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06_objectives.loc.xml
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06_objectives.loc.xml
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<resources xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<string key="06_task_acquire_generic" comment="DO NOT TRANSLATE" speaker="UI">Acquire {itemName}</string>
<string key="06_task_craft_yourcamp_generic" comment="DO NOT TRANSLATE" speaker="UI">Craft {itemName} at your camp</string>
<string key="06_task_cull_enemies_generic" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName}</string>
<string key="06_task_destroy_enemies_generic" comment="DO NOT TRANSLATE" speaker="UI">Destroy {targetName}</string>
<string key="06_task_kill_token_POITag_generic" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName} for {itemName} at {POITags}</string>
<string key="06_task_search_chests_POITag_generic" comment="DO NOT TRANSLATE" speaker="UI">Search chests for {itemName} at {POITags}</string>
<string key="06_task_transport_generic" comment="DO NOT TRANSLATE" speaker="UI">Holding item to transport</string>
<string key="06_task_travelto_POITag_generic" comment="DO NOT TRANSLATE" speaker="UI">Travel to {POITags}</string>
<string key="0600_0101_getoffbeach_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Watcher Fayed" name="WatcherFayed" VO="Watcher_0600_0101_getoffbeach_complete_availaible_response" VO_Status="Recorded" dialogue-next="@0600_0101_getoffbeach_complete_availaible_response_next">Well, you don't look like one of the Drowned. There's life in you, yet.\n\nAboard a ship during that storm, were you? You're fortunate to be alive, but such is the magic of this place - Aeternum.</string>
<string key="0600_0101_getoffbeach_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Aeternum? Is that where we are?"</string>
<string key="0600_0101_getoffbeach_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Watcher Fayed" name="WatcherFayed" VO="Watcher_0600_0101_getoffbeach_complete_availaible_response_next" VO_Status="Recorded" dialogue-next="@0600_0101_getoffbeach_complete_availaible_response_next_2" dialogue-prompt="@0600_0101_getoffbeach_complete_availaible_response_prompt">Indeed, and it is where we will remain. One can evade death for centuries on this island, but leaving is difficult, if not impossible. \n\nI am Watcher Tahir Fayed, from the nearby settlement of Windsward. And you are…?</string>
<string key="0600_0101_getoffbeach_complete_availaible_response_prompt_2" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I'm {playerName}."</string>
<string key="0600_0101_getoffbeach_complete_availaible_response_next_2" comment="DO NOT TRANSLATE" speaker="Watcher Fayed" name="WatcherFayed" VO="Watcher_0600_0101_getoffbeach_complete_availaible_response_next_2" VO_Status="Recorded" dialogue-prompt="@0600_0101_getoffbeach_complete_availaible_response_prompt_2">It is nice to make your acquaintance, {PlayerName}. \n\nAs desperate as your situation may seem, almost everyone here arrived under similar circumstances.</string>
<string key="0601_0101_culldrowned_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Among the Drowned</string>
<string key="0601_0101_culldrowned_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What happened to the crew?"</string>
<string key="0601_0101_culldrowned_proposal" comment="DO NOT TRANSLATE" speaker="Watcher Fayed" name="WatcherFayed" VO="Watcher_0601_0101_culldrowned_ProposalResponse" VO_Status="Recorded" dialogue-next="@0601_0101_culldrowned_proposal_next">Ah, well, you see… you seem to have died and been resurrected unharmed.\n\nIt appears the rest of your crew came back without their souls, they wander the beach now as the restless 'Drowned'.</string>
<string key="0601_0101_culldrowned_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Can anything be done for them?"</string>
<string key="0601_0101_culldrowned_proposal_next" comment="DO NOT TRANSLATE" speaker="Watcher Fayed" name="WatcherFayed" VO="Watcher_0601_0101_culldrowned_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0601_0101_culldrowned_proposal_prompt">Yes, the merciful thing is to at least attempt to put them to rest. That is part of the reason I am here.\n\nIt would be better if you could do it, however, {playerName}. I need to stay here for others like you.</string>
<string key="0601_0101_culldrowned_incomplete" comment="DO NOT TRANSLATE" speaker="Watcher Fayed" name="WatcherFayed" VO="Watcher_0601_0101_culldrowned_InProgResponse" VO_Status="Recorded">Defeat the Drowned if you can. \n\nIt's difficult to say whether they will remain dead, but we will know we tried, at least.</string>
<string key="0601_0101_culldrowned_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Defeat the Drowned gathered at the Mesnard's Might Shipwreck and try to put them to rest. Report back to Watcher Fayed at the Windsward Watchtower when your task is complete.</string>
<string key="0601_0101_culldrowned_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Watcher Fayed" name="WatcherFayed" VO="Watcher_0601_0101_culldrowned_AvailResponse" VO_Status="Recorded">There, now. I hope that wasn't too difficult. Some have trouble confronting the soulless ones.\n\nThey're a reminder of the fate that could await us all on this island.</string>
<string key="0601_0101_d_01_task" comment="DO NOT TRANSLATE" speaker="UI">Open the Map</string>
<string key="0601_0101_d_02_task" comment="DO NOT TRANSLATE" speaker="UI">Investigate the Shipwreck marked on your map</string>
<string key="0601_0101_d_03_task" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName}</string>
<string key="0601_0102_campandtools_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Provide for Yourself</string>
<string key="0601_0102_campandtools_proposal" comment="DO NOT TRANSLATE" speaker="Watcher Fayed" name="WatcherFayed" VO="Watcher_0601_0102_campandtools_ProposalResponse" VO_Status="Recorded">Of course. I imagine you are quite famished after your ordeal at sea.\n\nI did not bring any rations with me, but you can provide for yourself. Gather flint and wood and fashion yourself a skinning knife, for starters.</string>
<string key="0601_0102_campandtools_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Where do I find flint and wood?"</string>
<string key="0601_0102_campandtools_incomplete" comment="DO NOT TRANSLATE" speaker="Watcher Fayed" name="WatcherFayed" VO="Watcher_0601_0102_campandtools_InProgResponse" VO_Status="Recorded">Wood's easy enough to gather from bushes around here. Flint? Those are rocks on the beach that everyone trips over.\n\nGather some of each, then use the campfire to craft a Skinning Knife.</string>
<string key="0601_0102_campandtools_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Gather Flint and Wood, then craft a Flint Skinning Knife at Watcher Fayed's campfire. Talk to Watcher Fayed when your task is complete.</string>
<string key="0601_0102_campandtools_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Watcher Fayed" name="WatcherFayed" VO="Watcher_0601_0102_campandtools_AvailResponse" VO_Status="Recorded">Well done, my friend. It may not be a handsome implement, but it will get the job done.\n\nNext, you will want go on a little boar hunt.</string>
<string key="0601_0102_d_01_task" comment="DO NOT TRANSLATE" speaker="UI">Gather supplies to craft a Skinning Knife.</string>
<string key="0601_0102_d_02_task" comment="DO NOT TRANSLATE" speaker="UI">Gather {itemName} from the ground</string>
<string key="0601_0102_d_03_task" comment="DO NOT TRANSLATE" speaker="UI">Gather {itemName} from a nearby Bush</string>
<string key="0601_0102_d_04_task" comment="DO NOT TRANSLATE" speaker="UI">Craft a {itemName} at Watcher Fayed's campfire</string>
<string key="0601_0103_boarproblem_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Campfire Feast</string>
<string key="0601_0103_boarproblem_proposal" comment="DO NOT TRANSLATE" speaker="Watcher Fayed" name="WatcherFayed" VO="Watcher_0601_0103_boarproblem_ProposalResponse" VO_Status="Recorded">You've been at sail for some time. How does a boar steak sound?\n\nTake down one of the Boars in the brush behind me, and put your new Knife to the test. Then cook yourself a little campfire feast.</string>
<string key="0601_0103_boarproblem_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Sounds good to me."</string>
<string key="0601_0103_boarproblem_incomplete" comment="DO NOT TRANSLATE" speaker="Watcher Fayed" name="WatcherFayed" VO="Watcher_0601_0103_boarproblem_InProgResponse" VO_Status="Recorded">Careful. Those boars can put up quite a fight.\n\nI can assure you that your reward will be a fine meal, however.</string>
<string key="0601_0103_boarproblem_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Watcher Fayed" name="WatcherFayed" VO="Watcher_0601_0103_boarproblem_AvailResponse" VO_Status="Recorded">Nicely done, {PlayerName}. It may seem simple enough, but both boar hunting and preparing your own food are important skills to have here in Aeternum.\n\nA full belly goes a long way.</string>
<string key="0601_0103_boarproblem_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Hunt down a boar near the Watchtower, skin it for meat, then cook a light ration at the Watcher's campfire. Talk to Watcher Fayed when your task is complete.</string>
<string key="0601_0103_d_01_task" comment="DO NOT TRANSLATE">Hunt down a {targetName} for a meal</string>
<string key="0601_0103_d_02_task" comment="DO NOT TRANSLATE" speaker="UI">Equip a Skinning Knife</string>
<string key="0601_0103_d_03_task" comment="DO NOT TRANSLATE" speaker="UI">Skin Boar to Collect {itemName}</string>
<string key="0601_0103_d_04_task" comment="DO NOT TRANSLATE" speaker="UI">Cook a Light Ration from the Recovery Foods category at Watcher Fayed's Campfire</string>
<string key="0601_0104_xmarksthespot_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">All That Remains</string>
<string key="0601_0104_xmarksthespot_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What else do we need to do?"</string>
<string key="0601_0104_xmarksthespot_proposal" comment="DO NOT TRANSLATE" speaker="Watcher Fayed" name="WatcherFayed" VO="Watcher_0601_0104_xmarksthespot_ProposalResponse" VO_Status="Recorded">Your ship was just one of several claimed by Corruption this day.\n\nThe Windsward settlement keeps track of all wrecks on this shore. I was hoping you could help collect records from whatever remains of these ships.</string>
<string key="0601_0104_xmarksthespot_incomplete" comment="DO NOT TRANSLATE" speaker="Watcher Fayed" name="WatcherFayed" VO="Watcher_0601_0104_xmarksthespot_InProgResponse" VO_Status="Recorded">I know from personal experience that one's first few days here on Aeternum are confusing.\n\nYou will get used to it. You must adapt, or you will end up like one of the Lost, the Drowned.</string>
<string key="0601_0104_xmarksthespot_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Watcher Fayed" name="WatcherFayed" VO="Watcher_0601_0104_xmarksthespot_AvailResponse" VO_Status="Recorded">Ah, well done. These records serve as both an archive and a memorial of sorts.\n\nIt's one way the people of Windsward can still keep a connection to the old world.</string>
<string key="0601_0104_xmarksthespot_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Search shipwrecks near the Windsward Watchtower for any records and watch out for signs of Corruption. Talk to Watcher Fayed when your task is complete.</string>
<string key="0601_0104_xmarksthespot_p1_GoTo_POI_search" comment="DO NOT TRANSLATE" speaker="UI">Search Shipwrecks for Records and Remnants</string>
<string key="0601_0104_xmarksthespot_POIRef_drowned_shipwreck_1" comment="DO NOT TRANSLATE" speaker="UI">From the Crown of Corpora:</string>
<string key="0601_0104_xmarksthespot_collect_shipsroster" comment="DO NOT TRANSLATE" speaker="UI">Collect Ship's Manifest</string>
<string key="0601_0104_xmarksthespot_collect_shipsmanifest" comment="DO NOT TRANSLATE" speaker="UI">Collect Ship's Roster</string>
<string key="0601_0104_xmarksthespot_collect_shipslog" comment="DO NOT TRANSLATE" speaker="UI">Collect Ship's Log</string>
<string key="0601_0104_xmarksthespot_search_ShipsLocker" comment="DO NOT TRANSLATE" speaker="UI">Search Ship's Locker at wreck of {POITags}</string>
<string key="0601_0104_xmarksthespot_POIRef_drowned_shipwreck_4" comment="DO NOT TRANSLATE" speaker="UI">From The Satisfaction:</string>
<string key="0601_0104_xmarksthespot_collect_sternflag" comment="DO NOT TRANSLATE" speaker="UI">Collect the {itemName} from the Stern</string>
<string key="0601_0104_xmarksthespot_collect_bowflag" comment="DO NOT TRANSLATE" speaker="UI">Collect the {itemName} from the Bow</string>
<string key="0601_0107_d_01_task" comment="DO NOT TRANSLATE" speaker="UI">Investigate the {POITags}</string>
<string key="0601_0107_d_02_task" comment="DO NOT TRANSLATE" speaker="UI">Search for the source of the Corruption</string>
<string key="0601_0107_d_03_task" comment="DO NOT TRANSLATE" speaker="UI">Defeat the {targetName}</string>
<string key="0601_0107_preciouscargo_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Remnant of Doom</string>
<string key="0601_0107_preciouscargo_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Is there anything we can do?"</string>
<string key="0601_0107_preciouscargo_proposal" comment="DO NOT TRANSLATE" speaker="Watcher Fayed" name="WatcherFayed" VO="Watcher_0601_0107_preciouscargo_ProposalResponse" VO_Status="Recorded" dialogue-next="@0601_0107_preciouscargo_proposal_next">We must try. If some poor wretch nearby has fallen to Corruption, it will spread rapidly.\n\nThe Corrupted would likely be at the settlement walls within a matter of days. We cannot permit that.</string>
<string key="0601_0107_preciouscargo_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I can hunt down the Corruption."</string>
<string key="0601_0107_preciouscargo_proposal_next" comment="DO NOT TRANSLATE" speaker="Watcher Fayed" name="WatcherFayed" VO="Watcher_0601_0107_preciouscargo_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0601_0107_preciouscargo_proposal_prompt">I hoped you might volunteer, though I have some misgivings about sending a new arrival. \n\nI suspect the Corruption may be lingering in the nearby sea cave. Check there, but be cautious.</string>
<string key="0601_0107_preciouscargo_incomplete" comment="DO NOT TRANSLATE" speaker="Watcher Fayed" name="WatcherFayed" VO="Watcher_0601_0107_preciouscargo_InProgResponse" VO_Status="Recorded">Check for any lingering Corruption in the sea cave, but be careful.\n\nI will remain here to help these other survivors coming ashore.</string>
<string key="0601_0107_preciouscargo_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Search Torrentdawn Cave and destroy any remnant of Corruption that remains. Talk to Watcher Fayed at the Windsward Watchtower when your task is complete.</string>
<string key="0601_0107_preciouscargo_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Watcher Fayed" name="WatcherFayed" VO="Watcher_0601_0107_preciouscargo_AvailResponse" VO_Status="Recorded">Well now, someone has proven themselves quite capable this day.\n\nTo face down Corruption and survive without falling to Corruption oneself is quite a feat.</string>
<string key="0601_0108_introtosettlement_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Watcher's Report</string>
<string key="0601_0108_introtosettlement_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Is there anything else we can do?"</string>
<string key="0601_0108_introtosettlement_proposal" comment="DO NOT TRANSLATE" speaker="Watcher Fayed" name="WatcherFayed" VO="Watcher_0601_0108_introtosettlement_ProposalResponse" VO_Status="Recorded" dialogue-next="@0601_0108_introtosettlement_proposal_next">Only to prepare for the day when it returns once again.\n\nThe great storm preceding your arrival was a sign that conditions will soon get worse. The Windsward settlement must be warned.</string>
<string key="0601_0108_introtosettlement_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I can take the warning."</string>
<string key="0601_0108_introtosettlement_proposal_next" comment="DO NOT TRANSLATE" speaker="Watcher Fayed" name="WatcherFayed" VO="Watcher_0601_0108_introtosettlement_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0601_0108_introtosettlement_proposal_prompt">Yes, and take a well-deserved rest at the inn as well, I hope. \n\nGo west to the settlement and give this message to Constable Dauti - he knows to expect it. Oh, and {playerName}, thank you for your assistance.</string>
<string key="0601_0108_introtosettlement_incomplete" comment="DO NOT TRANSLATE" speaker="Watcher Fayed" name="WatcherFayed" VO="Watcher_0601_0108_introtosettlement_InProgResponse" VO_Status="Recorded">I'll remain here and help any other survivors who come ashore.\n\nTake the message to Constable Dauti, and good luck, my friend.</string>
<string key="0601_0108_introtosettlement_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Travel to the Windsward Settlement and take Watcher Fayed's message to Constable Dauti.</string>
<string key="0601_0108_introtosettlement_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Constable Dauti" name="OverseerDauti" VO="Watcher_0601_0108_introtosettlement_AvailResponse" VO_Status="Recorded" dialogue-next="@0601_0108_introtosettlement_complete_availaible_response_next">Greetings and well met, traveler! You look to be healthy and fresh - we're glad to have you.\n\nHave yourself a pint of mead at the tavern! Have two! Windsward is a bountiful territory and you are welcome here!</string>
<string key="0601_0108_introtosettlement_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I have a message from Watcher Fayed."</string>
<string key="0601_0108_introtosettlement_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Constable Dauti" name="OverseerDauti" VO="Watcher_0601_0108_introtosettlement_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0601_0108_introtosettlement_complete_availaible_response_prompt">Oh bother, I knew this was coming to cast a pall over the day. Very well, let's see it.\n\nYes, yes, the Corruption's getting worse, we're all doomed, etcetera, etcetera. It's never good news, is it?</string>
<string key="0604_0101_warnmagistrate_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Inform the Magistrate</string>
<string key="0604_0799_TheHermitWW_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What old fool?"</string>
<string key="0604_0799_TheHermitWW_proposal" comment="DO NOT TRANSLATE" speaker="Constable Dauti" name="OverseerDauti" VO="Overseer_0604_0799_TheHermitWW_ProposalResponse" VO_Status="Recorded" dialogue-next="@0604_0101_warnmagistrate_proposal">Some old hermit - came through here decades ago, raving about Corruption. Guess he knew something.\n\nHeard he went toward Monarch's Bluffs. Keep an eye out for him if you're ever off that way.</string>
<string key="0604_0101_warnmagistrate_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What's the immediate concern?"</string>
<string key="0604_0101_warnmagistrate_proposal" comment="DO NOT TRANSLATE" speaker="Constable Dauti" name="OverseerDauti" VO="Overseer_0604_0101_warnthemagistrate_ProposalResponse" VO_Status="Recorded" dialogue-next="@0604_0101_warnmagistrate_proposal_next" dialogue-prompt="@0604_0101_warnmagistrate_start_prompt">Yes, the Shattered Mountain… luckily it's across the island, but it clearly means Corruption is spreading.\n\nWatcher Fayed's report only reinforces that. I trust you are the {playerName} he mentions here?</string>
<string key="0604_0101_warnmagistrate_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Yes, that's me."</string>
<string key="0604_0101_warnmagistrate_proposal_next" comment="DO NOT TRANSLATE" speaker="Constable Dauti" name="OverseerDauti" VO="Overseer_0604_0101_warnthemagistrate_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0604_0101_warnmagistrate_proposal_prompt">You're quite a hero by Tahir's account. So let the Corruption come, I say! We'll eat it for lunch!\n\nMake yourself at home in Windsward, my new friend. Take this message to Magistrate Korrapati, and then knock one back in the tavern! You've earned it!</string>
<string key="0604_0101_warnmagistrate_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Dauti" name="OverseerDauti" VO="Overseer_0604_0101_warnthemagistrate_InProgResponse" VO_Status="Recorded">Share the message with Magistrate Korrapati and then get yourself situated.\n\nYou'll want to be fully-rested when the Corruption comes!</string>
<string key="0604_0101_warnmagistrate_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Take Watcher Fayed's message to Magistrate Korrapati in the Windsward Settlement.</string>
<string key="0604_0101_warnmagistrate_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="Overseer_0604_0101_warnthemagistrate_AvailResponse" VO_Status="Recorded" dialogue-next="@0604_0101_warnmagistrate_complete_availaible_response_next">Hello there, and welcome to Windsward. We are always pleased to welcome a guest, or even a new resident. \n\nI see that message in your hand - is that the report from Watcher Fayed?</string>
<string key="0604_0101_warnmagistrate_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"That's correct."</string>
<string key="0604_0101_warnmagistrate_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="Overseer_0604_0101_warnthemagistrate_CompleteNext2" VO_Status="Re-Recorded" dialogue-prompt="@0604_0101_warnmagistrate_complete_availaible_response_prompt">I'm just grateful to know Tahir is alright. I hope he returns soon.\n\nSo Constable Dauti has seen this report, then? I imagine he'll be oiling his armor, ready to charge into battle right away.</string>
<string key="0606_0102_hearthandhome_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Checking In</string>
<string key="0606_0102_hearthandhome_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What can I do to help?"</string>
<string key="0606_0102_hearthandhome_proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="Magistrate_0606_0102_hearthandhome_ProposalResponse" VO_Status="Recorded">Plenty, I'm sure, but for the moment, you should take care of yourself. You must be exhausted. \n\nGo and check in at the inn, explore the town. Whenever you're ready, I'll be here.</string>
<string key="0606_0102_hearthandhome_interact_inn" comment="DO NOT TRANSLATE" speaker="UI">Visit the Inn and speak with Innkeep Suen to check in.</string>
<string key="0606_0102_hearthandhome_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="Magistrate_0606_0102_hearthandhome_InProgResponse" VO_Status="Recorded">Check in at the inn and make yourself comfortable. As I said, we are in no rush.</string>
<string key="0606_0102_hearthandhome_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Speak with Innkeep Suen and bind yourself to the Settlement. Talk to Magistrate Korrapati when your task is complete.</string>
<string key="0606_0102_hearthandhome_complete_available_response" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="Magistrate_0606_0102_hearthandhome_AvailResponse" VO_Status="Recorded">Ah, {playerName}, that was much faster than I expected.\n\nDon't even try to tell me you actually rested. But you're an adult - you can decide when and where to make yourself at home.</string>
<string key="0602_0102_intrototrader_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">The Marketplace</string>
<string key="0602_0102_intrototrader_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What do I need to know?"</string>
<string key="0602_0102_intrototrader_proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="Magistrate_0602_0102_intrototrader_ProposalResponse" VO_Status="Recorded">I would suggest you start by visiting the trading post.\n\nThen check out the storage space I've made available for you as well. After that, I suppose we'll put you to work!</string>
<string key="0602_0102_intrototrader_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="Magistrate_0602_0102_intrototrader_InProgResponse" VO_Status="Recorded">The Trading Post is just there and the Storage Shed is nearby as well. \n\nI would encourage you to take full advantage.</string>
<string key="0606_0101_tradingpost_open_tradingpost" comment="DO NOT TRANSLATE" speaker="UI">Open the Trading Post</string>
<string key="0606_0102_hearthandhome_openUI_global_storage" comment="DO NOT TRANSLATE" speaker="UI">Open a Storage Shed</string>
<string key="0602_0102_intrototrader_complete_available_response" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="Magistrate_0602_0102_intrototrader_AvailResponse" VO_Status="Recorded">Well now, that was easy enough, wasn't it?\n\nFeel free to store anything you like here in Windsward. We will keep it safe. We always welcome any trading goods as well.</string>
<string key="0602_0102_intrototrader_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Visit the Trading Post and one of the Storage Sheds in the Windsward Settlement. Talk to Magistrate Korrapati when your task is complete.</string>
<string key="0603_0102_introtooverseer_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Constable's New Friend</string>
<string key="0603_0102_introtooverseer_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What are his plans?"</string>
<string key="0603_0102_introtooverseer_proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="Magistrate_0603_0102_introtooverseer_ProposalResponse" VO_Status="Recorded">I strongly suspect that it will have something to do with drinking or preparing for battle.\n\nHe's asked to see you. I would ask you to try to keep him in line, but I think it would be a wasted effort.</string>
<string key="0603_0102_introtooverseer_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="Magistrate_0603_0102_introtooverseer_InProgResponse" VO_Status="Re-Recorded">Have you spoken with Constable Dauti yet? I'm certain he'll have some work for you to do, which will help with the local infrastructure... which will help with the economy! It's all interconnected.</string>
<string key="0603_0102_introtooverseer_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Speak with Constable Dauti in the Windsward Settlement.</string>
<string key="0603_0102_introtooverseer_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Constable Dauti" name="OverseerDauti" VO="Magistrate_0603_0102_introtooverseer_AvailResponse" VO_Status="Recorded">{playerName}, there you are! It's time for us to get to work my friend.\n\nThe Windsward settlement won't defend itself, you know! And you and I - we're going to make a great team.</string>
<string key="0604_0104_overseersettlement_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Preparing for Siege</string>
<string key="0604_0104_overseersettlement_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Where do we start?"</string>
<string key="0604_0104_overseersettlement_proposal" comment="DO NOT TRANSLATE" speaker="Constable Dauti" name="OverseerDauti" VO="Overseer_0604_0104_overseersettlement_ProposalResponse" VO_Status="Recorded">That's the spirit! Let's start with raw materials - wood, stone, and rawhide.\n\nGather what you can and then get it all refined at one of our workshops. It's good, honest work - I wish I could go with you!</string>
<string key="0604_0104_overseersettlement_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Dauti" name="OverseerDauti" VO="Overseer_0604_0104_overseersettlement_InProgResponse" VO_Status="Recorded">Gather the resources and get them refined. Perhaps after that, we'll go to the tavern for a cup of mead!</string>
<string key="0604_0104_overseersettlement_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Gather and refine the materials requested by Constable Dauti</string>
<string key="0604_0104_overseersettlement_complete_available_response" comment="DO NOT TRANSLATE" speaker="Constable Dauti" name="OverseerDauti" VO="Overseer_0604_0104_overseersettlement_AvailResponse" VO_Status="Recorded">Now then, we're starting to really stock up on some supplies here, aren't we?\n\nYou can never have too much, I say. And that goes for everything! Ha!</string>
<string key="0604_0104_overseersettlement_gather_stone" comment="DO NOT TRANSLATE" speaker="UI">Gather {itemName} by Mining Boulders</string>
<string key="0604_0104_overseersettlement_gather_rawhide" comment="DO NOT TRANSLATE" speaker="UI">Gather {itemName} by Skinning Boars and Wolves</string>
<string key="0604_0104_overseersettlement_gather_wood" comment="DO NOT TRANSLATE" speaker="UI">Gather {itemName} by Chopping Down Trees</string>
<string key="0604_0104_overseersettlement_craft_timber" comment="DO NOT TRANSLATE" speaker="UI">Craft {itemName} at Woodshop</string>
<string key="0604_0104_overseersettlement_craft_block" comment="DO NOT TRANSLATE" speaker="UI">Craft {itemName} at Stonecutting Table</string>
<string key="0604_0104_overseersettlement_craft_leather" comment="DO NOT TRANSLATE" speaker="UI">Craft {itemName} at Tannery</string>
<string key="0604_0103_introtoartificer_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Fire up the Forges!</string>
<string key="0604_0103_introtoartificer_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What about weapons and armor?"</string>
<string key="0604_0103_introtoartificer_proposal" comment="DO NOT TRANSLATE" speaker="Constable Dauti" name="OverseerDauti" VO="Overseer_0604_0103_introtoartificer_ProposalResponse" VO_Status="Recorded" dialogue-next="@0604_0103_introtoartificer_proposal_next">See now there's a true warrior! Building supplies are one thing, but steel and leather, blades and plate, that's the real deal.\n\nYes indeed, my friend, we should get Artificer Cotheran to fire up the forges straightaway!</string>
<string key="0604_0103_introtoartificer_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Should I go see the Artificer?"</string>
<string key="0604_0103_introtoartificer_proposal_next" comment="DO NOT TRANSLATE" speaker="Constable Dauti" name="OverseerDauti" VO="Overseer_0604_0103_introtoartificer_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0604_0103_introtoartificer_proposal_prompt">Perfect, perfect! Sandris is one of the finest smiths in all Aeternum.\n\nI'm sure the two of you will get along smashingly. Get those forges fired up! Haha!</string>
<string key="0604_0103_introtoartificer_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Dauti" name="OverseerDauti" VO="Overseer_0604_0103_introtoartificer_InProgResponse" VO_Status="Recorded">Talk to Sandris - he'll be milling about down there by the forge if he's not already hard at work, I'm sure!</string>
<string key="0604_0103_introtoartificer_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Speak to Artificer Cotheran in the Windsward Settlement.</string>
<string key="0604_0103_introtoartificer_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Artificer Cotheran" name="ArtificerCotheran" VO="Overseer_0604_0103_introtoartificer_AvailResponse" VO_Status="Recorded">Hello there, you must be this new 'hero' Dauti's been talking about. He cannot stop talking about you, and I mean that quite literally.\n\nAt any rate, he said he'd send you my way, and well, here you are.</string>
<string key="0605_0101_craftforartificer_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Keeping it Simple</string>
<string key="0605_0101_craftforartificer_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"You enjoy doing the work?"</string>
<string key="0605_0101_craftforartificer_proposal" comment="DO NOT TRANSLATE" speaker="Artificer Cotheran" name="ArtificerCotheran" VO="Artificer_0605_0101_craftforartificer_ProposalResponse" VO_Status="Recorded" dialogue-next="@0605_0101_craftforartificer_proposal_next">I do. I am also familiar with the Constable's grandiose plans.\n\nI suspect he told you to come down and tell me to 'Fire up the Forge!' Did he?</string>
<string key="0605_0101_craftforartificer_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Yes, that's exactly what he said."</string>
<string key="0605_0101_craftforartificer_proposal_next" comment="DO NOT TRANSLATE" speaker="Artificer Cotheran" name="ArtificerCotheran" VO="Artificer_0605_0101_craftforartificer_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0605_0101_craftforartificer_proposal_prompt">Yes, he says it quite frequently, apparently oblivious to the fact I always keep the fires lit.\n\nAt any rate, what say we start simple - try your hand at forging just an iron sword. I'll give you the ore.</string>
<string key="0605_0101_craftforartificer_incomplete" comment="DO NOT TRANSLATE" speaker="Artificer Cotheran" name="ArtificerCotheran" VO="Artificer_0605_0101_craftforartificer_InProgResponse" VO_Status="Recorded">Open the satchel of ore I gave you, smelt it, and then hammer out an Iron Sword. Simple enough, I think.</string>
<string key="0605_0101_craftforartificer_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Craft an Iron Longsword at the Forge. Talk to Artificer Cotheran at the Windsward Settlement when you have completed your task.</string>
<string key="0605_0101_craftforartificer_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Artificer Cotheran" name="ArtificerCotheran" VO="Artificer_0605_0101_craftforartificer_AvailResponse" VO_Status="Recorded">Alright, let's see your handiwork here… impressive. Quite impressive.\n\nEither you've done this before, or you've got quite a knack for it.</string>
<string key="0605_0101_d_01_task" comment="DO NOT TRANSLATE" speaker="UI">Gather Iron Ore</string>
<string key="0605_0101_d_02_task" comment="DO NOT TRANSLATE" speaker="UI">Craft {itemName}s at the Smelter</string>
<string key="0605_0101_d_03_task" comment="DO NOT TRANSLATE" speaker="UI">Craft an Iron Longsword at the Forge</string>
<string key="0605_0102_campingunlock_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Survivalist Karsattin</string>
<string key="0605_0102_campingunlock_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Thank you."</string>
<string key="0605_0102_campingunlock_proposal" comment="DO NOT TRANSLATE" speaker="Artificer Cotheran" name="ArtificerCotheran" VO="Artificer_0605_0102_campingunlock_ProposalResponse" VO_Status="Recorded" dialogue-next="@0605_0102_campingunlock_proposal_next">Before you go wandering off, you should meet Survivalist Karsattin.\n\nWhile dying isn't necessarily permanent on Aeternum, it can be quite painful. She can offer insight on avoiding it.</string>
<string key="0605_0102_campingunlock_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What kind of insights?"</string>
<string key="0605_0102_campingunlock_proposal_next" comment="DO NOT TRANSLATE" speaker="Artificer Cotheran" name="ArtificerCotheran" VO="Artificer_0605_0102_campingunlock_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0605_0102_campingunlock_proposal_prompt">Oh the kind that keep you from freezing or starving to death out in the wilds. \n\nBeing alive and frozen solid is particularly unpleasant. Talk to Karsattin - it's rare that she's actually here.</string>
<string key="0605_0102_campingunlock_incomplete" comment="DO NOT TRANSLATE" speaker="Artificer Cotheran" name="ArtificerCotheran" VO="Artificer_0605_0102_campingunlock_InProgResponse" VO_Status="Recorded">If you're feeling shy, I understand completely.\n\nBut you shouldn't - it's not like she bites or anything, at least not that I've seen.</string>
<string key="0605_0102_campingunlock_complete_available_response" comment="DO NOT TRANSLATE" speaker="Survivalist Karsattin" name="SurvivalistKarsattin" VO="Artificer_0605_0102_campingunlock_AvailResponse" VO_Status="Recorded">Uh-oh, here comes another tourist.\n\nI'm just about over everyone in this settlement expecting me to keep them safe. It's not my job.</string>
<string key="0605_0102_campingunlock_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Talk to Survivalist Karsattin in the Windsward Settlement.</string>
<string key="0603_0201_survivalistquest_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Survival Tips</string>
<string key="0603_0201_survivalistquest_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"So no survival tips?"</string>
<string key="0603_0201_survivalistquest_proposal" comment="DO NOT TRANSLATE" speaker="Survivalist Karsattin" name="SurvivalistKarsattin" VO="Survivalist_0603_0201_survivalistquest_ProposalResponse" VO_Status="Recorded" dialogue-next="@0603_0201_survivalistquest_proposal_next">With all this talk about Corruption spreading, it sounds to me like being safe is a thing of the past.\n\nI mean, what'll you do if this settlement gets overrun by Corrupted?</string>
<string key="0603_0201_survivalistquest_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Run for the hills, I guess."</string>
<string key="0603_0201_survivalistquest_proposal_next" comment="DO NOT TRANSLATE" speaker="Survivalist Karsattin" name="SurvivalistKarsattin" VO="Survivalist_0603_0201_survivalistquest_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0603_0201_survivalistquest_proposal_prompt">And then you'll really be in the thick of it! I mean, maybe you got what it takes, maybe not.\n\nFine, let's find out. How about you head out there, make camp, and do some hunting at some of the local wolf dens.</string>
<string key="0603_0201_survivalistquest_skin_target" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName} to collect {itemName}</string>
<string key="0603_0201_survivalistquest_makecamp" comment="DO NOT TRANSLATE" speaker="UI">Make camp to set a respawn point in the wild</string>
<string key="0603_0201_survivalistquest_incomplete" comment="DO NOT TRANSLATE" speaker="Survivalist Karsattin" name="SurvivalistKarsattin" VO="Survivalist_0603_0201_survivalistquest_InProgResponse" VO_Status="Recorded">Here's one tip for you, since you seem to be hesitating - make your camp in a smart spot and you'll save yourself a lot of hassle.\n\nOh, and when you hunt wolves - use a weapon…</string>
<string key="0603_0201_survivalistquest_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Survivalist Karsattin" name="SurvivalistKarsattin" VO="Survivalist_0603_0201_survivalistquest_AvailResponse" VO_Status="Recorded">Well now, someone's strutting in here like they've proven something.\n\nI guess maybe you're a survivor after all.</string>
<string key="0603_0201_survivalistquest_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Make camp in the wilds to set a respawn point. Then face down the wolves in Dankfur Hollow and Inkwell Cave. Talk to Survivalist Karsattin in Windsward Settlement when your task is complete.</string>
<string key="0603_0201_V2_TaskGoToPOITag_WolfDen01" comment="DO NOT TRANSLATE" speaker="UI">Collect musk from the wolves of {POITags}</string>
<string key="0603_0201_V2_TaskHaveAndReturnItems" comment="DO NOT TRANSLATE" speaker="UI">Slay {targetName} for {itemName}</string>
<string key="0603_0201_V2_TaskGoToPOITag_WolfDen02" comment="DO NOT TRANSLATE" speaker="UI">Continue to {POITags} in search of the finest of furs</string>
<string key="0603_0201_V2_TaskInteract_LureAlpha_Optional" comment="DO NOT TRANSLATE" speaker="UI">(Optional) Place the musk to lure out the Alpha of Dankfur Hollow</string>
<string key="0603_0201_V2_TaskInteract_KillContribution_Alpha_Hidden" comment="DO NOT TRANSLATE" speaker="UI">Slay {targetName}</string>
<string key="0603_0201_V2_TaskHaveAndReturnItems_FineAlphaFur" comment="DO NOT TRANSLATE" speaker="UI">Survive the wolves' assault and claim {itemName} from {targetName}</string>
<string key="0603_0201_V2_Enc_Stage_01" comment="DO NOT TRANSLATE" speaker="UI">Place the musk to lure the alpha</string>
<string key="0603_0201_V2_Enc_Stage_02" comment="DO NOT TRANSLATE" speaker="UI">Hold out against the guardians of Dankfur Hollow</string>
<string key="0603_0201_V2_Enc_Stage_02_Intermission" comment="DO NOT TRANSLATE" speaker="UI">Intermission</string>
<string key="0603_0201_V2_Enc_Stage_03" comment="DO NOT TRANSLATE" speaker="UI">Defeat the Dankfur Patriarch</string>
<string key="0603_0202_returntomagistrate_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Official Business</string>
<string key="0603_0202_returntomagistrate_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Sounds smart. Thank you."</string>
<string key="0603_0202_returntomagistrate_proposal" comment="DO NOT TRANSLATE" speaker="Survivalist Karsattin" name="SurvivalistKarsattin" VO="Survivalist_0603_0202_returntomagistrate_ProposalResponse" VO_Status="Recorded">Ah well, I got plenty to share, maybe when I trust you more.\n\nMeantime, Magistrate Korrapati was looking for you - you should go see what she wants. Oh, and hey - watch your back out there.</string>
<string key="0603_0202_returntomagistrate_incomplete" comment="DO NOT TRANSLATE" speaker="Survivalist Karsattin" name="SurvivalistKarsattin" VO="Survivalist_0603_0202_returntomagistrate_InProgResponse" VO_Status="Recorded">Hey. When you talk to Korrapati, tell her I'm not her messenger, okay?</string>
<string key="0603_0202_returntomagistrate_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Speak with Magistrate Korrapati in the Windsward Settlement.</string>
<string key="0603_0202_returntomagistrate_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="Survivalist_0603_0202_returntomagistrate_AvailResponse" VO_Status="Recorded">Well, {playerName}, it seems you've been getting acquainted with some of the settlement's more colorful characters.\n\nI hope no one's gone so far as to be offensive.</string>
<string key="0602_0202_introtoallfactions_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">New Alliances</string>
<string key="0602_0202_introtoallfactions_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Why is he making you impatient?"</string>
<string key="0602_0202_introtoallfactions_proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="Magistrate_0602_0202_introtoallfactions_ProposalResponse" VO_Status="Recorded" dialogue-next="@0602_0202_introtoallfactions_proposal_next">Miklos has only been here a few years. He's still got that old world, cavalier attitude about things.\n\nYou seem more reasonable, however. Perhaps you could help me with something.</string>
<string key="0602_0202_introtoallfactions_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Of course. What do you need?"</string>
<string key="0602_0202_introtoallfactions_proposal_next" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="Magistrate_0602_0202_introtoallfactions_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0602_0202_introtoallfactions_proposal_prompt">If we mean to defend the settlement, we must acknowledge that the factions are our best bet.\n\nYou should speak with the Marauders, the Covenant, and the Syndicate, and decide with whom you'd like to cast your lot.</string>
<string key="0602_0202_introtoallfactions_speak_marauders" comment="DO NOT TRANSLATE" speaker="UI - Tracker Text">Speak with the Marauders</string>
<string key="0602_0202_introtoallfactions_speak_syndicate" comment="DO NOT TRANSLATE" speaker="UI - Tracker Text">Speak with the Syndicate</string>
<string key="0602_0202_introtoallfactions_speak_covenant" comment="DO NOT TRANSLATE" speaker="UI - Tracker Text">Speak with the Covenant</string>
<string key="0602_0202_introtoallfactions_speak_magistrate" comment="DO NOT TRANSLATE" speaker="UI">Consult with the Magistrate</string>
<string key="0602_0202_introtoallfactions_choose" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Speak with all three Faction representatives</string>
<string key="0602_0202_introtoallfactions_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="Magistrate_0602_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="0602_0202_introtoallfactions_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="Magistrate_0602_0202_introtoallfactions_InProgResponse" VO_Status="Recorded">Meet with each of the three factions and decide which you have the most trust in.</string>
<string key="0602_0202_introtoallfactions_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Meet with each faction's representative in the Windsward Settlement to decide which faction you wish to join.</string>
<string key="0607_0101_marauderquest1_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Marauder Initiation: Cooper's Ranch</string>
<string key="0607_0101_marauderquest1_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What mission?"</string>
<string key="0607_0101_marauderquest1_proposal" comment="DO NOT TRANSLATE" speaker="Commander Joshi" name="CommanderJoshi" VO="Commander_0607_0101_marauderquest1_ProposalResponse" VO_Status="Recorded" dialogue-next="@0607_0101_marauderquest1_proposal_next">Aeternum is a land full of riches and rewards, awaiting those hardy enough to claim them.\n\nCooper's Ranch has been overrun by the Brokebarrel Withered, forcing families to resettle elsewhere.</string>
<string key="0607_0101_marauderquest1_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"You want to take it back?"</string>
<string key="0607_0101_marauderquest1_proposal_next" comment="DO NOT TRANSLATE" speaker="Commander Joshi" name="CommanderJoshi" VO="Commander_0607_0101_marauderquest1_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0607_0101_marauderquest1_proposal_prompt">Not necessarily, but we should settle the score with the Brokebarrel, and lay claim to their spoils!\n\nYour vengeance won’t restore what those families have lost, but it will demonstrate your character.</string>
<string key="0607_0101_marauderquest1_cull_enemy_group_withered" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName} Withered</string>
<string key="0607_0101_marauderquest1_search_container_for_item_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName}</string>
<string key="0607_0101_marauderquest1_retrieve_item_from_target_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName} from {targetName}</string>
<string key="0607_0101_marauderquest1_incomplete" comment="DO NOT TRANSLATE" speaker="Commander Joshi" name="CommanderJoshi" VO="Commander_0607_0101_marauderquest1_InProgResponse" VO_Status="Recorded">What are you waiting for? Go to Cooper's Ranch. We do not accept those without the strength to seize the moment and squeeze every drop of profit from it, or those who would withhold their aid in times of trouble.</string>
<string key="0607_0101_marauderquest1_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Prove your worth to the Marauders by eliminating Withered at Cooper's Ranch. Return what treasure you recover to Commander Joshi in the Windsward Settlement.</string>
<string key="0607_0101_marauderquest1_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Commander Joshi" name="CommanderJoshi" VO="Commander_0607_0101_marauderquest1_AvailResponse" VO_Status="Recorded">Well done! I trust you left a swath of destruction in your path? Parfaite!\n\nYou have chosen wisely by joining the Marauders. We will show you the path to your destiny.</string>
<string key="0600_0101_factionquests_defeat_named" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName}</string>
<string key="0608_0101_syndicatequest1_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Syndicate Initiation: Kannan Tomb</string>
<string key="0608_0101_syndicatequest1_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What kind of work?"</string>
<string key="0608_0101_syndicatequest1_proposal" comment="DO NOT TRANSLATE" speaker="Alchemist Jansz" name="AlchemistJansz" VO="Alchemist_0608_0101_syndicatequest1_ProposalResponse" VO_Status="Recorded" dialogue-next="@0608_0101_syndicatequest1_proposal_next">The kind that deals in long-buried secrets, and the madness that comes over those who have lost their souls. \n\nWe seek to understand the Dirtclaw Withered.</string>
<string key="0608_0101_syndicatequest1_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What do you want to know?"</string>
<string key="0608_0101_syndicatequest1_proposal_next" comment="DO NOT TRANSLATE" speaker="Alchemist Jansz" name="AlchemistJansz" VO="Alchemist_0608_0101_syndicatequest1_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0608_0101_syndicatequest1_proposal_prompt">We want to know why the Dirtclaw Withered have been looting the old Kannan Tomb.\n\nThey've been doing so obsessively and hoarding stones and crystals they've recovered. Bring some of these artifacts back for us to examine.</string>
<string key="0608_0101_syndicatequest1_search_container_for_item_at_POI" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Collect {itemName}</string>
<string key="0608_0101_syndicatequest1_recover_item_from_targets_at_POI" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Collect {itemName}s from {targetName}</string>
<string key="0608_0101_syndicatequest1_incomplete" comment="DO NOT TRANSLATE" speaker="Alchemist Jansz" name="AlchemistJansz" VO="Alchemist_0608_0101_syndicatequest1_InProgResponse" VO_Status="Recorded">You're wasting valuable time talking to me.\n\nRetrieve whatever the Dirtclaws have been hoarding up at Kannan Tomb.</string>
<string key="0608_0101_syndicatequest1_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Explore Kannan Tomb and retrieve stones and crystals for Alchemist Jansz. Return to her in Windsward Settlement when your task is complete.</string>
<string key="0608_0101_syndicatequest1_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Alchemist Jansz" name="AlchemistJansz" VO="Alchemist_0608_0101_syndicatequest1_AvailResponse" VO_Status="Recorded" dialogue-next="@0608_0101_syndicatequest1_complete_availaible_response_next">Well done, Initiate. I had a feeling you'd come through.\n\nAnd indeed, these stones are similar to lithomancy stones, and the shards… we shall have to investigate further.</string>
<string key="0608_0101_syndicatequest1_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"No answers for now?"</string>
<string key="0608_0101_syndicatequest1_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Alchemist Jansz" name="AlchemistJansz" VO="Alchemist_0608_0101_syndicatequest1_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0608_0101_syndicatequest1_complete_availaible_response_prompt">Not yet, but in time. You have already proven yourself worthy of joining the Syndicate.\n\nNow, you must learn that patience is a requirement as well.</string>
<string key="0609_0101_covenantquest1_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Covenant Initiation: Merrill's Place</string>
<string key="0609_0101_covenantquest1_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I swear to do so, always."</string>
<string key="0609_0101_covenantquest1_proposal" comment="DO NOT TRANSLATE" speaker="Adjudicator Dempster" name="AdjudicatorDempster" VO="Adjudicator_0609_0101_covenantquest1_ProposalResponse" VO_Status="Recorded" dialogue-next="@0609_0101_covenantquest1_proposal_next">In normal times, the Covenant's charge is to defend humanity from the Lost. We carry the Spark into dark places. \n\nBut these are not normal times.</string>
<string key="0609_0101_covenantquest1_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What do you mean?"</string>
<string key="0609_0101_covenantquest1_proposal_next" comment="DO NOT TRANSLATE" speaker="Adjudicator Dempster" name="AdjudicatorDempster" VO="Adjudicator_0609_0101_covenantquest1_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0609_0101_covenantquest1_proposal_prompt">In this place, the Corrupted have become the greatest threat.\n\nA farm to the west has fallen to this evil. Go there, smite the Corrupted, and recover our ritual supplies.</string>
<string key="0609_0101_covenantquest1_cull_enemy_group_withered" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName} Corrupted</string>
<string key="0609_0101_covenantquest1_search_container_for_item_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName}</string>
<string key="0609_0101_covenantquest1_retrieve_item_from_target_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName} from {targetName}</string>
<string key="0609_0101_covenantquest1_incomplete" comment="DO NOT TRANSLATE" speaker="Adjudicator Dempster" name="AdjudicatorDempster" VO="Adjudicator_0609_0101_covenantquest1_InProgResponse" VO_Status="Recorded">Are you having trouble with the Corrupted of Merrill's Place? Fear not, for I will pray for you. I’m very good at it.</string>
<string key="0609_0101_covenantquest1_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Adjudicator Dempster" name="AdjudicatorDempster" VO="Adjudicator_0609_0101_covenantquest1_AvailResponse" VO_Status="Recorded" dialogue-next="@0609_0101_covenantquest1_complete_availaible_response_next">Well done, novice. Destroying the Corrupted is always a worthy cause. \n\nThe ore you recovered is steeped in corruption, but the oil is untainted! Truly, a miracle!</string>
<string key="0609_0101_covenantquest1_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Why is that?"</string>
<string key="0609_0101_covenantquest1_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Adjudicator Dempster" name="AdjudicatorDempster" VO="Adjudicator_0609_0101_covenantquest1_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0609_0101_covenantquest1_complete_availaible_response_prompt">The mysteries of the Spark never cease, my friend, but one thing is clear - your destiny lies with the Covenant. \n\nKeep faith, and farewell.</string>
<string key="0609_0101_covenantquest1_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Cleanse Merrill's Place of the Corrupted. Bring back the Covenant's ritual supplies to Adjudicator Dempster in the Windsward Settlement.</string>
<string key="0609_0103_timetochoose_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Choose Your Allegiance</string>
<string key="0609_0103_timetochoose_proposal" comment="DO NOT TRANSLATE" speaker="n\a">[BLANK]</string>
<string key="0609_0103_timetochoose_choice_marauders" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Join the Marauders\n OR</string>
<string key="0609_0103_timetochoose_choice_syndicate" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Join the Syndicate\n OR</string>
<string key="0609_0103_timetochoose_choice_covenant" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Join the Covenant</string>
<string key="0609_0103_timetochoose_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="Magistrate_0609_0103_timetochoose_incomplete" VO_Status="Recorded">I cannot make this decision for you.</string>
<string key="0609_0103_timetochoose_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="Magistrate_0609_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="0609_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="0602_0401_factionhandoff_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Commitment to the Cause</string>
<string key="0602_0401_factionhandoff_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Return to Magistrate Korrapati in the Windsward Settlement and inform her that the Marauders will defend the settlement.</string>
<string key="0602_0401_factionhandoff_Marauder_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What about the Corruption?"</string>
<string key="0602_0401_factionhandoff_Marauder_proposal" speaker="Commander Joshi" name="CommanderJoshi" VO_Status="Needs Recording">Of course! We will defend this settlement against any threats, whether they come from the other factions or Corruption itself.\n\nI know the local officials are quite anxious, so indeed, you can be the one to reassure the Magistrate.</string>
<string key="0602_0401_factionhandoff_Marauder_incomplete" speaker="Commander Joshi" name="CommanderJoshi" VO_Status="Needs Recording">Tell the Magistrate she can count on the blades of the Marauders, come what may.</string>
<string key="0602_0401_factionhandoff_Syndicate_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What about the Corruption?"</string>
<string key="0602_0401_factionhandoff_Syndicate_proposal" speaker="Alchemist Jansz" name="AlchemistJansz" VO_Status="Needs Recording">Assuming we can secure our operations here, we will most certainly defend the settlement from whatever threats arise.\n\nI understand the local officials are quite ancy, so indeed, go ahead and reassure the Magistrate.</string>
<string key="0602_0401_factionhandoff_Syndicate_incomplete" speaker="Alchemist Jansz" name="AlchemistJansz" VO_Status="Needs Recording">Tell the Magistrate she can count on the Syndicate ensure everything in the Settlement remains safe, and in good order.</string>
<string key="0602_0401_factionhandoff_Covenant_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What about the Corruption?"</string>
<string key="0602_0401_factionhandoff_Covenant_proposal" speaker="Adjudicator Dempster" name="AdjudicatorDempster" VO_Status="Needs Recording">Does your faith waiver so soon? The defense of this settlement is paramount - whether the threat is from the other factions or Corruption itself.\n\nI know the local officials have their doubts, so yes, you can be the one to reassure the Magistrate.</string>
<string key="0602_0401_factionhandoff_Covenant_incomplete" speaker="Adjudicator Dempster" name="AdjudicatorDempster" VO_Status="Needs Recording">Tell the Magistrate she can count on the Covenant to defend this place, come what may.</string>
<string key="0602_0401_factionhandoff_complete_available_response" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="Magistrate_0602_0401_factionhandoff_complete_available_response" VO_Status="Recorded">I've been hearing good things about you and your new allies. \n\nI believe you chose well in your allegiance.</string>
<string key="0604_0501_encroachingcorruption_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Encroaching Corruption</string>
<string key="0604_0501_encroachingcorruption_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Scour the areas near the Windsward Settlement and destroy any Corruption nodules you find. Then report back to Magistrate Korrapati in the Settlement.</string>
<string key="0604_0501_encroachingcorruption_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Is there anything else we can do?"</string>
<string key="0604_0501_encroachingcorruption_proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="0604_0501_encroachingcorruption_proposal" VO_Status="Recorded" dialogue-next="@0604_0501_encroachingcorruption_proposal_next">There is one matter that needs attention. Watcher Fayed is still away, so you're my best option.\n\nWe've been getting rather disturbing reports that Corruption is manifesting closer and closer to the settlement.</string>
<string key="0604_0501_encroachingcorruption_proposal_next_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I can check it out."</string>
<string key="0604_0501_encroachingcorruption_proposal_next" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="0604_0501_encroachingcorruption_proposal_next" VO_Status="Recorded" dialogue-prompt="@0604_0501_encroachingcorruption_proposal_next_prompt">Thank you. Constable Dauti would send an army, but I think some discretion is appropriate here.\n\nLook for any Corruption growths in the area, and if you find them, do whatever you can to destroy them.</string>
<string key="0604_0501_encroachingcorruption_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="0604_0501_encroachingcorruption_incomplete" VO_Status="Recorded">I appreciate you stepping up to carry out Watcher Fayed's duties while he's away.\n\nSeek out any Corruption near the settlement and for all of our sakes, destroy it quickly.</string>
<string key="0604_0501_encroachingcorruption_complete" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="0604_0501_encroachingcorruption_complete" VO_Status="Recorded" dialogue-next="@0604_0501_encroachingcorruption_complete_next">When I heard that the Shattered Mountain was erupting again, I knew it meant trouble.\n\nI didn't think we'd be under direct assault so soon, however. Did you spot any Corruption out there?</string>
<string key="0604_0501_encroachingcorruption_complete_next_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Yes, but I destroyed it."</string>
<string key="0604_0501_encroachingcorruption_complete_next" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="0604_0501_encroachingcorruption_complete_next" VO_Status="Recorded" dialogue-prompt="@0604_0501_encroachingcorruption_complete_next_prompt">Well, that's a relief, I suppose. Though it would've been better had you found none at all.\n\nI think we may need to start searching for a better strategy sooner rather than later.</string>
<string key="0604_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="0604_0501_encroachingcorruption_nodeA" comment="DO NOT TRANSLATE" speaker="UI - tracker text">Overlooking the South Pond</string>
<string key="0604_0501_encroachingcorruption_nodeC" comment="DO NOT TRANSLATE" speaker="UI - tracker text">Within the Grenville Forest</string>
<string key="0604_0501_encroachingcorruption_nodeD" comment="DO NOT TRANSLATE" speaker="UI - tracker text">Near the Kannan Tomb</string>
<string key="9806_M_0001_RankUp_start" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"How do I advance in rank?"</string>
<string key="9806_M_0001_RankUp_proposal" speaker="Commander Joshi" name="CommanderJoshi" VO_Status="Needs Recording">I knew I saw that spark of ambition. You are Marauder through and through, Soldier.\n\nYou seek to become a Gladiator then? Complete missions to earn reputation, then you can face the Trial of the Gladiator in Cutlass Keys.</string>
<string key="9806_S_0001_RankUp_start" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"How do I advance in rank?"</string>
<string key="9806_S_0001_RankUp_proposal" speaker="Alchemist Jansz" name="AlchemistJansz" VO_Status="Needs Recording">There are no shortcuts in the Syndicate; it will take time and considerable effort to advance. \n\nTo become a Scrivener, you will complete missions to earn reputation, then you can face the Trial of the Scrivener in Brightwood.</string>
<string key="9806_C_0001_RankUp_start" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"How do I advance in rank?"</string>
<string key="9806_C_0001_RankUp_proposal" speaker="Adjudicator Dempster" name="AdjudicatorDempster" VO_Status="Needs Recording">It will take great heart and great courage should you wish to rise within the order.\n\nTo become a Templar, you'll need to complete missions to earn reputation, and then face the Trial of the Templar in Brightwood.</string>
<string key="0604_0799_TheHermitWW_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Quest Title">The Corruption "Expert"</string>
<string key="0604_0799_TheHermitWW_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Quest Description">Search for an old man along the river in Monarch's Bluffs. He may know more about fighting Corruption.</string>
<string key="0604_0501_encroachingcorruption_complete_next2_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Where would we find them?"</string>
<string key="0604_0501_encroachingcorruption_complete_next2" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="0604_0501_encroachingcorruption_complete_next2" VO_Status="Needs Re-Recording">There's an Old Man who lives on the river in Monarch's Bluffs - apparently an expert on Corruption. I think you should seek him out. \n\nTalk to the Innkeep before you go - they need a favor from outside the territory as well.</string>
<string key="0604_0799_TheHermitWW_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Dauti" name="OverseerDauti" VO_Status="Recorded">I'm certainly flattered by your attention. But I really do think you're better off talking to that Hermit.</string>
<string key="0604_0799_TheHermitWW_HelpSettlement" comment="DO NOT TRANSLATE" speaker="UI">Complete Quests to Help the Settlement before Investigating Rumors</string>
<string key="0604_0799_TheHermitWW_optional_FTP" comment="DO NOT TRANSLATE" speaker="UI">(Optional) Use Your Map to Fast Travel to the Spirit Shrine</string>
<string key="0604_0799_TheHermitWW_GoToPOI" comment="DO NOT TRANSLATE" speaker="UI">Search for the Mysterious Old Man in {POITags}</string>
<string key="0622_1501_intrototravel_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Between Innkeeps</string>
<string key="0622_1501_intrototravel_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I get out quite often."</string>
<string key="0622_1501_intrototravel_proposal" comment="DO NOT TRANSLATE" speaker="Innkeep Suen" name="InnkeepSuen" VO="Innkeep_0622_1501_intrototravel_ProposalResponse" VO_Status="Recorded" dialogue-next="@0622_1501_intrototravel_proposal_next">Fantastic! I've run up a little debt with Innkeep Kamau up in Everfall - she loaned me some azoth.\n\nIf you'll go tell her the azoth is coming soon, she'll pay the cost for you to fast travel back.</string>
<string key="0622_1501_intrototravel_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Fast travel back?"</string>
<string key="0622_1501_intrototravel_proposal_next" comment="DO NOT TRANSLATE" speaker="Innkeep Suen" name="InnkeepSuen" VO="Innkeep_0622_1501_intrototravel_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0622_1501_intrototravel_proposal_prompt">Well, yes. It just costs a little azoth… like everything else, right?\n\nBut yes, if you'll give her my message and return, I'll give you a little azoth myself.</string>
<string key="0622_1501_intrototravel_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Innkeep Kamau" name="InnkeepKamau" VO="Innkeep_0622_1501_intrototravel_AvailResponse" VO_Status="Recorded" dialogue-next="@0622_1501_intrototravel_complete_availaible_response_next">Hello there. Welcome to Everfall! Hold on, do I know you?\n\nOr have you come from Windsward? Innkeep Suen sent you, didn't he?</string>
<string key="0622_1501_intrototravel_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Yes, he'll send your azoth soon."</string>
<string key="0622_1501_intrototravel_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Innkeep Kamau" name="InnkeepKamau" VO="Innkeep_0622_1501_intrototravel_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0622_1501_intrototravel_complete_availaible_response_prompt">I should hope so! I heard he's had an influx of new arrivals lately.\n\nCheapskate probably didn't even give you azoth to fast travel back, did he? I certainly will.</string>
<string key="0622_1501_intrototravel_incomplete" comment="DO NOT TRANSLATE" speaker="Innkeep Suen" name="InnkeepSuen" VO="Innkeep_0622_1501_intrototravel_InProgResponse" VO_Status="Recorded">I do appreciate you delivering my message to Innkeep Kamau.\n\nI'm sure she'll give you enough azoth to fast travel back.</string>
<string key="0622_1501_intrototravel_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Inform Innkeep Kamau in Everfall that Innkeep Suen will repay her azoth soon. Speak to Innkeep Suen in the Windsward Settlement when your task is complete.</string>
<string key="0622_1502_returntravel_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Fast Travel Home</string>
<string key="0622_1502_returntravel_proposal" comment="DO NOT TRANSLATE" speaker="n\a">[BLANK]</string>
<string key="0622_1502_d_01_task" comment="DO NOT TRANSLATE" speaker="UI">Open the Map and (optional) Fast Travel back to Windsward</string>
<string key="0622_1502_returntravel_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Innkeep Suen" name="InnkeepSuen" VO="Innkeep_0622_1502_returntravel_complete_availaible_response" VO_Status="Recorded" dialogue-next="@0622_1502_returntravel_complete_availaible_response_next">Well now, that was quicker than I expected.\n\nI hope it went alright. She wasn't too frustrated with me, was she?</string>
<string key="0622_1502_returntravel_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"She wasn't happy."</string>
<string key="0622_1502_returntravel_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Innkeep Suen" name="InnkeepSuen" VO="Innkeep_0622_1502_returntravel_complete_availaible_response_next" VO_Status="Recorded" dialogue-prompt="@0622_1502_returntravel_complete_availaible_response_prompt">Of course not, but perhaps no more angry letters coming my way.\n\nThank you for 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="0622_1502_returntravel_incomplete" comment="DO NOT TRANSLATE" speaker="n\a">[BLANK}</string>
<string key="0622_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 Windsward Settlement and speak to Innkeep Suen.</string>
<string key="0610_0101_apricklyrequest_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">No Confidence Stew</string>
<string key="0610_0101_apricklyrequest_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Why are you having doubts?"</string>
<string key="0610_0101_apricklyrequest_proposal" comment="DO NOT TRANSLATE" speaker="Barkeep Cormack" name="BarkeepCormack" VO="Barkeep_0610_0101_apricklyrequest_ProposalResponse" VO_Status="Recorded" dialogue-next="@0610_0101_apricklyrequest_proposal_next">Well, I'm just thinking back. You don't know all the history - but for some reason, Windsward always gets the shaft.\n\nAnd besides I have no confidence in Dauti, none whatsoever!</string>
<string key="0610_0101_apricklyrequest_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"You think he's making bad decisions?"</string>
<string key="0610_0101_apricklyrequest_proposal_next" comment="DO NOT TRANSLATE" speaker="Barkeep Cormack" name="BarkeepCormack" VO="Barkeep_0610_0101_apricklyrequest_CompleteNext" VO_Status="Recorded" dialogue-next="@0610_0101_apricklyrequest_proposal_next2" dialogue-prompt="@0610_0101_apricklyrequest_proposal_prompt">He spends half his time in here drinking, the other half dreaming or boasting.\n\nMostly, he seems interested in helping the other settlements… showing off!</string>
<string key="0610_0101_apricklyrequest_proposal_prompt2" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What about Magistrate Korrapati?"</string>
<string key="0610_0101_apricklyrequest_proposal_next2" comment="DO NOT TRANSLATE" speaker="Barkeep Cormack" name="BarkeepCormack" VO="Barkeep_0610_0101_apricklyrequest_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0610_0101_apricklyrequest_proposal_prompt2">She's alright. Lonely, tired, we all are. What we all need right now is a hearty meal - a delicious stew!\n\nIn fact, maybe you could go and rustle up some game? Some briar branches also - for a hot fire.</string>
<string key="0610_0101_apricklyrequest_incomplete" comment="DO NOT TRANSLATE" speaker="Barkeep Cormack" name="BarkeepCormack" VO="Barkeep_0610_0101_apricklyrequest_InProgResponse" VO_Status="Recorded">Rabbit and Turkey sound good. Briar branches for the fire, and we'll have us a solid meal.</string>
<string key="0610_0101_apricklyrequest_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Obtain Briar Branches, Skinned Rabbits, and Plucked Turkeys for a hearty stew. Return the ingredients to Barkeep Cormack in the Windsward Settlement.</string>
<string key="0610_0101_apricklyrequest_task_gather_items" comment="DO NOT TRANSLATE" speaker="UI">{itemName}s</string>
<string key="0610_0101_apricklyrequest_task_gather_briarbranches" comment="DO NOT TRANSLATE" speaker="UI">{itemName}</string>
<string key="0610_0101_apricklyrequest_complete_available_response" comment="DO NOT TRANSLATE" speaker="Barkeep Cormack" name="BarkeepCormack" VO="Barkeep_0610_0101_apricklyrequest_AvailResponse" VO_Status="Recorded">Ah, there's the ingredients I need. One delicious stew - coming right up! \n\nAnd you my friend, you can have the first taste. I mean it.</string>
<string key="0604_0203_abominableluck_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">To the Rescue</string>
<string key="0604_0203_abominableluck_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Of course I am!"</string>
<string key="0604_0203_abominableluck_proposal" comment="DO NOT TRANSLATE" speaker="Constable Dauti" name="OverseerDauti" VO="Overseer_0604_0203_abominableluck_ProposalResponse" VO_Status="Recorded" dialogue-next="@0604_0203_abominableluck_proposal_next">That's good to hear, my friend! I've learned of great misfortune that's befallen our neighbors in Monarch's Bluffs.\n\nOne of their scouting patrols came under attack out by Bullrush Wash. The situation is dire.</string>
<string key="0604_0203_abominableluck_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"You want me to help them?"</string>
<string key="0604_0203_abominableluck_proposal_next" comment="DO NOT TRANSLATE" speaker="Constable Dauti" name="OverseerDauti" VO="Overseer_0604_0203_abominableluck_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0604_0203_abominableluck_proposal_prompt">Yes, I want you to come to their rescue! Save the poor bastards on behalf of Windsward.\n\nWhatever we can do to earn allies, is worth doing. Tell them we'll always be there when they need us.</string>
<string key="0604_0203_abominableluck_eliminate_target_abominations_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Destroy {targetName}s around {POITags}</string>
<string key="0604_0203_abominableluck_gotoPOI" comment="DO NOT TRANSLATE" speaker="UI">Search for the Missing Patrol at {POITags}</string>
<string key="0604_0203_abominableluck_readLore" comment="DO NOT TRANSLATE" speaker="UI">Read "Fickle Fortune" at {POITags}</string>
<string key="0604_0203_abominableluck_collect_item_from_target" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName} from {targetName}</string>
<string key="0604_0203_abominableluck_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Dauti" name="OverseerDauti" VO="Overseer_0604_0203_abominableluck_InProgResponse" VO_Status="Recorded">Bullrush Wash is a notoriously difficult river crossing. No idea what the fools were doing out there, but we'll rescue them nonetheless.</string>
<string key="0604_0203_abominableluck_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Travel to Bullrush Wash and uncover the fate of the missing patrol. Return to Constable Dauti in the Windsward Settlement when you have completed your task.</string>
<string key="0604_0203_abominableluck_complete_available_response" comment="DO NOT TRANSLATE" speaker="Constable Dauti" name="OverseerDauti" VO="Overseer_0604_0203_abominableluck_AvailResponse" VO_Status="Recorded">So the patrol from Monarch's Bluffs had already been wiped out by the time you arrived?\n\nThe poor sots have probably joined the ranks of the Lost now.</string>
<string key="0605_0301_soiledexpectations_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Great Expectations</string>
<string key="0605_0301_soiledexpectations_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"We should explore other options."</string>
<string key="0605_0301_soiledexpectations_proposal" comment="DO NOT TRANSLATE" speaker="Artificer Cotheran" name="ArtificerCotheran" VO="Artificer_0605_0301_soiledexpectations_ProposalResponse" VO_Status="Recorded" dialogue-next="@0605_0301_soiledexpectations_proposal_next">My thoughts exactly. I have a theory - I just need help testing it out.\n\nI've been thinking what if there's a relationship between the Corrupted and the Lost?</string>
<string key="0605_0301_soiledexpectations_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"That's an interesting idea."</string>
<string key="0605_0301_soiledexpectations_proposal_next" comment="DO NOT TRANSLATE" speaker="Artificer Cotheran" name="ArtificerCotheran" VO="Artificer_0605_0301_soiledexpectations_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0605_0301_soiledexpectations_proposal_prompt">I have an experiment in mind, but to test it, I need soil samples from locations overrun by each.\n\nMerrill's Place for the Corrupted and Cooper's Place for the Lost, the Withered. Get me the soil samples and we just might learn something.</string>
<string key="0605_0301_soiledexpectations_container_coopers" comment="DO NOT TRANSLATE" speaker="UI">In Cooper's Ranch:</string>
<string key="0605_0301_soiledexpectations_container_merrills" comment="DO NOT TRANSLATE" speaker="UI">In Merrill's Place:</string>
<string key="0605_0301_soiledexpectations_gather_item_from_interact_a" comment="DO NOT TRANSLATE" speaker="UI">Dig up {itemName}</string>
<string key="0605_0301_soiledexpectations_gather_item_from_interact_b" comment="DO NOT TRANSLATE" speaker="UI">Dig up {itemName}</string>
<string key="0605_0301_d_01_02_readLore_withered_farm_1_40102" comment="DO NOT TRANSLATE">Read "Hidden Treasures"</string>
<string key="0605_0301_d_01_03_readLore_withered_farm_1_40102" comment="DO NOT TRANSLATE">Read "Noble Fools"</string>
<string key="0605_0301_d_02_02_readLore_corrupted_farm_2_40103" comment="DO NOT TRANSLATE">Read "Protection from Evil"</string>
<string key="0605_0301_soiledexpectations_incomplete" comment="DO NOT TRANSLATE" speaker="Artificer Cotheran" name="ArtificerCotheran" VO="Artificer_0605_0301_soiledexpectations_InProgResponse" VO_Status="Recorded">Science waits for no one, yet I shall do my best to wait for your return.</string>
<string key="0605_0301_soiledexpectations_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Recover soil samples from Cooper's Ranch and Merrill's Place. Return them to Artificer Cotheran in the Windsward Settlement to aid his research.</string>
<string key="0605_0301_soiledexpectations_complete_available_response" comment="DO NOT TRANSLATE" speaker="Artificer Cotheran" name="ArtificerCotheran" VO="Artificer_0605_0301_soiledexpectations_AvailResponse" VO_Status="Recorded" dialogue-next="@0605_0301_soiledexpectations_complete_available_response_next">Oh, wonderful, wonderful! These samples will do nicely. Now, let me see...\n\nHmm. I expected to find certain similarities, but they're simply not there. Puzzling.</string>
<string key="0605_0301_soiledexpectations_complete_available_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What about the differences?"</string>
<string key="0605_0301_soiledexpectations_complete_available_response_next" comment="DO NOT TRANSLATE" speaker="Artificer Cotheran" name="ArtificerCotheran" VO="Artificer_0605_0301_soiledexpectations_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0605_0301_soiledexpectations_complete_available_response_prompt">The differences, you say? Now that is an interesting idea…\n\nYou're very insightful, you know that? I'll have to look into this… the differences. Hm.</string>
<string key="0603_0302_predatorprey_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Predator, Prey</string>
<string key="0603_0302_predatorprey_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What do you need help with?"</string>
<string key="0603_0302_predatorprey_proposal" comment="DO NOT TRANSLATE" speaker="Survivalist Karsattin" name="SurvivalistKarsattin" VO="Survivalist_0603_0302_predatorprey_ProposalResponse" VO_Status="Recorded" dialogue-next="@0603_0302_predatorprey_proposal_next">Oh, it's not that I need help. It's the poor excuse for hunters around here.\n\nThey need elk antlers from the Eldergate area, but some pumas scared them off.</string>
<string key="0603_0302_predatorprey_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"You want me to gather antlers?"</string>
<string key="0603_0302_predatorprey_proposal_next" comment="DO NOT TRANSLATE" speaker="Survivalist Karsattin" name="SurvivalistKarsattin" VO="Survivalist_0603_0302_predatorprey_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0603_0302_predatorprey_proposal_prompt">I mean, sure. If you want to volunteer, I won't complain. I'm sick of coming to the rescue every time.\n\nGet the elk antlers and hunt down some of the pumas too. Then next time, they can get their own.</string>
<string key="0603_0302_predatorprey_goto" comment="DO NOT TRANSLATE" speaker="UI">Travel to the Eldergate region to begin your hunt</string>
<string key="0603_0302_predatorprey_task_cull_targets_poi" comment="DO NOT TRANSLATE" speaker="UI">Hunt {targetName}s in Eldergate</string>
<string key="0603_0302_predatorprey_task_retrieve_item_poi" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName} from Woodland Stags in Eldergate</string>
<string key="0603_0302_predatorprey_incomplete" comment="DO NOT TRANSLATE" speaker="Survivalist Karsattin" name="SurvivalistKarsattin" VO="Survivalist_0603_0302_predatorprey_InProgResponse" VO_Status="Recorded">Great little pond up there, nice place to sit and relax... I mean, as long as the pumas aren't after you.\n\nOh, and there's a mean Bear in that area, as well. I suggest you avoid pissing him off.</string>
<string key="0603_0302_predatorprey_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Complete the hunters' task to obtain Elk Antlers, and cull the Valley Puma population in Eldergate. Return to Survivalist Karsattin in the Windsward Settlement when your tasks are done.</string>
<string key="0603_0302_predatorprey_complete_available_response" comment="DO NOT TRANSLATE" speaker="Survivalist Karsattin" name="SurvivalistKarsattin" VO="Survivalist_0603_0302_predatorprey_AvailResponse" VO_Status="Recorded">Look at that, will you? My new best friend coming through with the elk antlers.\n\nAnd you hunted some of the pumas too? I'm impressed. You're not pathetic like these others.</string>
<string key="0610_0103_thelonelyharvest_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Second Course</string>
<string key="0610_0103_thelonelyharvest_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Like what?"</string>
<string key="0610_0103_thelonelyharvest_proposal" comment="DO NOT TRANSLATE" speaker="Barkeep Cormack" name="BarkeepCormack" VO="Barkeep_0610_0103_thelonelyharvest_ProposalResponse" VO_Status="Recorded" dialogue-next="@0610_0103_thelonelyharvest_proposal_next">A second course. Like corn for instance, and fish… oh, and strawberries for dessert!\n\nDon't know if you heard, but our crops have all been spoiled lately.</string>
<string key="0610_0103_thelonelyharvest_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Spoiled crops?"</string>
<string key="0610_0103_thelonelyharvest_proposal_next" comment="DO NOT TRANSLATE" speaker="Barkeep Cormack" name="BarkeepCormack" VO="Barkeep_0610_0103_thelonelyharvest_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0610_0103_thelonelyharvest_proposal_prompt">Yep. So I had ordered shipments of corn and strawberries to come in, but they got waylaid out by Moe's Farm.\n\nGet that produce from the farm and some Fish from the Fish Traps in Forellac, then we'll bring up everyone's spirits!</string>
<string key="0610_0103_thelonelyharvest_goto_moes" comment="DO NOT TRANSLATE" speaker="UI">Travel to Moe's Farm and recover the abandoned Corn and Strawberries</string>
<string key="0610_0103_thelonelyharvest_collect_item_from_container_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName} from containers at {POITags}</string>
<string key="0610_0103_thelonelyharvest_kill_moes" comment="DO NOT TRANSLATE">Defeat the {targetName} at {POITags}</string>
<string key="0610_0103_thelonelyharvest_goto_forellac" comment="DO NOT TRANSLATE" speaker="UI">Continue on to Forellac to collect Fresh Forellac Trout</string>
<string key="0610_0103_thelonelyharvest_gather_item_from_interact" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName} from Fish Traps</string>
<string key="0610_0103_thelonelyharvest_kill_forellac" comment="DO NOT TRANSLATE">Defeat {targetName} at {POITags}</string>
<string key="0610_0103_thelonelyharvest_incomplete" comment="DO NOT TRANSLATE" speaker="Barkeep Cormack" name="BarkeepCormack" VO="Barkeep_0610_0103_thelonelyharvest_InProgResponse" VO_Status="Recorded">The produce is probably strewn about in Moe's Farm, and then the Fish out in the traps in Forellac. They'll feed an army!</string>
<string key="0610_0103_thelonelyharvest_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Retrieve Crates of Corn and Baskets of Strawberries from Moe's Farm and collect Fish from Fish Traps in Forellac. Return to Barkeep Cormack in the Windsward Settlement when your tasks are complete.</string>
<string key="0610_0103_thelonelyharvest_complete_available_response" comment="DO NOT TRANSLATE" speaker="Barkeep Cormack" name="BarkeepCormack" VO="Barkeep_0610_0103_thelonelyharvest_AvailResponse" VO_Status="Recorded">Holy piles of food, friend! You got everything on the list!\n\nI don't know if you're in it for a good meal or a rich reward, but you deserve both. That's for sure.</string>
<string key="0604_0202_buildingblocks_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Windsward Envoy</string>
<string key="0604_0202_buildingblocks_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I could go talk to them."</string>
<string key="0604_0202_buildingblocks_proposal" comment="DO NOT TRANSLATE" speaker="Constable Dauti" name="OverseerDauti" VO="Overseer_0604_0202_buildingblocks_ProposalResponse" VO_Status="Recorded" dialogue-next="@0604_0202_buildingblocks_proposal_next">That would be wise - you can act as our envoy. I think First Light might be open to such a discussion.\n\nIn fact, there is a gift we might bring as a token of our intentions.</string>
<string key="0604_0202_buildingblocks_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What kind of gift?"</string>
<string key="0604_0202_buildingblocks_proposal_next" comment="DO NOT TRANSLATE" speaker="Constable Dauti" name="OverseerDauti" VO="Overseer_0604_0202_buildingblocks_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0604_0202_buildingblocks_proposal_prompt">Well, I've heard that First Light is in need of stone blocks.\n\nGather them, buy them, steal them for all I care. But if you bring the stone blocks to Constable Oakes, It's a good start, at least.</string>
<string key="0604_0202_buildingblocks_acquire_craft_goods" comment="DO NOT TRANSLATE" speaker="UI - Tracker Text">Acquire or Craft {itemName}s for Constable Oakes</string>
<string key="0604_0202_buildingblocks_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Dauti" name="OverseerDauti" VO="Overseer_0604_0202_buildingblocks_InProgResponse" VO_Status="Recorded">I am not sure why she may need the blocks, but it must be for something important. \n\nThe settlement of First Light is quite some distance to the south, so be prepared.</string>
<string key="0604_0202_buildingblocks_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Acquire and deliver 50 Stone Blocks to Constable Oakes in the First Light settlement.</string>
<string key="0604_0202_buildingblocks_complete_available_response" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0604_0202_buildingblocks_AvailResponse" VO_Status="Recorded" dialogue-next="@0604_0202_buildingblocks_complete_available_response_next">Oh, well, hello you! Are you the envoy from Windsward then? And you bring us stone blocks to boot?\n\nWhat a pleasant surprise! Color me grateful, and even flattered, I think.</string>
<string key="0604_0202_buildingblocks_complete_available_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Perhaps we could discuss an alliance?"</string>
<string key="0604_0202_buildingblocks_complete_available_response_next" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0604_0202_buildingblocks_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0604_0202_buildingblocks_complete_available_response_prompt">Unfortunately, this is not the time. We have matters to straighten out internally here.\n\nWhen we're ready, however, I would like for YOU to be the one with whom I negotiate. I won't forget this gesture.</string>
<string key="0602_0503_warpandweft_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Warp and Weft</string>
<string key="0602_0503_warpandweft_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Should I go check on him?"</string>
<string key="0602_0503_warpandweft_proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="Magistrate_0602_0503_warpandweft_ProposalResponse" VO_Status="Recorded" dialogue-next="@0602_0503_warpandweft_proposal_next">Oh, no, there's no time for personal matters. We have supply shortages here in Windsward - food, clothing, and metals.\n\nI can't solve them all, but I do have an idea for the clothing.</string>
<string key="0602_0503_warpandweft_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Is it something I can help with?"</string>
<string key="0602_0503_warpandweft_proposal_next" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="Magistrate_0602_0503_warpandweft_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0602_0503_warpandweft_proposal_prompt">Quite so. There were two villages just over in First Light that were once famous for their weavers - Campbell's Rest and Clearwater Bend. \n\nIf you happen by there, please see if any thread or textiles remain that we can use.</string>
<string key="0602_0503_warpandweft_goto_campbells" comment="DO NOT TRANSLATE" speaker="UI">In Campbell's Rest:</string>
<string key="0602_0503_warpandweft_goto_clearwater" comment="DO NOT TRANSLATE" speaker="UI">In Clearwater Bend:</string>
<string key="0602_0503_warpandweft_collect_item_from_container_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName}</string>
<string key="0602_0503_warpandweft_readLore_campbells" comment="DO NOT TRANSLATE">Read 'Threading Draft'</string>
<string key="0602_0503_warpandweft_retrieve_item_from_target_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Retrieve {itemName} from {targetName} Withered</string>
<string key="0602_0503_warpandweft_readLore_clearwater" comment="DO NOT TRANSLATE">Read 'A Common Thread'</string>
<string key="0602_0503_warpandweft_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="Magistrate_0602_0503_warpandweft_InProgResponse" VO_Status="Recorded">Windsward has always relied on trade for some supplies.\n\nI only hope we can solve this clothing shortage with materials from Campbell's Rest and Clearwater Bend.</string>
<string key="0602_0503_warpandweft_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Search the villages of Campbell's Rest and Clearwater Bend for any salvageable supplies of thread and textiles. Talk to Magistrate Korrapati in the Windsward Settlement when the task is complete.</string>
<string key="0602_0503_warpandweft_complete_available_response" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="Magistrate_0602_0503_warpandweft_AvailResponse" VO_Status="Recorded">There you are! Still no sign of Watcher Fayed, but I am glad to see you.\n\nAnd you found thread and textiles? Fantastic! This solves at least one of our supply problems.</string>
<string key="0610_0102_piratesofspice_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Taste for Revenge</string>
<string key="0610_0102_piratesofspice_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Are you buttering me up?"</string>
<string key="0610_0102_piratesofspice_proposal" comment="DO NOT TRANSLATE" speaker="Barkeep Cormack" name="BarkeepCormack" VO="Barkeep_0610_0102_piratesofspice_ProposalResponse" VO_Status="Recorded" dialogue-next="@0610_0102_piratesofspice_proposal_next">I suppose, but it doesn't mean I'm not being sincere. Seriously, you're my favorite person!\n\nAnd this time, it's an opportunity to get a taste of spice… and some good old-fashioned revenge.</string>
<string key="0610_0102_piratesofspice_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What does that mean?"</string>
<string key="0610_0102_piratesofspice_proposal_next" comment="DO NOT TRANSLATE" speaker="Barkeep Cormack" name="BarkeepCormack" VO="Barkeep_0610_0102_piratesofspice_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0610_0102_piratesofspice_proposal_prompt">Well, I caught wind of a shipment of dried herbs and spices - but the caravan got nailed by the Lost Pirates of Buccaneer Falls.\n\nHow about avenging that caravan and reclaiming those spices? It'll be tasty! C'mon!</string>
<string key="0610_0102_piratesofspice_goto" comment="DO NOT TRANSLATE" speaker="UI">Travel to the area around Buccaneer Creek and locate the missing spices</string>
<string key="0610_0102_piratesofspice_kill_at_POITag" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName} Pirates</string>
<string key="0610_0102_d_02_02_readLore_undead_bastion_3_40124" comment="DO NOT TRANSLATE" speaker="UI">Read "Of Spice and Dice" at {POITags}</string>
<string key="0610_0102_TaskGatherSaffron" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName}</string>
<string key="0610_0102_TaskGatherPepper" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName}</string>
<string key="0610_0102_TaskGatherCardamom" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName}</string>
<string key="0610_0102_piratesofspice_complete_available_response" comment="DO NOT TRANSLATE" speaker="Barkeep Cormack" name="BarkeepCormack" VO="Barkeep_0610_0102_piratesofspice_AvailResponse" VO_Status="Recorded">Nice, nice, nice. I can smell that spice from here. It'll go perfect with the fish! \n\nThe Corrupted may come and lay siege to Windsward, but we'll be hunkered down in here, eating like kings!</string>
<string key="0610_0102_piratesofspice_incomplete" comment="DO NOT TRANSLATE" speaker="Barkeep Cormack" name="BarkeepCormack" VO="Barkeep_0610_0102_piratesofspice_InProgResponse" VO_Status="Recorded">I need those Spices from the Lost Pirates in Buccaneer Falls.\n\nThen we'll be sitting pretty, when it comes to food stores, at least.</string>
<string key="0610_0102_piratesofspice_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Recover Stolen Spices from Buccaneer Creek and Buccaneer Falls and bring them to Barkeep Cormack in the Windsward Settlement.</string>
<string key="0603_0204_bearscratchrock_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">The Bear of Scratchrock</string>
<string key="0603_0204_bearscratchrock_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What's the situation?"</string>
<string key="0603_0204_bearscratchrock_proposal" comment="DO NOT TRANSLATE" speaker="Survivalist Karsattin" name="SurvivalistKarsattin" VO="Survivalist_0603_0204_bearscratchrock_ProposalResponse" VO_Status="Recorded" dialogue-next="@0603_0204_bearscratchrock_proposal_next">That bear I mentioned? He's mauled several villagers lately - the kind of death people rarely return from.\n\nI thought these weren't my problems, but now, I wonder.</string>
<string key="0603_0204_bearscratchrock_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"You want me to hunt down the bear?"</string>
<string key="0603_0204_bearscratchrock_proposal_next" comment="DO NOT TRANSLATE" speaker="Survivalist Karsattin" name="SurvivalistKarsattin" VO="Survivalist_0603_0204_bearscratchrock_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0603_0204_bearscratchrock_proposal_prompt">Exactly, though you might want to bring a few friends.\n\nI don't know where his lair is, so you'll have to track him down. I guess that means looking for whatever remains of his latest victim… Try looking near the lake.</string>
<string key="0603_0204_bearscratchrock_goto_Area" comment="DO NOT TRANSLATE" speaker="UI">Travel to {POITags}</string>
<string key="0603_0204_bearscratchrock_locate_first_IO" comment="DO NOT TRANSLATE" speaker="UI">Locate the remains of the bear's latest victim</string>
<string key="0603_0204_bearscratchrock_track_bear_trail" comment="DO NOT TRANSLATE" speaker="UI">Follow the trail of blood and cloth</string>
<string key="0603_0204_bearscratchrock_eliminate_target_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Enter the Burrow and Kill {targetName}</string>
<string key="0603_0204_bearscratchrock_complete_available_response" comment="DO NOT TRANSLATE" speaker="Survivalist Karsattin" name="SurvivalistKarsattin" VO="Survivalist_0603_0204_bearscratchrock_AvailResponse" VO_Status="Recorded">Well now, someone's gone and shown me up. Hunting down that bear was no small thing.\n\nReally seems to have brought some relief to people here. I guess that's something for me to consider.</string>
<string key="0603_0204_bearscratchrock_incomplete" comment="DO NOT TRANSLATE" speaker="Survivalist Karsattin" name="SurvivalistKarsattin" VO="Survivalist_0603_0204_bearscratchrock_InProgResponse" VO_Status="Recorded">Seems reasonable that you're a bit scared... That's why I'm pointing you down there, and not going myself!</string>
<string key="0603_0204_bearscratchrock_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Bring down the bear of Scratchrock Burrow. Talk to Survivalist Karsattin in the Windsward Settlement when the task is complete.</string>
<string key="0605_0401_jarofblackbile_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Corrupted Sludge</string>
<string key="0605_0401_jarofblackbile_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"That's alright. What do you need?"</string>
<string key="0605_0401_jarofblackbile_proposal" comment="DO NOT TRANSLATE" speaker="Artificer Cotheran" name="ArtificerCotheran" VO="Artificer_0605_0401_jarofblackbile_ProposalResponse" VO_Status="Recorded">Harplass Homestead has just recently been Corrupted... likely spread from the west.\n\nI'm told the Corrupted there are covered in some kind of sludge. Again, get me samples, and we'll see what we can learn.</string>
<string key="0605_0401_jarofblackbile_goto_harplass" comment="DO NOT TRANSLATE" speaker="UI">Travel to Harplass Homestead to acquire the Sludge of Corruption</string>
<string key="0605_0401_jarofblackbile_gather_item_from_target_corrupted_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName} from {targetName} Corrupted</string>
<string key="0605_0401_jarofblackbile_incomplete" comment="DO NOT TRANSLATE" speaker="Artificer Cotheran" name="ArtificerCotheran" VO="Artificer_0605_0401_jarofblackbile_InProgResponse" VO_Status="Recorded">This will be my first opportunity to study the... whatever it may be... in person! I'll admit, I have been a bit jealous of my colleagues who have had opportunities to interact with it up close.</string>
<string key="0605_0401_jarofblackbile_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Assist with further research by collecting samples of the Sludge of Corruption from the Plainsblot Corrupted at Harplass Homestead. Talk to Artificer Cotheran in the Windsward Settlement when the task is complete.</string>
<string key="0605_0401_jarofblackbile_complete_available_response" comment="DO NOT TRANSLATE" speaker="Artificer Cotheran" name="ArtificerCotheran" VO="Artificer_0605_0401_jarofblackbile_AvailResponse" VO_Status="Recorded" dialogue-next="@0605_0401_jarofblackbile_complete_available_response_next">Back so soon, are you? Or maybe it was longer? I'm not sure… I've been distracted.\n\nYou won't believe what I've learned from these soil samples.</string>
<string key="0605_0401_jarofblackbile_complete_available_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What have you learned?"</string>
<string key="0605_0401_jarofblackbile_complete_available_response_next" comment="DO NOT TRANSLATE" speaker="Artificer Cotheran" name="ArtificerCotheran" VO="Artificer_0605_0401_jarofblackbile_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0605_0401_jarofblackbile_complete_available_response_prompt">As you so casually suggested, it's the differences - the soil from the Withered location actually repels the soil from the Corrupted location!\n\nHere, I'll take that sludge to further my studies.</string>
<string key="0603_0301_makingsparks_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Making Sparks</string>
<string key="0603_0301_makingsparks_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What was he talking about?"</string>
<string key="0603_0301_makingsparks_proposal" comment="DO NOT TRANSLATE" speaker="Survivalist Karsattin" name="SurvivalistKarsattin" VO="Survivalist_0603_0301_makingsparks_ProposalResponse" VO_Status="Recorded" dialogue-next="@0603_0301_makingsparks_proposal_next">Not sure exactly. I mean he's always mumbling about something.\n\nBut it sounded like he wants to make some kinda explosives to fight Corruption.</string>
<string key="0603_0301_makingsparks_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Should I ask him about it?"</string>
<string key="0603_0301_makingsparks_proposal_next" comment="DO NOT TRANSLATE" speaker="Survivalist Karsattin" name="SurvivalistKarsattin" VO="Survivalist_0603_0301_makingsparks_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0603_0301_makingsparks_proposal_prompt">You could, but I dunno, I was thinking of surprising him, making him some tinderboxes.\n\nIf you can get me the materials, I can do the rest. I mean, if there's a way for me to contribute, I should do it, right?</string>
<string key="0603_0301_makingsparks_task_gatherflint" comment="DO NOT TRANSLATE" speaker="UI">Gather {itemName}s from Flint</string>
<string key="0603_0301_makingsparks_task_gathertinder" comment="DO NOT TRANSLATE" speaker="UI">Gather {itemName}s from Bulrushes near the lake</string>
<string key="0603_0301_makingsparks_task_retrieve_item_poi" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName}s from {targetName} Withered near {POITags}</string>
<string key="0603_0301_makingsparks_incomplete" comment="DO NOT TRANSLATE" speaker="Survivalist Karsattin" name="SurvivalistKarsattin" VO="Survivalist_0603_0301_makingsparks_InProgResponse" VO_Status="Recorded">Flint Spalls, Bulrush Heads, and Steel Strikers, that's what I need. It shouldn't be too difficult to find everything.</string>
<string key="0603_0301_makingsparks_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Obtain Flint Spalls, Bulrush Heads, and Steel Strikers for tinderboxes. Talk to Survivalist Karsattin in the Windsward Settlement when the task is complete.</string>
<string key="0603_0301_makingsparks_complete_available_response" comment="DO NOT TRANSLATE" speaker="Survivalist Karsattin" name="SurvivalistKarsattin" VO="Survivalist_0603_0301_makingsparks_AvailResponse" VO_Status="Recorded">Look here, you got everything? Alright then, I guess it's all on me now.\n\nIt's a funny feeling, trying to do someone a favor. Kinda makes me feel like a kid again, and that was a LONG time ago.</string>
<string key="0605_0501_azothfulminate_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Azoth Fulminate</string>
<string key="0605_0501_azothfulminate_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"A new type of weapon?"</string>
<string key="0605_0501_azothfulminate_proposal" comment="DO NOT TRANSLATE" speaker="Artificer Cotheran" name="ArtificerCotheran" VO="Artificer_0605_0501_azothfulminate_ProposalResponse" VO_Status="Recorded" dialogue-next="@0605_0501_azothfulminate_proposal_next">A fulminate! Not of mercury or gold, but of azoth! Highly volatile, and packing quite a punch.\n\nFor those untrained in the alchemical arts, you would know it better as a type of explosive.</string>
<string key="0605_0501_azothfulminate_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Interesting! How can I help?"</string>
<string key="0605_0501_azothfulminate_proposal_next" comment="DO NOT TRANSLATE" speaker="Artificer Cotheran" name="ArtificerCotheran" VO="Artificer_0605_0501_azothfulminate_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0605_0501_azothfulminate_proposal_prompt">I have created a number of these devices, but they require testing.\n\nIf I give these to you, can you return to Harplass Homestead and detonate them? I need to know their impact on the Corruption.</string>
<string key="0605_0501_azothfulminate_goto_POI" comment="DO NOT TRANSLATE" speaker="UI">Return to {POITags} to place Prototype Azoth Bombs</string>
<string key="0605_0501_azothfulminate_interact_with_IO" comment="DO NOT TRANSLATE" speaker="UI">Place the Prototype Azoth Bombs</string>
<string key="0605_0501_azothfulminate_incomplete" comment="DO NOT TRANSLATE" speaker="Artificer Cotheran" name="ArtificerCotheran" VO="Artificer_0605_0501_azothfulminate_InProgResponse" VO_Status="Recorded">While this fulminate is difficult to make, if these bombs are successful, it may be a powerful new weapon in our arsenal. \n\nImagine explosions of azoth bringing down the largest Corrupted structures!</string>
<string key="0605_0501_azothfulminate_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Test the prototype azoth bombs against the Corrupted sludge in Harplass Homestead. Talk to Artificer Cotheran in the Windsward Settlement when the task is complete.</string>
<string key="0605_0501_azothfulminate_complete_available_response" comment="DO NOT TRANSLATE" speaker="Artificer Cotheran" name="ArtificerCotheran" VO="Artificer_0605_0501_azothfulminate_AvailResponse" VO_Status="Recorded" dialogue-next="@0605_0501_azothfulminate_complete_available_response_next">Ha! I saw the smoke rising in the west and I knew you were successful.\n\nTell me, how well did they work? Did they destroy that Corrupted sludge?</string>
<string key="0605_0501_azothfulminate_complete_available_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Damaged, not destroyed."</string>
<string key="0605_0501_azothfulminate_complete_available_response_next" comment="DO NOT TRANSLATE" speaker="Artificer Cotheran" name="ArtificerCotheran" VO="Artificer_0605_0501_azothfulminate_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0605_0501_azothfulminate_complete_available_response_prompt">That muck is more resilient than I expected - I'll have to rework the fomula, but the results are promising.\n\nThank you for risking yourself in this test. I'll make sure to note your contribution!</string>
<string key="0602_0504_fabricnegotiation_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">The Fabric Negotiations</string>
<string key="0602_0504_fabricnegotiation_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"You want to trade with them?"</string>
<string key="0602_0504_fabricnegotiation_proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="Magistrate_0602_0504_fabricnegotiation_ProposalResponse" VO_Status="Recorded">It's worth a try. Constable Saville in Monarch's Bluffs has rebuffed our overtures, but Magistrate Bixford might listen.\n\nTake this message to Bixford asking to trade textiles for food. Good luck. We need it.</string>
<string key="0602_0504_fabricnegotiation_complete_available_response" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" VO="Magistrate_0602_0504_fabricnegotiation_AvailResponse" VO_Status="Recorded" dialogue-next="@0602_0504_fabricnegotiation_complete_available_response_next">Hm, Hello. What have we here, a message from our friendly neighbors from Windsward?\n\nOf course, they'll be wanting something, won't they? What's it to be now? Food supplies, of course.</string>
<string key="0602_0504_fabricnegotiation_complete_available_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"They're offering textiles in trade."</string>
<string key="0602_0504_fabricnegotiation_complete_available_response_next" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" VO="Magistrate_0602_0504_fabricnegotiation_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0602_0504_fabricnegotiation_complete_available_response_prompt">Well, it's true that we are facing a slight shortage in clothing, but Constable Saville is not so keen on Windsward.\n\nPerhaps there is a subtle way to arrange things… yes, I will reach out to Magistrate Korrapati when I can.</string>
<string key="0602_0504_fabricnegotiation_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="Magistrate_0602_0504_fabricnegotiation_InProgResponse" VO_Status="Recorded">Let's hope that Magistrate Bixford is more reasonable than Constable Saville.</string>
<string key="0602_0504_fabricnegotiation_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Travel to the Monarchs Bluffs and speak with Magistrate Bixford about trading textiles for food to address the shortage in Windsward.</string>
<string key="0604_0201_container_objective_loc_1" comment="DO NOT TRANSLATE" speaker="UI">In Windsward:</string>
<string key="0604_0201_container_objective_loc_3" comment="DO NOT TRANSLATE" speaker="UI">In Everfall:</string>
<string key="0604_0201_stevenexpedition_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">The Stevens Expedition</string>
<string key="0604_0201_stevenexpedition_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What's the problem?"</string>
<string key="0604_0201_stevenexpedition_proposal" comment="DO NOT TRANSLATE" speaker="Constable Dauti" name="OverseerDauti" VO="Overseer_0604_0201_stevenexpedition_ProposalResponse" VO_Status="Recorded" dialogue-next="@0604_0201_stevenexpedition_proposal_next">Our shortage of metals for weapons and armor. I know Cotheran has other ideas, but we can't be fools here.\n\nEverfall is the only nearby settlement remaining that might have metals, but I begin to lose hope.</string>
<string key="0604_0201_stevenexpedition_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I can talk to Everfall."</string>
<string key="0604_0201_stevenexpedition_proposal_next" comment="DO NOT TRANSLATE" speaker="Constable Dauti" name="OverseerDauti" VO="Overseer_0604_0201_stevenexpedition_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0604_0201_stevenexpedition_proposal_prompt">There is one thing we might try. Long ago, an expedition from Everfall disappeared while investigating the obelisks to the north. \n\nI know Constable Maecia blames herself…</string>
<string key="0604_0201_stevenexpedition_goto_POI" comment="DO NOT TRANSLATE" speaker="UI">Investigate {POITags} and search for any sign of the missing expedition</string>
<string key="0604_0201_stevenexpedition_goto_POI_continue" comment="DO NOT TRANSLATE" speaker="UI">Continue your investigation in {POITags}</string>
<string key="0604_0201_stevenexpedition_task_search_clues_poi_01" comment="DO NOT TRANSLATE" speaker="UI">Search for the 'Day Twenty Six' journal entry at Cygnus</string>
<string key="0604_0201_stevenexpedition_task_search_clues_poi_02" comment="DO NOT TRANSLATE" speaker="UI">Search for the 'Day Twenty One' journal entry at Delphinus</string>
<string key="0604_0201_stevenexpedition_task_search_clues_poi_03" comment="DO NOT TRANSLATE" speaker="UI">Search for the 'Days Nineteen and Twenty' entry at Octans</string>
<string key="0604_0201_stevenexpedition_task_search_clues_poi_04" comment="DO NOT TRANSLATE" speaker="UI">Search for the {itemName} at {POITags}</string>
<string key="0604_0201_stevenexpedition_task_search_clues_poi_05" comment="DO NOT TRANSLATE" speaker="UI">Search for the {itemName} at {POITags}</string>
<string key="0604_0201_stevenexpedition_task_search_clues_poi_06" comment="DO NOT TRANSLATE" speaker="UI">Search for the 'Day One' journal entry at Orion</string>
<string key="0604_0201_stevenexpedition_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Dauti" name="OverseerDauti" VO="Overseer_0604_0201_stevenexpedition_InProgResponse" VO_Status="Recorded">I have no idea what might have happened to that expedition, but Constable Maecia blaming herself is nonsense.\n\nIf you can learn what happened, it might bring her peace.</string>
<string key="0604_0201_stevenexpedition_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Investigate the Ancient Lookouts and retrace the steps of the Stevens expedition, and then talk to Constable Maecia in the Everfall Settlement.</string>
<string key="0604_0201_stevenexpedition_complete_available_response" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="Overseer_0604_0201_stevenexpedition_AvailResponse" VO_Status="Recorded" dialogue-next="@0604_0201_stevenexpedition_complete_available_response_next">Oh dear, you startled me! Wait, what? You have news of the Stevens Expedition?\n\nLet me see… oh no, you mean those poor souls actually perished out there?</string>
<string key="0604_0201_stevenexpedition_complete_available_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"And it wasn't your fault."</string>
<string key="0604_0201_stevenexpedition_complete_available_response_next" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="Overseer_0604_0201_stevenexpedition_CompleteNext2" VO_Status="Recorded" dialogue-next="@0604_0201_stevenexpedition_complete_available_response_next2" dialogue-prompt="@0604_0201_stevenexpedition_complete_available_response_prompt">It wasn't then, was it? I suppose that's a relief. I've carried that burden many years.\n\nYou've come from Windsward then? Tell me, how are the fine people over there faring in these difficult times?</string>
<string key="0604_0201_stevenexpedition_complete_available_response_prompt2" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"They have a shortage of metals."</string>
<string key="0604_0201_stevenexpedition_complete_available_response_next2" comment="DO NOT TRANSLATE" speaker="Constable Maecia" name="OverseerMaecia" VO="Overseer_0604_0201_stevenexpedition_CompleteNext3" VO_Status="Recorded" dialogue-prompt="@0604_0201_stevenexpedition_complete_available_response_prompt2">A shortage of metals? Then why didn't Dauti reach out? Including you coming today, he's done our settlement many a good turn!\n\nWe'll certainly repay the favor. Tell Dauti I'll send him a shipment of ore soon as I can!</string>
<string key="0604_0202_happyreturns_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Happy Returns</string>
<string key="0604_0202_happyreturns_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Return to the Windsward Settlement and inform Constable Dauti that Everfall will be sending a shipment of ore.</string>
<string key="0604_0202_happyreturns_proposal" comment="DO NOT TRANSLATE" speaker="UI">[BLANK]</string>
<string key="0604_0202_happyreturns_incomplete" comment="DO NOT TRANSLATE" speaker="UI">[BLANK]</string>
<string key="0604_0202_happyreturns_complete_available_response" comment="DO NOT TRANSLATE" speaker="Constable Dauti" name="OverseerDauti" VO="Overseer_0604_0202_happyreturns_complete_available_response" VO_Status="Recorded">Haha! {playerName}! You've returned from Everfall with great tidings, I presume?\n\nPlease tell me I'm not wrong. I'm trying to stay positive here, despite the circumstances.</string>
<string key="0604_0202_happyreturns_complete_available_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Everfall is sending ore."</string>
<string key="0604_0202_happyreturns_complete_available_response_next" comment="DO NOT TRANSLATE" speaker="Constable Dauti" name="OverseerDauti" VO="Overseer_0604_0202_happyreturns_complete_available_response_next" VO_Status="Recorded">Really? Well, I'll be a thrice-damned fool for ever doubting!\n\nYOU, my friend - you are the hero of Windsward, my favored warrior, my chosen envoy… every title I can heap upon you. Drinks in the tavern later - on me!</string>
<string key="0611_0101_ancientobservations_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Towering Tools</string>
<string key="0611_0101_ancientobservations_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What collection?"</string>
<string key="0611_0101_ancientobservations_proposal" comment="DO NOT TRANSLATE" speaker="Antiquarian Pajitnova" name="AntiquarianPajitnova" VO="Stranger_0611_0101_ancientobservations_ProposalResponse" VO_Status="Recorded" dialogue-next="@0611_0101_ancientobservations_proposal_next">Oh, well, I am an Antiquarian. Yelena Pajitnova. Nice to... meet you. \n\nI collect tools used by the Ancients - construction tools - whatever they used to build these magificent towers. Only, I've met some resistance.</string>
<string key="0611_0101_ancientobservations_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I can help if you like."</string>
<string key="0611_0101_ancientobservations_proposal_next" comment="DO NOT TRANSLATE" speaker="Antiquarian Pajitnova" name="AntiquarianPajitnova" VO="Stranger_0611_0101_ancientobservations_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0611_0101_ancientobservations_proposal_prompt">Oh, would you? Those Guardians are... well... pesky. So I'd reward you handsomely.\n\nAny tools you can recover, I'm most interested in those two to the west. Oh, and thank you in advance!</string>
<string key="0611_0101_ancientobservations_incomplete" comment="DO NOT TRANSLATE" speaker="Antiquarian Pajitnova" name="AntiquarianPajitnova" VO="Stranger_0611_0101_ancientobservations_InProgResponse" VO_Status="Recorded">This view is magnificent, isn't it? How they built such wonders is beyond me.\n\nIf you'll recover any tools you can find, I might have a better idea.</string>
<string key="0611_0101_ancientobservations_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Collect any remaining tools of the Ancients from Fallswatch Overlook and Valley View Mirador, and return them to Antiquarian Pajitnova.</string>
<string key="0611_0101_ancientobservations_investigate_poi_items" comment="DO NOT TRANSLATE" speaker="UI">Investigate {POITags} for any remaining tools of the Ancients</string>
<string key="0611_0101_ancientobservations_complete_available_response" comment="DO NOT TRANSLATE" speaker="Antiquarian Pajitnova" name="AntiquarianPajitnova" VO="Stranger_0611_0101_ancientobservations_AvailResponse" VO_Status="Recorded">You have a gleam in your eye... you've found something? Let me see!\n\nYes, these are precisely the types of things I'm looking for. The Ancients did not share our methods of construction at all.</string>
<string key="0602_0501_takentotask_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Taken to Task</string>
<string key="0602_0501_takentotask_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What kind of labor?"</string>
<string key="0602_0501_takentotask_proposal" comment="DO NOT TRANSLATE" speaker="Antiquarian Pajitnova" name="AntiquarianPajitnova" VO="Stranger_0602_0501_takentotask_ProposalResponse" VO_Status="Recorded" dialogue-next="@0602_0501_takentotask_proposal_next">The kind you do with your hands. The funny thing is that we still don't even know what the Ancients look like.\n\nTwo hands? Four hands? No hands? But I believe it was not the Ancients themselves who did the work.</string>
<string key="0602_0501_takentotask_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Who did the work?"</string>
<string key="0602_0501_takentotask_proposal_next" comment="DO NOT TRANSLATE" speaker="Antiquarian Pajitnova" name="AntiquarianPajitnova" VO="Stranger_0602_0501_takentotask_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0602_0501_takentotask_proposal_prompt">It's not clear, but probably some type of thralls who served the Ancients.\n\nIn Amrine Temple, I've heard speak of an 'Ancient Taskmaster.' If you can defeat it and bring me a piece of it, that would be an interesting find.</string>
<string key="0602_0501_takentotask_goto_amrine" comment="DO NOT TRANSLATE" speaker="UI">Travel to Amrine Temple to locate the Taskmaster's Heart</string>
<string key="0602_0501_takentotask_kill_targets_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName} Guardians in {POITags}</string>
<string key="0602_0501_takentotask_defeat_target_get_item_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName} and collect {itemName} in {POITags}</string>
<string key="0602_0501_takentotask_complete_available_response" comment="DO NOT TRANSLATE" speaker="Antiquarian Pajitnova" name="AntiquarianPajitnova" VO="Stranger_0602_0501_takentotask_AvailResponse" VO_Status="Recorded">Did you defeat the Taskmaster? Amazing! Let me see what you found…\n\nYes, the very heart of this being, clearly not biological, but was he once human? This is the perfect addition to my collection! Thank you!</string>
<string key="0602_0501_takentotask_incomplete" comment="DO NOT TRANSLATE" speaker="Antiquarian Pajitnova" name="AntiquarianPajitnova" VO="Stranger_0602_0501_takentotask_InProgResponse" VO_Status="Recorded">Whatever elements you can recover from the corpse of the Taskmaster would be of greatest interest to me.</string>
<string key="0602_0501_takentotask_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Defeat Moonshadow Guardians in Amrine Temple and Kisare the Taskmaster to acquire the Taskmaster's Heart. Report back to Antiquarian Pajitnova in Windsward.</string>
<string key="0610_0201_shotacrossbow_p1_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">No Mere Shot Across the Bow (Part 1)</string>
<string key="0610_0201_shotacrossbow_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What did you have in mind?"</string>
<string key="0610_0201_shotacrossbow_p1_proposal" comment="DO NOT TRANSLATE" speaker="Barkeep Cormack" name="BarkeepCormack" VO="Barkeep_0610_0201_shotacrossbow_p1_ProposalResponse" VO_Status="Recorded" dialogue-next="@0610_0201_shotacrossbow_p1_proposal_next">I say we blow the bastards up! Not only that, but I say we give 'em a taste of their own medicine.\n\nThey got some pretty fancy firearms too, and I think we could use those to upgrade our arsenal here.</string>
<string key="0610_0201_shotacrossbow_p1_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Alright. Count me in."</string>
<string key="0610_0201_shotacrossbow_p1_proposal_next" comment="DO NOT TRANSLATE" speaker="Barkeep Cormack" name="BarkeepCormack" VO="Barkeep_0610_0201_shotacrossbow_p1_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0610_0201_shotacrossbow_p1_proposal_prompt">Perfect. The pirates' stronghold is east, led by that jerk, First Mate Misher.\n\nDefeat her crews, snag any musket parts and ammunition, and destroy what you can. Take down Misher herself, too.</string>
<string key="0610_0201_shotacrossbow_p1_goto_prideofpuckett" comment="DO NOT TRANSLATE" speaker="UI">Travel to the {POITags} and begin your assault on the pirate stronghold</string>
<string key="0610_0201_shotacrossbow_p1_interact_with_IO" comment="DO NOT TRANSLATE" speaker="UI">Sabotage cannons throughout the stronghold</string>
<string key="0610_0201_shotacrossbow_p1_collect_item_from_POI" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName} from the {POITags}</string>
<string key="0610_0201_shotacrossbow_p1_complete_available_response" comment="DO NOT TRANSLATE" speaker="n\a">[BLANK]</string>
<string key="0610_0201_shotacrossbow_p1_incomplete" comment="DO NOT TRANSLATE" speaker="Barkeep Cormack" name="BarkeepCormack" VO="Barkeep_0610_0201_shotacrossbow_p1_InProgResponse" VO_Status="Recorded">You watch your back out there, partner.\n\nIf you can show those pirates what for, I'll see you well-rewarded.</string>
<string key="0610_0201_shotacrossbow_p1_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Begin your assault on the Pirate Stronghold by stealing their Musket Parts and sabotaging their cannons</string>
<string key="0610_0201_shotacrossbow_p2_interact_with_IO" comment="DO NOT TRANSLATE" speaker="UI">Set fire to the Striped Powderkegs throughout the stronghold</string>
<string key="0610_0201_shotacrossbow_p2_collect_item_from_POI" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName} from {POITags}</string>
<string key="0610_0201_shotacrossbow_p2_complete_available_response" comment="DO NOT TRANSLATE" speaker="n\a">[BLANK]</string>
<string key="0610_0201_shotacrossbow_p2_incomplete" comment="DO NOT TRANSLATE" speaker="n\a">[BLANK]</string>
<string key="0610_0201_shotacrossbow_p2_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Continue your assault on the Pirate Stronghold by stealing the Pirates' ammunition reserves and setting fire to their gunpowder.</string>
<string key="0610_0201_shotacrossbow_p2_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">No Mere Shot Across the Bow (Part 2)</string>
<string key="0610_0201_shotacrossbow_p2_proposal" comment="DO NOT TRANSLATE" speaker="n\a">[BLANK]</string>
<string key="0610_0201_shotacrossbow_kill_unique_at_POITag" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName} at {POITags}</string>
<string key="0610_0201_shotacrossbow_p3_incomplete" comment="DO NOT TRANSLATE" speaker="n\a">[BLANK]</string>
<string key="0610_0201_shotacrossbow_p3_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Complete your assault on the Pirate Stronghold by defeating First Mate Misher and her pet alligator, Susanna. Talk to Barkeep Cormack at the Windsward Settlement when your foes are defeated.</string>
<string key="0610_0201_shotacrossbow_p3_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">No Mere Shot Across the Bow (Part 3)</string>
<string key="0610_0201_shotacrossbow_p3_proposal" comment="DO NOT TRANSLATE" speaker="n\a">[BLANK]</string>
<string key="0610_0201_shotacrossbow_p3_complete_available_response" comment="DO NOT TRANSLATE" speaker="Barkeep Cormack" name="BarkeepCormack" VO="Barkeep_0610_0201_shotacrossbow_p3_complete_available_response" VO_Status="Recorded">Gave 'em a good and bloody nose, did you? Ha! That'll teach them! Maybe bring us a spell of peace too.\n\nYou've gone and made my day, and now it's time to do right by you. Here, take this. You've earned it.</string>
<string key="0602_0502_oftheheart_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Of the Heart</string>
<string key="0602_0502_oftheheart_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Should I go check on him?"</string>
<string key="0602_0502_oftheheart_proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="Magistrate_0602_0502_oftheheart_ProposalResponse" VO_Status="Recorded" dialogue-next="@0602_0502_oftheheart_proposal_next">That might be for the best. I know he had hoped to spend this time in other pursuits.\n\nThere was a personal item he lost to the Guardians at Stoneview Seabreak. He may have missed his chance to reclaim it.</string>
<string key="0602_0502_oftheheart_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I can recover that too."</string>
<string key="0602_0502_oftheheart_proposal_next" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="Magistrate_0602_0502_oftheheart_proposal_next" VO_Status="Recorded" dialogue-prompt="@0602_0502_oftheheart_proposal_prompt">You... you would do that? It would be most kind. Watcher Fayed... well, he is very special to me.\n\nIf you can recover the item he... er, we lost in Stoneview Seabrook... then bring it to Tahir at the beach.</string>
<string key="0602_0502_oftheheart_complete_available_response" comment="DO NOT TRANSLATE" speaker="Watcher Fayed" name="WatcherFayed" VO="Magistrate_0602_0502_oftheheart_AvailResponse" VO_Status="Recorded" dialogue-next="@0602_0502_oftheheart_complete_available_response_next">Greetings again my friend! Didn't expect to see you back this way.\n\nAnd what is this? The jewelry box we lost in Stoneview Seabreak? How did you know?</string>
<string key="0602_0502_oftheheart_complete_available_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Magistrate Korrapati sent me."</string>
<string key="0602_0502_oftheheart_complete_available_response_next" comment="DO NOT TRANSLATE" speaker="Watcher Fayed" name="WatcherFayed" VO="Magistrate_0602_0502_oftheheart_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0602_0502_oftheheart_complete_available_response_prompt">Ah, of course. Deepti is worried for my fate, is she?\n\nI confess I have felt compelled to stay down here longer than I hoped. I promise though, I will come home soon.</string>
<string key="0602_0502_oftheheart_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" VO="Magistrate_0602_0502_oftheheart_InProgResponse" VO_Status="Recorded">If you can recover Watcher Fayed's personal items from the Seabreak, I know it will boost his spirits, especially if he must stay at the shoreline any longer.</string>
<string key="0602_0502_oftheheart_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Investigate Stoneview Seabreak and search for any personal items Watcher Fayed may have lost there.</string>
<string key="0602_0502_oftheheart_goto_stoneview" comment="DO NOT TRANSLATE" speaker="UI">Search for the missing personal items in Stoneview Seabreak</string>
<string key="0602_0502_task_retrieve_item_from_target" comment="DO NOT TRANSLATE" speaker="UI">Retrieve a {itemName} from a {targetName}</string>
<string key="0602_0502_task_retrieve_personalgoods" comment="DO NOT TRANSLATE" speaker="UI">Collect any Personal Items from Stoneview Seabreak</string>
<string key="0611_0102_d_01_TaskGoToPOI" speaker="UI">Venture Into {POITags}</string>
<string key="0611_0102_d_02_TaskKillSimon" speaker="UI">Defeat {targetName}</string>
<string key="0611_0102_d_03_TaskEyepiece" speaker="UI">Collect {itemName}</string>
<string key="0611_0102_SeeingClearly_title" speaker="UI">Seeing Clearly (Expedition)</string>
<string key="0611_0102_SeeingClearly_desc" speaker="UI">Collect the Antiquarian's Eyepiece from Simon Grey in Amrine Excavation for Antiquarian Pajitnova in Windsward.</string>
<string key="0611_0102_SeeingClearly_start_prompt" speaker="UI - Player Prompt">"Who are you talking about?"</string>
<string key="0611_0102_SeeingClearly_proposal" speaker="Antiquarian Pajitnova" name="AntiquarianPajitnova" VO="Stranger_0611_0102_SeeingClearly_ProposalResponse" VO_Status="Recorded" dialogue-next="@0611_0102_SeeingClearly_proposal_next">Simon. Simon Grey, one of the most brilliant researchers on Aeternum.\n\nHe disappeared some time ago in the Amrine Excavation. It's sad from both a personal and professional perspective. I suppose for the loss of his equipment, as well.</string>
<string key="0611_0102_SeeingClearly_proposal_prompt" speaker="UI - Player Prompt">"His equipment?"</string>
<string key="0611_0102_SeeingClearly_proposal_next" speaker="Antiquarian Pajitnova" name="AntiquarianPajitnova" VO="Stranger_0611_0102_SeeingClearly_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0611_0102_SeeingClearly_proposal_prompt">Yes. Simon carried the legendary "Antiquarian's Eyepiece", allowing the wearer to inspect the smallest of details. \n\nIn fact, if you were to find such a thing in the Excavation, I'd reward you handsomely for it.</string>
<string key="0611_0102_SeeingClearly_incomplete" speaker="Antiquarian Pajitnova" name="AntiquarianPajitnova" VO="Stranger_0611_0102_SeeingClearly_InProgResponse" VO_Status="Recorded">You must think me callous, wanting Simon's Eyepiece, but I have already mourned Simon's loss.\n\nIf he has no more need of the Eyepiece, it should go to someone who does, like myself.</string>
<string key="0611_0102_SeeingClearly_complete" speaker="Antiquarian Pajitnova" name="AntiquarianPajitnova" VO="Stranger_0611_0102_SeeingClearly_AvailResponse" VO_Status="Recorded">So it's true then? Simon Grey became Lost, his soul never able to be repaired. Very sad.\n\nHis research was groundbreaking, and I will use the Antiquarian's Eyepiece to honor his legacy. Thank you.</string>
<string key="0601_0101_ChooseWeapon" comment="DO NOT TRANSLATE" speaker="UI">Choose A Weapon</string>
</resources>