>
<string key="0411_0409_c_Proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Against the Corruption?"</string>
<string key="0411_0409_c_Proposal_next" comment="DO NOT TRANSLATE" speaker="William Heron" name="WilliamHeron" VO="Stranger_0411_0409_StarsAsOurGuide_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0411_0409_c_Proposal_prompt">That, we cannot yet be certain of. I am certain, however, the Ancients harnessed the power of the stars in this region using astrolabes.\n\nIf you can procure them from the towers Lupus, Norma, and Leo, I can begin my studies.</string>
<string key="0411_0409_d_01_Task_GatherChest" comment="DO NOT TRANSLATE" speaker="UI">Search ancient coffer at {POITags}</string>
<string key="0411_0409_d_02_Task_GatherChest" comment="DO NOT TRANSLATE" speaker="UI">Search ancient coffer at {POITags}</string>
<string key="0411_0409_d_03_Task_GatherChest" comment="DO NOT TRANSLATE" speaker="UI">Search ancient coffer at {POITags}</string>
<string key="0411_0409_e_Incomplete" comment="DO NOT TRANSLATE" speaker="William Heron" name="WilliamHeron" VO="Stranger_0411_0409_StarsAsOurGuide_InProgResponse" VO_Status="Recorded">Studying the astrolabes from Lupus, Norma, and Leo will give us answers. Perhaps not all of them, but it's a start.</string>
<string key="0411_0409_f_Complete" comment="DO NOT TRANSLATE" speaker="William Heron" name="WilliamHeron" VO="Stranger_0411_0409_StarsAsOurGuide_AvailResponse" VO_Status="Recorded">Perfect, perfect, perfect. Let us see what you have here.\n\nYes, the Ancients were triangulating light to either transmit or generate energy.</string>
<string key="0411_0410_a_Title" comment="DO NOT TRANSLATE" speaker="UI">Under the Same Stars</string>
<string key="0411_0410_b_Description" comment="DO NOT TRANSLATE" speaker="UI">Search chests at Ancient Lookouts Hercules, Canis, and Ursa. Report back to William Heron in the Everfall Settlement when your task is complete.</string>
<string key="0411_0410_c_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Just tell me what you need."</string>
<string key="0411_0410_c_Proposal" comment="DO NOT TRANSLATE" speaker="William Heron" name="WilliamHeron" VO="Stranger_0411_0410_UnderStars_ProposalResponse" VO_Status="Recorded">I will need to see astrolabes from some of the other towers to reach further conjecture.\n\nLet's try Hercules, Canis, and Ursa. There is some cosmic symmetry at work here I'm not seeing yet.</string>
<string key="0411_0410_d_01_Task_GatherChest" comment="DO NOT TRANSLATE" speaker="UI">Search ancient coffer at {POITags}</string>
<string key="0411_0410_d_02_Task_GatherChest" comment="DO NOT TRANSLATE" speaker="UI">Search ancient coffer at {POITags}</string>
<string key="0411_0410_d_03_Task_GatherChest" comment="DO NOT TRANSLATE" speaker="UI">Search ancient coffer at {POITags}</string>
<string key="0411_0410_e_Incomplete" comment="DO NOT TRANSLATE" speaker="William Heron" name="WilliamHeron" VO="Stranger_0411_0410_UnderStars_InProgResponse" VO_Status="Recorded">Studying the astrolabes from Hercules, Canis, and Ursa will give us answers. Perhaps not all of them, but it's a start.</string>
<string key="0411_0410_f_Complete" comment="DO NOT TRANSLATE" speaker="William Heron" name="WilliamHeron" VO="Stranger_0411_0410_UnderStars_AvailResponse" VO_Status="Recorded">Yes! Yes! This is the key. See here––these constellations line up perfectly with the towers.\n\nThe patterns aren't in the towers, but in the stars themselves.</string>
<string key="0411_0411_a_Title" comment="DO NOT TRANSLATE" speaker="UI">Led By Stars</string>
<string key="0411_0411_b_Description" comment="DO NOT TRANSLATE" speaker="UI">Search chests at Ancient Lookouts Monoceros, Lacerta, and Carina. Report back to William Heron in the Everfall Settlement when your task is complete.</string>
<string key="0411_0411_c_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I suppose so."</string>
<string key="0411_0411_c_Proposal" comment="DO NOT TRANSLATE" speaker="William Heron" name="WilliamHeron" VO="Stranger_0411_0411_LedByStars_ProposalResponse" VO_Status="Recorded">I'm sorry if this is becoming repetitive for you, but such is the nature of science!\n\nRecover the astrolabes from Monoceros, Lacerta, and Carina. We're getting closer.</string>
<string key="0411_0411_d_01_Task_GatherChest" comment="DO NOT TRANSLATE" speaker="UI">Search ancient coffer at {POITags}</string>
<string key="0411_0411_d_02_Task_GatherChest" comment="DO NOT TRANSLATE" speaker="UI">Search ancient coffer at {POITags}</string>
<string key="0411_0411_d_03_Task_GatherChest" comment="DO NOT TRANSLATE" speaker="UI">Search ancient coffer at {POITags}</string>
<string key="0411_0411_e_Incomplete" comment="DO NOT TRANSLATE" speaker="William Heron" name="WilliamHeron" VO="Stranger_0411_0411_LedByStars_InProgResponse" VO_Status="Recorded">Studying the astrolabes from Monoceros, Lacerta, and Carina will give us answers. Perhaps not all of them, but it's a start.</string>
<string key="0411_0411_f_Complete" comment="DO NOT TRANSLATE" speaker="William Heron" name="WilliamHeron" VO="Stranger_0411_0411_LedByStars_AvailResponse" VO_Status="Recorded">Aha! And here's one of my theories proven - the consistent age of the dust! \n\nAt some point, the Ancient Guardians all went dormant. Fascinating! But... it doesn't help against Corruption.</string>
<string key="0411_0101_a_Title" comment="DO NOT TRANSLATE" speaker="UI">Constellation Convergence</string>
<string key="0411_0101_b_Description" comment="DO NOT TRANSLATE" speaker="UI">Search chests at Ancient Lookouts Draco, Orion, and Perseus. Report back to William Heron in the Everfall Settlement when your task is complete.</string>
<string key="0411_0101_c_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I'm beginning to have doubts."</string>
<string key="0411_0101_c_Proposal" comment="DO NOT TRANSLATE" speaker="William Heron" name="WilliamHeron" VO="Stranger_0411_0101_Constellation_ProposalResponse" VO_Status="Recorded">Keep the faith, friend. I had hoped to avoid this, but it seems we must visit the last three towers. \n\nDraco, Orion, and Perseus. Retrieve their sky discs and we'll have our answers. I feel certain of it.</string>
<string key="0411_0101_e_Incomplete" comment="DO NOT TRANSLATE" speaker="William Heron" name="WilliamHeron" VO="Stranger_0411_0101_Constellation_InProgResponse" VO_Status="Recorded">Studying the astrolabes from Draco, Orion, and Perseus will give us answers. Final answers.</string>
<string key="0411_0101_f_Complete" comment="DO NOT TRANSLATE" speaker="William Heron" name="WilliamHeron" VO="Stranger_0411_0101_Constellation_AvailResponse" VO_Status="Recorded">Let's see here... that's it! It all adds up! The Guardians were put to sleep when the towers went active!\n\nThe towers provided defense for this region while the Guardians were dormant!</string>
<string key="0411_0101_d_01_Task" comment="DO NOT TRANSLATE" speaker="UI">Search ancient coffer at {POITags}</string>
<string key="0411_0101_d_02_Task" comment="DO NOT TRANSLATE" speaker="UI">Search ancient coffer at {POITags}</string>
<string key="0411_0101_d_03_Task" comment="DO NOT TRANSLATE" speaker="UI">Search ancient coffer at {POITags}</string>
<string key="0411_0412_a_Title" comment="DO NOT TRANSLATE" speaker="UI">Center of the Stars</string>
<string key="0411_0412_b_Description" comment="DO NOT TRANSLATE" speaker="Ui">Search for an Armillary Sphere and defeat Starfallen Ancient Guardians at the Shattered Obelisk. Report back to William Heron in the Everfall Settlement when your task is complete.</string>
<string key="0411_0412_c_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Do you have any ideas?"</string>
<string key="0411_0412_c_Proposal" comment="DO NOT TRANSLATE" speaker="William Heron" name="WilliamHeron" VO="Stranger_0411_0412_Center_ProposalResponse" VO_Status="Recorded" dialogue-next="@0411_0412_c_Proposal_next">Not yet, and of course, the unfortunate fact is that everything points to the Shattered Obelisk as the epicenter.\n\nThose ruins are guarded by the Starfallen. I estimate the odds of even you getting in there to be very, very low.</string>
<string key="0411_0412_c_Proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I can beat the odds."</string>
<string key="0411_0412_c_Proposal_next" comment="DO NOT TRANSLATE" speaker="William Heron" name="WilliamHeron" VO="Stranger_0411_0412_Center_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0411_0412_c_Proposal_prompt">You have to make your own choices.\n\nIf you can subdue the Starfallen in the Obelisk, look for an Armillary Sphere. That is the key that opens the door to the heavens.</string>
<string key="0411_0412_d_01_Task_Goto" comment="DO NOT TRANSLATE" speaker="UI">Search for an Armillary Sphere at {POITags} for William Heron</string>
<string key="0411_0412_d_01_Task_GatherChest" comment="DO NOT TRANSLATE" speaker="UI">Search {POITags} for an Armillary Sphere</string>
<string key="0411_0412_d_02_Task_Kill" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName}</string>
<string key="0411_0412_e_Incomplete" comment="DO NOT TRANSLATE" speaker="William Heron" name="WilliamHeron" VO="Stranger_0411_0412_Center_InProgResponse" VO_Status="Recorded">I cannot encourage you to take this risk. Dying in the Shattered Obelisk may be more than a soul can bear.</string>
<string key="0411_0412_f_Complete" comment="DO NOT TRANSLATE" speaker="William Heron" name="WilliamHeron" VO="Stranger_0411_0412_Center_AvailResponse" VO_Status="Recorded" dialogue-next="@0411_0412_f_Complete_next">Did you... really? To enter the Obelisk and return - It defies logic.\n\nLet me see the Armillary Sphere. Yes. Yes, this will activate the towers. Your part is done.</string>
<string key="0411_0412_f_Complete_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"That's everything?"</string>
<string key="0411_0412_f_Complete_next" comment="DO NOT TRANSLATE" speaker="William Heron" name="WilliamHeron" VO="Stranger_0411_0412_Center_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0411_0412_f_Complete_prompt">No, quite the contrary. I must say - I have never met my equal… until now.\n\nYour strength and dedication made this possible, not my intellect. I am honored to know you.</string>
<string key="0422_1501_intrototravel_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Between Innkeeps</string>
<string key="0422_1501_intrototravel_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I'm the venturing type."</string>
<string key="0422_1501_intrototravel_proposal" comment="DO NOT TRANSLATE" speaker="Innkeep Kamau" name="InnkeepKamau" VO="Innkeep_0422_1501_intrototravel_ProposalResponse" VO_Status="Recorded" dialogue-next="@0422_1501_intrototravel_proposal_next">Perfect! Innkeep Suen over in Windsward owes me - I loaned him some azoth a while back.\n\nIf you'll go remind him of the debt, he'll pay the cost for you to fast travel back.</string>
<string key="0422_1501_intrototravel_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Fast travel back?"</string>
<string key="0422_1501_intrototravel_proposal_next" comment="DO NOT TRANSLATE" speaker="Innkeep Kamau" name="InnkeepKamau" VO="Innkeep_0422_1501_intrototravel_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0422_1501_intrototravel_proposal_prompt">Well yeah. It just costs a little azoth… like everything else, right?\n\nBut yes, if you will remind Innkeep Suen of the debt and return, I'll give you a little azoth myself.</string>
<string key="0422_1501_intrototravel_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Innkeep Suen" name="InnkeepSuen" VO="Innkeep_0422_1501_intrototravel_AvailResponse" VO_Status="Recorded" dialogue-next="@0422_1501_intrototravel_complete_availaible_response_next">Greetings and welcome to Windsward! Wait, do I know you?\n\nOr have you come from Everfall? I had a feeling Kamau would send someone soon.</string>
<string key="0422_1501_intrototravel_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Yes, she wants her azoth."</string>
<string key="0422_1501_intrototravel_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Innkeep Suen" name="InnkeepSuen" VO="Innkeep_0422_1501_intrototravel_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0422_1501_intrototravel_complete_availaible_response_prompt">And you can assure her that I will send it shortly. We've had an influx of new arrivals lately.\n\nAnd of course, before you ask… here is enough azoth for you to fast travel back to Everfall. Godspeed!</string>
<string key="0422_1501_intrototravel_incomplete" comment="DO NOT TRANSLATE" speaker="Innkeep Kamau" name="InnkeepKamau" VO="Innkeep_0422_1501_intrototravel_InProgResponse" VO_Status="Recorded">I do appreciate you taking my request to Innkeep Suen.\n\nHe'll give you enough azoth to fast travel back.</string>
<string key="0422_1501_intrototravel_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Remind Innkeep Suen in Windsward of the debt he owes Innkeep Kamau in Everfall.</string>
<string key="0422_1502_returntravel_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Fast Travel Home</string>
<string key="0422_1502_returntravel_proposal" comment="DO NOT TRANSLATE" speaker="n/a">[BLANK]</string>
<string key="0422_1502_d_01_task" comment="DO NOT TRANSLATE" speaker="UI">Open the Map and (optional) Fast Travel back to Everfall</string>
<string key="0422_1502_returntravel_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Innkeep Kamau" name="InnkeepKamau" VO="Innkeep_0422_1502_returntravel_complete_availaible_response" VO_Status="Recorded" dialogue-next="@0422_1502_returntravel_complete_availaible_response_next">Well now, that was quicker than I expected.\n\nTell me that rapscallion has the azoth he owes me…</string>
<string key="0422_1502_returntravel_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"He says he'll send it soon."</string>
<string key="0422_1502_returntravel_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Innkeep Kamau" name="InnkeepKamau" VO="Innkeep_0422_1502_returntravel_complete_availaible_response_next" VO_Status="Recorded" dialogue-prompt="@0422_1502_returntravel_complete_availaible_response_prompt">He'd better, or I'll be sending you back!\n\nI appreciate you going all the way out there, {playerName}. As promised, here's a little more azoth. Oh, and you can keep your free room!</string>
<string key="0422_1502_returntravel_incomplete" comment="DO NOT TRANSLATE" speaker="n/a">[BLANK}</string>
<string key="0422_1502_returntravel_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Open your map and use the azoth from the Innkeep to fast travel back to Everfall.</string>
<string key="04_task_acquire_generic" comment="DO NOT TRANSLATE" speaker="UI">Acquire {itemName}</string>
<string key="04_task_craft_yourcamp_generic" comment="DO NOT TRANSLATE" speaker="UI">Craft {itemName} at your camp</string>
<string key="04_task_cull_enemies_generic" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName}</string>
<string key="04_task_destroy_enemies_generic" comment="DO NOT TRANSLATE" speaker="UI">Destroy {targetName}</string>
<string key="04_task_kill_token_POITag_generic" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName} for {itemName} at {POITags}</string>
<string key="04_task_search_chests_POITag_generic" comment="DO NOT TRANSLATE" speaker="UI">Search chests for {itemName}s at {POITags}</string>
<string key="04_task_transport_generic" comment="DO NOT TRANSLATE" speaker="UI">Holding item to transport</string>
<string key="04_task_travelto_POITag_generic" comment="DO NOT TRANSLATE" speaker="UI">Travel to {POITags}</string>
<string key="0430_0101_a_Title" speaker="UI" rel_version="Quest_PvPArenas">Enter The Arena</string>
<string key="0430_0101_b_Description" speaker="UI" rel_version="Quest_PvPArenas">Maximus Marcellus invites you to participate in a team versus team extravaganza. Enter by queueing from the Map.</string>
<string key="0430_0101_c_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_PvPArenas">"What is the Arena?"</string>
<string key="0430_0101_c_Proposal" speaker="Maximus Marcellus" name="MaximusMarcellus" VO_Status="Needs Recording" dialogue-next="@0430_0101_c_Proposal_next" rel_version="Quest_PvPArenas">What is the Arena? Why, it is in the grand tradition of my motherland of Rome, it is a battle spectacular of two teams going head-to-head in combat!\n\nIt requires skill, coordination, and an unshakable mettle to participate.</string>
<string key="0430_0101_c_Proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_PvPArenas">"How do I participate?"</string>
<string key="0430_0101_c_Proposal_next" speaker="Maximus Marcellus" name="MaximusMarcellus" VO_Status="Needs Recording" dialogue-prompt="@0430_0101_c_Proposal_prompt" rel_version="Quest_PvPArenas">To enter the Arena you can open your Map and use Modes to sign up for the Arena Grounds.\n\nSo, what do you say? Are you ready to fight with guts and glory, for honor and for fame?</string>
<string key="0430_0101_e_Incomplete" speaker="Maximus Marcellus" name="MaximusMarcellus" VO_Status="Needs Recording" rel_version="Quest_PvPArenas">To enter the Arena you can open your Map and use Modes to sign up for the Arena Grounds.\n\nWhat are you waiting for? Get out there and pummel!</string>
<string key="0430_0101_f_Complete" speaker="Maximus Marcellus" name="MaximusMarcellus" VO_Status="Needs Recording" rel_version="Quest_PvPArenas">What a show! I was on the edge of my seat the entire time! You, my friend, are a sure addition to the Arena roster.\n\nReturn to fight any time, you are always welcome here my fearsome champion!</string>
<string key="0430_0101_d_01_EnterArena" speaker="UI" rel_version="Quest_PvPArenas">Enter the Arena via 'Modes' on the Map</string>
<string key="0430_0101_d_02_ArenaWin" speaker="UI" rel_version="Quest_PvPArenas">Win an Arena Match</string>
</resources>