-
Notifications
You must be signed in to change notification settings - Fork 0
/
06a_objectives.loc.xml
1052 lines (1051 loc) · 281 KB
/
06a_objectives.loc.xml
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
<resources xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<string key="NPC_DefaultDialogue_00_Medea" speaker="Medea" name="Medea" VO="NPC_DefaultDialogue_00_Medea" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I see a clarity in your eyes, a wisdom I haven't seen since… well, in quite some time. \n\nThese days are indeed dark, but even darker ones are approaching. I hope you are prepared for them.</string>
<string key="NPC_DefaultDialogue_00_SaatvikAgrawal" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="NPC_DefaultDialogue_00_SaatvikAgrawal" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Hello there, wayfarer. I see you're a newcomer to Corinth. \n\nYou should speak with Captain Dupont if you haven't already.</string>
<string key="NPC_DefaultDialogue_00_GraceOMalley" speaker="Grace O'Malley" name="GraceOMalley" VO="NPC_DefaultDialogue_00_GraceOMalley" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I must say, when the Watcher said we'd find a town, I expected more than this. \n\nThis soddy wee village is on the verge of extinction. Not much gold to be had around here.</string>
<string key="NPC_DefaultDialogue_00_NessaHarrower" speaker="Nessa Harrower" name="NessaHarrower" VO="NPC_DefaultDialogue_00_NessaHarrower" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">It's strange, isn't it, returning to a place you once called home and hardly recognizing it? \n\nI'd have assumed it was my faulty memories, but no, it's the town. Things were much more… harmonious back then.</string>
<string key="NPC_DefaultDialogue_00_FrancisTurner" speaker="Francis Turner" name="FrancisTurner" VO="NPC_DefaultDialogue_00_FrancisTurner" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Welcome to the breadbasket of Aeternum, stranger! \n\nWe don't have much food to spare at present, but I can assure you, it's a temporary problem! We'll be back! As surely as day follows night!</string>
<string key="NPC_DefaultDialogue_00_AhuraFarid" speaker="Ahura Farid" name="AhuraFarid" VO="NPC_DefaultDialogue_00_AhuraFarid" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Corinth isn't so bad. We've still got food, for now, at least. \n\nThe Speaker promises things will be better soon.</string>
<string key="NPC_DefaultDialogue_00_MoiraChapman" speaker="Moira Chapman" name="MoiraChapman" VO="NPC_DefaultDialogue_00_MoiraChapman" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">History gives a strong perspective on the present. \n\nHow can you make sure you don't repeat the mistakes of the past if you don't actually study them?</string>
<string key="NPC_DefaultDialogue_00_KathrijnJanssen" speaker="Kathrijn Janssen" name="KathrijnJanssen" VO="NPC_DefaultDialogue_00_KathrijnJanssen" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">These are troublesome times. And my delectable treats could bring much needed joy to people. \n\nBut the countryside is so dangerous I can't get back to my kitchen. And I really don't like camping.</string>
<string key="NPC_DefaultDialogue_00_ZhangHaoyu" speaker="Zhang Haoyu" name="ZhangHaoyu" VO="NPC_DefaultDialogue_00_ZhangHaoyu" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">When times are tough, people are nervous. And nervous people want armor. \n\nI'm flattered my work is being appreciated, but it's been difficult keeping up with the demand.</string>
<string key="NPC_DefaultDialogue_00_TalesaSerrano" speaker="Talesa Serrano" name="TalesaSerrano" VO="NPC_DefaultDialogue_00_TalesaSerrano" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Did you see that? No? Ah, well. Maybe next time. \n\nWhen you're a hunter like me, you learn to keep a sharp eye out.</string>
<string key="NPC_DefaultDialogue_00_GideonStormsbane" speaker="Gideon Sturm" name="GideonStormsbane" VO="NPC_DefaultDialogue_00_GideonStormsbane" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">How did you manage to get past the Lost? \n\nThose spectres are everywhere! There's no escaping them!</string>
<string key="NPC_DefaultDialogue_00_RoyaHakimi" speaker="Roya Hakimi" name="RoyaHakimi" VO="NPC_DefaultDialogue_00_RoyaHakimi" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I've always wanted to join the Iron Rose Company. They're a brave lot. \n\nThey saved me from a grisly death when I was new here. I'd be haunting this island as a Lost if it weren't for them.</string>
<string key="NPC_DefaultDialogue_00_ElricChapman" speaker="Elric Chapman" name="ElricChapman" VO="NPC_DefaultDialogue_00_ElricChapman" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Have you seen the spheres? Aren't they magnificent? \n\nI wonder what they were used for…</string>
<string key="NPC_DefaultDialogue_00_PriyaThakur" speaker="Priya Thakur" name="Priya Thakur" VO="NPC_DefaultDialogue_00_PriyaThakur" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">This land is empty… as empty as my dreams. \n\nMy farm is ruined. What am I to do now? Death is temporary, but suffering seems to spring eternal here.</string>
<string key="NPC_DefaultDialogue_00_MargotEmerson" speaker="Margot Emerson" name="MargotEmerson" VO="NPC_DefaultDialogue_00_MargotEmerson" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Aeternum is an island of exotic people and strange beasts, mystical powers, and new lands that need charting. \n\nThere is so little we understand, but we must always start with the ground beneath our feet.</string>
<string key="NPC_DefaultDialogue_00_TsuiFen" speaker="Tsui Fen" name="TsuiFen" VO="NPC_DefaultDialogue_00_TsuiFen" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">There is a serene little pond up here, a nice place to sit and meditate... as long as the pumas aren't prowling about. \n\nBeware if you go further - there's a very angry Bear. Many have been mauled by trespassing in its lair.</string>
<string key="NPC_DefaultDialogue_00_LionelDeLaRue" speaker="Lionel De La Rue" name="LionelDeLaRue" VO="NPC_DefaultDialogue_00_LionelDeLaRue" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">The shortages here in Windsward are just awful! \n\nI haven't been able to create any new clothes. Sadly there just aren't enough supplies to be spared.</string>
<string key="NPC_DefaultDialogue_00_UtkarshSingh" speaker="Utkarsh Singh" name="UtkarshSingh" VO="NPC_DefaultDialogue_00_UtkarshSingh" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Have you found any Ancient tombs? How better to learn about how they lived than to study how they treated their dead! \n\nThough I suppose death is somewhat fluid here… I simply must continue my studies!</string>
<string key="NPC_DefaultDialogue_00_FudeHinode" speaker="Fude Hinode" name="FudeHinode" VO="NPC_DefaultDialogue_00_FudeHinode" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">There's so much inspiration to be found here, you know? \n\nI could spend years painting the pastoral landscapes of Windsward.</string>
<string key="NPC_DefaultDialogue_00_VerildisJannsen" speaker="Verildis Jannsen" name="VerildisJannsen" VO="NPC_DefaultDialogue_00_VerildisJannsen" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Welcome to 'The Southern Breeze'! May a gentle wind always guide you home! \n\nDo you wish to check in? We'd be happy to have you!</string>
<string key="NPC_DefaultDialogue_00_LiZihan" speaker="Li Zihan" name="LiZihan" VO="NPC_DefaultDialogue_00_LiZihan" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Have you tried the tea? I find it is most calming.</string>
<string key="NPC_DefaultDialogue_00_YelenaPajitnova" speaker="Yelena Pajitnova" name="YelenaPajitnova" VO="0611_00_Stranger_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Oh dear, you spooked me! \n\nI'm a little nervous wandering around out here on my own.</string>
<string key="NPC_DefaultDialogue_00_FancyBrushSet" speaker="Fancy Brush Set" name="FancyBrushSet" VO="NPC_DefaultDialogue_00_FancyBrushSet" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">A set of well maintained brushes rests here. \n\nSomone must have left them behind.</string>
<string key="NPC_DefaultDialogue_00_TowerJournal" speaker="Tower Journal" name="TowerJournal" VO="NPC_DefaultDialogue_00_TowerJournal" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">The journal looks like a trove of knowledge. \n\nBut the size makes you wonder if it was left here on purpose.</string>
<string key="NPC_DefaultDialogue_00_MichaelLewis" speaker="Michael Lewis" name="MichaelLewis" VO="NPC_DefaultDialogue_00_MichaelLewis" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Shhh! They'll hear you, and believe me, we don't want that!</string>
<string key="NPC_DefaultDialogue_00_LijsbetDeVries" speaker="Lijsbet De Vries" name="LijsbetDeVries" VO="NPC_DefaultDialogue_00_LijsbetDeVries" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">What are you doing here? How did you get past the Withered?</string>
<string key="NPC_DefaultDialogue_00_MarcelDupont" speaker="Marcel Dupont" name="MarcelDupont" VO="NPC_DefaultDialogue_00_MarcelDupont" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Another new face in Corinth. Have you come from the shore? \n\nI'm anticipating a report from the Watcher on that terrible storm. Something's happening down there.</string>
<string key="01_raisealarm_complete_06" speaker="Marcel Dupont" name="MarcelDupont" VO="01_raisealarm_complete_06" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Hold up there, what business do you have in Corinth? A report from the Watcher, eh? OK, I'll take that. \n\nSo it was Corruption causing that hellish storm. Merde! Don't we have enough problems?</string>
<string key="06A_MSQ_01_Quartermaster_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Feast to Famine</string>
<string key="06A_MSQ_01_Quartermaster_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Speak with the Quartermaster Saatvik Agrawal to find out if you're welcome in Corinth.</string>
<string key="06A_MSQ_01_Quartermaster_transport_npc_note" speaker="UI" rel_version="Quest_MSQ2_Revamp">Speak with Quartermaster Saatvik Agrawal</string>
<string key="NPC_DefaultDialogue_01_MarcelDupont" speaker="Marcel Dupont" name="MarcelDupont" VO="NPC_DefaultDialogue_01_MarcelDupont" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Hmm, according to Reese's report, you're quite the hero. Good for you! \n\nWell, hero or not, we can't afford another mouth to feed. Corinth has gone from feast to famine.</string>
<string key="06A_MSQ_01_Quartermaster_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"What happened?"</string>
<string key="06A_MSQ_01_Quartermaster_proposal" speaker="Marcel Dupont" name="MarcelDupont" VO="06A_MSQ_01_Quartermaster_proposal" VO_Status="Recorded" dialogue-next="@06A_MSQ_01_Quartermaster_proposal_next" dialogue-prompt="@06A_MSQ_01_Quartermaster_prompt" rel_version="Quest_MSQ2_Revamp">Ask five people, you'll get five theories. Some say we've been cursed, others blame the local Druids. \n\nSome are even calling for the town's leader, the Speaker of the Winds, to step down. But he's doing what he can.</string>
<string key="06A_MSQ_01_Quartermaster_proposal_next_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Is there anything I can do to help?"</string>
<string key="06A_MSQ_01_Quartermaster_proposal_next" speaker="Marcel Dupont" name="MarcelDupont" VO="06A_MSQ_01_Quartermaster_proposal_next" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_01_Quartermaster_proposal_next_prompt" rel_version="Quest_MSQ2_Revamp">Oh right, the hero. Hate to break it to you, hero, but eternal life on Aeternum means eternal trouble. \n\nBut if you want to help, speak with Quartermaster Agrawal. Who knows? Maybe you two can fix everything!</string>
<string key="06A_MSQ_01_Quartermaster_incomplete" speaker="Marcel Dupont" name="MarcelDupont" VO="06A_MSQ_01_Quartermaster_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Talk to the Quartermaster. If he says you can stay, then so be it.</string>
<string key="NPC_DefaultDialogue_02_MarcelDupont" speaker="Marcel Dupont" name="MarcelDupont" VO="NPC_DefaultDialogue_02_MarcelDupont" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Let me know when you and Quartermaster Agrawal have solved our supply crisis. \n\nI'll gather everyone together and we'll boost you up on our shoulders and parade you around town.</string>
<string key="06A_MSQ_01_Quartermaster_response" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="06A_MSQ_01_Quartermaster_response" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Spoken to the Captain, have you? He's normally not quite so dour. Although I suppose he was never a particularly charming man. \n\nIt's just that Windsward has just experienced a bit of bad luck recently.</string>
<string key="NPC_DefaultDialogue_01_SaatvikAgrawal" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="NPC_DefaultDialogue_01_SaatvikAgrawal" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">But all that aside, you're still welcome in Corinth. \n\nAnd really, I shouldn't suggest this famine is the result of bad luck. Our town leader, the "Speaker of the Winds" is entirely responsible for all this.</string>
<string key="06A_MSQ_02_VisitInn_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Rest Assured</string>
<string key="06A_MSQ_02_VisitInn_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Visit the Inn and speak with Innkeep Verildis Jannsen to check in. Discover an old friend at the Inn.</string>
<string key="06A_MSQ_02_VisitInn_interact_inn" speaker="UI" rel_version="Quest_MSQ2_Revamp">Check in with the Innkeep at the Southern Breeze Inn</string>
<string key="06A_MSQ_02_VisitInn_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"What did the Speaker do?"</string>
<string key="06A_MSQ_02_VisitInn_proposal" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="06A_MSQ_02_VisitInn_proposal" VO_Status="Recorded" dialogue-next="@06A_MSQ_02_VisitInn_proposal_next" rel_version="Quest_MSQ2_Revamp">He broke a centuries-old tradition and stopped paying tribute to the Sorceress Medea. \n\nShe hasn't been seen or heard from in decades, so many have questioned whether she even exists. Seems the Speaker decided to find out.</string>
<string key="06A_MSQ_02_VisitInn_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"And stopping tribute caused the famine?"</string>
<string key="06A_MSQ_02_VisitInn_proposal_next" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="06A_MSQ_02_VisitInn_proposal_next" VO_Status="Recorded" dialogue-next="@06A_MSQ_02_VisitInn_proposal_next2" dialogue-prompt="@06A_MSQ_02_VisitInn_proposal_prompt" rel_version="Quest_MSQ2_Revamp">It can’t simply be a coincidence. And I've heard the stories of Medea. She's not someone you cross. \n\nThe question is why the damn Speaker took it upon himself to cancel the tribute without consulting anyone.</string>
<string key="06A_MSQ_02_VisitInn_proposal_next2_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Maybe I should speak with him?"</string>
<string key="06A_MSQ_02_VisitInn_proposal_next2" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="06A_MSQ_02_VisitInn_proposal_next2" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_02_VisitInn_proposal_next2_prompt" rel_version="Quest_MSQ2_Revamp">Absolutely not, you're a guest! I insist you check in at the inn. You came ashore in that terrible storm, I'm sure you need rest. \n\nIn any case, it's my duty to talk to the man. This is my burden to bear.</string>
<string key="06A_MSQ_02_VisitInn_incomplete" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="06A_MSQ_02_VisitInn_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I really do appreciate your offer to help, but I must decline. \n\nCheck yourself in at the inn and eat a warm meal. Assuming you can scrounge one, that is.</string>
<string key="NPC_DefaultDialogue_02_SaatvikAgrawal" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="NPC_DefaultDialogue_02_SaatvikAgrawal" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Whether the Speaker decides to resume tribute or not, the real problem now is finding enough food to get us through the week. \n\nI have my work cut out for me.</string>
<string key="NPC_DefaultDialogue_01_VerildisJannsen" speaker="Verildis Jannsen" name="VerildisJannsen" VO="NPC_DefaultDialogue_01_VerildisJannsen" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Welcome to 'The Southern Breeze'! May a gentle wind always guide you home! \n\nYou wish to check in? Now this is a pleasant surprise, two new customers in one day!</string>
<string key="06A_MSQ_02_VisitInn_response" speaker="Grace O'Malley" name="GraceOMalley" VO="06A_MSQ_02_VisitInn_response" VO_Status="Recorded" dialogue-next="@06A_MSQ_02_VisitInn_response_next" rel_version="Quest_MSQ2_Revamp">Where've you been hiding? I was afraid I'd have to go back to the beach and search for you. \n\nNot that I wanted to stay here, mind you! This hamlet's ready for a bloody wake!</string>
<string key="06A_MSQ_02_VisitInn_response_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"They do seem to have some problems."</string>
<string key="06A_MSQ_02_VisitInn_response_next" speaker="Grace O'Malley" name="GraceOMalley" VO="06A_MSQ_02_VisitInn_response_next" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_02_VisitInn_response_prompt" rel_version="Quest_MSQ2_Revamp">Problems? I've raided tombs more lively than this place! \n\nI don't plan on hanging around here long, not when the winds are shifting the way they are. It's bad business.</string>
<string key="NPC_DefaultDialogue_02_VerildisJannsen" speaker="Verildis Jannsen" name="VerildisJannsen" VO="NPC_DefaultDialogue_02_VerildisJannsen" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Welcome back to 'The Southern Breeze'! May a gentle wind always guide you home! \n\nDo you wish to check in? We'd be happy to have you!</string>
<string key="06A_MSQ_03_VisitMarket_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Money Talks</string>
<string key="06A_MSQ_03_VisitMarket_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Visit the Trading Post and one of the Storage Sheds in Corinth. Then speak with Grace at the Inn.</string>
<string key="06A_MSQ_03_VisitMarket_open_tradingpost" speaker="UI" rel_version="Quest_MSQ2_Revamp">Open the Trading Post</string>
<string key="06A_MSQ_03_VisitMarket_openUI_globalstorage" speaker="UI" rel_version="Quest_MSQ2_Revamp">Open a Storage Shed</string>
<string key="06A_MSQ_03_VisitMarket_trigger_whispers" speaker="UI" rel_version="Quest_MSQ2_Revamp">Return to the Inn to speak with Grace</string>
<string key="NPC_DefaultDialogue_01_GraceOMalley" speaker="Grace O'Malley" name="GraceOMalley" VO="NPC_DefaultDialogue_01_GraceOMalley" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I managed to sell that loot we collected. Never let it be said that Grace O'Malley doesn't pay her debts! \n\nHere's your share of the coin. I think you should get to spending it.</string>
<string key="06A_MSQ_03_VisitMarket_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"What should I spend it on?"</string>
<string key="06A_MSQ_03_VisitMarket_proposal" speaker="Grace O'Malley" name="GraceOMalley" VO="06A_MSQ_03_VisitMarket_proposal" VO_Status="Recorded" dialogue-next="@06A_MSQ_03_VisitMarket_proposal_next" rel_version="Quest_MSQ2_Revamp">There's a trading post here. Not exactly thriving, but you could at least get yourself some new clothes. \n\nI'm telling you this as a friend - you smell like something that washed in with the tide.</string>
<string key="06A_MSQ_03_VisitMarket_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"I believe I did."</string>
<string key="06A_MSQ_03_VisitMarket_proposal_next" speaker="Grace O'Malley" name="GraceOMalley" VO="06A_MSQ_03_VisitMarket_proposal_next" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_03_VisitMarket_proposal_prompt" rel_version="Quest_MSQ2_Revamp">Well there you go! You can always count on me to tell it to you straight. \n\nGet yourself on to the Trading Post. And if you need to stash anything, there's a storage shed as well. I'll be getting the lay of the land.</string>
<string key="06A_MSQ_03_VisitMarket_incomplete" speaker="Grace O'Malley" name="GraceOMalley" VO="06A_MSQ_03_VisitMarket_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">You have all that coin jingling in your pockets. Go and spend it! \n\nAnd you never know when someone might steal it when you're not looking.</string>
<string key="06A_MSQ_03_VisitMarket_whisper_text" speaker="Mysterious Voice" name="TempestIsabella" VO="06A_MSQ_03_VisitMarket_whisper_text" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Even here, civilization is built on a foundation of lies and greed… a flawed structure that shall crumble beneath my might...</string>
<string key="06A_MSQ_03_VisitMarket_response" speaker="Grace O'Malley" name="NessaHarrower" VO="06A_MSQ_03_VisitMarket_response" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">See, doesn't spending coin make you feel more alive? Glad one of us got what they needed. \n\nI'm gonna have to find some richer places to plunder before I can get myself a boat and get off this damned rock.</string>
<string key="NPC_DefaultDialogue_02_GraceOMalley" speaker="Grace O'Malley" name="GraceOMalley" VO="NPC_DefaultDialogue_02_GraceOMalley" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">The real tragedy of Corinth is there's no way a girl can make some quick money around here. \n\nThat daft town guard treats me like your servant, leaving me messages to give you. And not a single coin for it!</string>
<string key="06A_MSQ_04_SeeSpeaker_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">A Word with the Speaker</string>
<string key="06A_MSQ_04_SeeSpeaker_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Speak with the Speaker of the Winds at the Town Hall in Corinth</string>
<string key="06A_MSQ_04_SeeSpeaker_transport_npc_note" speaker="UI" rel_version="Quest_MSQ2_Revamp">Speak with the Speaker of the Winds</string>
<string key="06A_MSQ_04_SeeSpeaker_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"A message? What did he say?"</string>
<string key="06A_MSQ_04_SeeSpeaker_proposal" speaker="Grace O'Malley" name="GraceOMalley" VO="06A_MSQ_04_SeeSpeaker_proposal" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">He said your heroics on the shore got the attention of this so-called "Speaker of the Winds." \n\nSounds like a right charlatan to me. He's waiting for you in the town hall.</string>
<string key="06A_MSQ_04_SeeSpeaker_incomplete" speaker="Grace O'Malley" name="GraceOMalley" VO="NPC_DefaultDialogue_03_GraceOMalley" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I won't be staying here long, but I'll make sure to leave a message when I head out. \n\nKeep your eyes on the horizon, my friend, and stay upwind of your enemies.</string>
<string key="NPC_DefaultDialogue_03_GraceOMalley" speaker="Grace O'Malley" name="GraceOMalley" VO="NPC_DefaultDialogue_03_GraceOMalley" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Right, I won't be staying here long, but I'll make sure to leave a message when I head out. \n\nKeep your eyes on the horizon, mate, and stay upwind of your enemies.</string>
<string key="06A_MSQ_04_SeeSpeaker_response" speaker="Francis Turner" name="FrancisTurner" VO="06A_MSQ_04_SeeSpeaker_response" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">So here's the one Watcher Reese lavished such high praise on! A real charge-in-and-hit-'em-where-it-counts kinda fighter! \n\nWe need more newcomers like you in Windsward. Everyone around here's gone so damn soft!</string>
<string key="NPC_DefaultDialogue_01_FrancisTurner" speaker="Francis Turner" name="FrancisTurner" VO="NPC_DefaultDialogue_01_FrancisTurner" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I suppose you've heard about the famine that's beset our lands. A crisis that demands action, not finger pointing. \n\nSome people are claiming this was the work of the sorceress Medea, but that's a load of hogwash.</string>
<string key="06A_MSQ_05_FixWindmills_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Desperate Measures</string>
<string key="06A_MSQ_05_FixWindmills_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Visit Golden Fields to gather food to resupply Corinth.</string>
<string key="06A_MSQ_05_FixWindmills_goto_farm" speaker="UI" rel_version="Quest_MSQ2_Revamp">Help Quartermaster Saatvik salvage Supplies from the {POITags}</string>
<string key="06A_MSQ_05_FixWindmills_talk_Saatvik" speaker="UI" rel_version="Quest_MSQ2_Revamp">Talk to Saatvik Agarwal at {POITags}</string>
<string key="06A_MSQ_05_FixWindmills_interact_windmillA" speaker="UI" rel_version="Quest_MSQ2_Revamp">Fix the first windmill</string>
<string key="06A_MSQ_05_FixWindmills_interact_windmillB" speaker="UI" rel_version="Quest_MSQ2_Revamp">Fix the second windmill</string>
<string key="06A_MSQ_05_FixWindmills_haveItem_grainsack" speaker="UI" rel_version="Quest_MSQ2_Revamp">Collect Sacks of Grain</string>
<string key="06A_MSQ_05_FixWindmills_haveItem_veggiecrate" speaker="UI" rel_version="Quest_MSQ2_Revamp">Collect Harvested Vegetables from Chests</string>
<string key="06A_MSQ_05_FixWindmills_interact_cart" speaker="UI" rel_version="Quest_MSQ2_Revamp">Fill the Cart with Grain and Vegetables</string>
<string key="06A_MSQ_05_FixWindmills_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"You don't think this is about the tribute?"</string>
<string key="06A_MSQ_05_FixWindmills_proposal" speaker="Francis Turner" name="FrancisTurner" VO="06A_MSQ_05_FixWindmills_proposal" VO_Status="Recorded" dialogue-next="@06A_MSQ_05_FixWindmills_proposal_next" rel_version="Quest_MSQ2_Revamp">Of course not! That damned sorceress doesn't deserve our hard-earned goods. But that was a misunderstanding. We sent the damn tribute! \n\nNo, I think this curse was brought on by the Druids. They were the first to transform into soulless Lost.</string>
<string key="06A_MSQ_05_FixWindmills_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"The Druids became Lost?"</string>
<string key="06A_MSQ_05_FixWindmills_proposal_next" speaker="Francis Turner" name="FrancisTurner" VO="06A_MSQ_05_FixWindmills_proposal_next" VO_Status="Recorded" dialogue-next="@06A_MSQ_05_FixWindmills_proposal_next2" dialogue-prompt="@06A_MSQ_05_FixWindmills_proposal_prompt" rel_version="Quest_MSQ2_Revamp">Aye! Can you imagine such a tragedy? The very people we trusted to care for our crops became monsters and started this damn plague! \n\nNow entire farms and villages are falling Lost - half of Windsward at this point!</string>
<string key="06A_MSQ_05_FixWindmills_proposal_next2_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"What can I do to help?"</string>
<string key="06A_MSQ_05_FixWindmills_proposal_next2" speaker="Francis Turner" name="FrancisTurner" VO="06A_MSQ_05_FixWindmills_proposal_next2" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_05_FixWindmills_proposal_next2_prompt" rel_version="Quest_MSQ2_Revamp">Now that's the spirit! We need fighters, not whiners and nay-sayers! \n\nJust now, Quartermaster Agrawal's headed to the farms to salvage what he can, but he's no warrior. Go and see if you can help.</string>
<string key="06A_MSQ_05_FixWindmills_incomplete" speaker="Francis Turner" name="FrancisTurner" VO="06A_MSQ_05_FixWindmills_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Look for Quartermaster Agrawal on the road out by the farms. \n\nAnything you salvage from the farms will be put to use, I'll tell you that!</string>
<string key="06_SaatvikAgrawal_Food_prompt" rel_version="Quest_MSQ2_Revamp">"If we're immortal, why do we need to eat?"</string>
<string key="06_SaatvikAgrawal_Food_response" rel_version="Quest_MSQ2_Revamp">Immortal doesn't mean we're immune from death. \n\nOn the contrary, you'll find there are many ways you can die on Aeternum.</string>
<string key="06_SaatvikAgrawal_Food_prompt2" rel_version="Quest_MSQ2_Revamp">"And eating food prevents that?"</string>
<string key="06_SaatvikAgrawal_Food_response2" rel_version="Quest_MSQ2_Revamp">Eating food is a way to make your time here more pleasant. It's amazing how much better people feel after a hearty meal.</string>
<string key="06_FrancisTurner_Lost_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"What does it mean to be 'Lost'?"</string>
<string key="06_FrancisTurner_Lost_response" speaker="Francis Turner" name="FrancisTurner" VO="06_FrancisTurner_Lost_response" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_05_FixWindmills_Topic_Lost_prompt" rel_version="Quest_MSQ2_Revamp">It’s a wretched semblance of life, a body without a soul. \n\nWe may not age here, but our minds do. Some give in to despair and madness, others lose themselves completely. There’s nothing worse.</string>
<string key="NPC_DefaultDialogue_02_FrancisTurner" speaker="Francis Turner" name="FrancisTurner" VO="NPC_DefaultDialogue_02_FrancisTurner" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">How many times do I have to tell people? We sent the damn tribute! \n\nNo matter, Captain Dupont will soon sort out who's been spreading such nasty rumors.</string>
<string key="NPC_DefaultDialogue_03_SaatvikAgrawal" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="NPC_DefaultDialogue_03_SaatvikAgrawal" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">The scene here is unthinkable. A month ago, the most flourishing fields in all Aeternum. Now, this. \n\nThe Druids were such gentle people, and now they're these Lost Swarmancers, destroying the land.</string>
<string key="06_SaatvikAgrawal_Windmills_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Is there anything worth salvaging?"</string>
<string key="06_SaatvikAgrawal_Windmills_response" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="06_SaatvikAgrawal_Windmills_response" VO_Status="Recorded" dialogue-next="@06_SaatvikAgrawal_Windmills_response2" dialogue-prompt="@06_SaatvikAgrawal_Windmills_prompt" rel_version="Quest_MSQ2_Revamp">I hope so, because we need it. We must get the Windmills going again, and then recover any sacks of grain that remain untainted. \n\nBut the Lost Swarmancers and Withered are everywhere!</string>
<string key="06_SaatvikAgrawal_Windmills_prompt2" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"I'll do it."</string>
<string key="06_SaatvikAgrawal_Windmills_response2" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="06_SaatvikAgrawal_Windmills_response2" VO_Status="Recorded" dialogue-prompt="@06_SaatvikAgrawal_Windmills_prompt2" rel_version="Quest_MSQ2_Revamp">You're a brave soul, my friend. I’d protest... if the need weren't so dire. \n\nLook for any farmers who need rescuing, and bring back any sacks of grain you find. And for your own sake, be careful!</string>
<string key="06A_MSQ_05_FixWindmills_response" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="06A_MSQ_05_FixWindmills_response" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Well, it's not as much as I'd hoped, but it's certainly better than nothing. This grain will keep us fed for a few more days at least. \n\nWith the windmills turning again, at least there's hope for the future.</string>
<string key="NPC_DefaultDialogue_04_SaatvikAgrawal" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="NPC_DefaultDialogue_04_SaatvikAgrawal" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Did you see anyone out there who hasn't become Lost? The Druids, the farmers, surely someone remains. \n\nI know many fled, but it's strange that I've heard no firsthand accounts of how it happened.</string>
<string key="06A_MSQ_06_RescueFarmers_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Eyewitness Accounts</string>
<string key="06A_MSQ_06_RescueFarmers_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Rescue and talk to farmers who survived what happened at Golden Fields.</string>
<string key="06A_MSQ_06_RescueFarmers_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"I'll check the rest of the farm."</string>
<string key="06A_MSQ_06_RescueFarmers_proposal" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="06A_MSQ_06_RescueFarmers_proposal" VO_Status="Recorded" dialogue-next="@06A_MSQ_06_RescueFarmers_proposal_next" rel_version="Quest_MSQ2_Revamp">Your confidence seems matched by your skill, so I welcome the help. \n\nIndeed, if you rescue anyone you can find, we might be able to get some answers.</string>
<string key="06A_MSQ_06_RescueFarmers_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"I can search for more food as well."</string>
<string key="06A_MSQ_06_RescueFarmers_proposal_next" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="06A_MSQ_06_RescueFarmers_proposal_next" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_06_RescueFarmers_proposal_prompt" rel_version="Quest_MSQ2_Revamp">Good thinking! This farm produced a bountiful crop of fruits and vegetables as well. \n\nThe fields are cursed now, but there are crates of food that have already been harvested. Go on then, I'll wait here.</string>
<string key="06A_MSQ_06_RescueFarmers_incomplete" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="06A_MSQ_06_RescueFarmers_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">If there are any farmers, or Druids, I hope they can give us some insight into exactly what transpired here.</string>
<string key="06A_MSQ_06_RescueFarmers_rescue_Lijsbet" speaker="UI" rel_version="Quest_MSQ2_Revamp">Rescue Farmer Lijsbet</string>
<string key="06A_MSQ_06_RescueFarmers_rescue_Michael" speaker="UI" rel_version="Quest_MSQ2_Revamp">Rescue Farmer Michael</string>
<string key="06A_MSQ_06_RescueFarmers_rescue_Nessa" speaker="UI" rel_version="Quest_MSQ2_Revamp">Rescue Druid Acolyte Nessa</string>
<string key="06A_MSQ_06_RescueFarmers_gather_veggies" speaker="UI" rel_version="Quest_MSQ2_Revamp">(Optional) Gather Carrots, Corn, or Barley</string>
<string key="06A_MSQ_06_RescueFarmers_talk_Michael" speaker="UI" rel_version="Quest_MSQ2_Revamp">Speak with farmer Michael</string>
<string key="06A_MSQ_06_RescueFarmers_talk_Nessa" speaker="UI" rel_version="Quest_MSQ2_Revamp">Speak with Druid Acolyte Nessa</string>
<string key="06A_MSQ_06_FarmerMichael_Bark_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">The way is clear now.</string>
<string key="06A_MSQ_06_FarmerMichael_Bark" speaker="Michael Lewis" name="MichaelLewis" VO="06A_MSQ_06_FarmerMichael_Bark" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Thank you. My family, my farm, all Lost… I'm the only one left.</string>
<string key="06A_MSQ_06_FarmerLijsbet_Bark_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">It's safe, you can leave this place.</string>
<string key="06A_MSQ_06_FarmerLijsbet_Bark" speaker="Lijsbet De Vries" name="LijsbetDeVries" VO="06A_MSQ_06_FarmerLijsbet_Bark" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Oh, bless you, my friend! I felt my hope fading away! I almost became Withered!</string>
<string key="06A_MSQ_06_DruidNessa_Bark_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">The path is clear.</string>
<string key="06A_MSQ_06_DruidNessa_Bark" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_06_DruidNessa_Bark" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">About time someone came to help! Meet me at the edge of the farm - we should talk!</string>
<string key="NPC_DefaultDialogue_01_MichaelLewis" speaker="Michael Lewis" name="MichaelLewis" VO="NPC_DefaultDialogue_01_MichaelLewis" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">After what I've seen, I fear eternal life may become eternal torment. It's a sight that will haunt me all my days. \n\nWatching my sweet Therese consumed by beetles, and then rise up again as a Withered…</string>
<string key="06_MichaelLewis_Farm_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"How did it start?"</string>
<string key="06_MichaelLewis_Farm_response" speaker="Michael Lewis" name="MichaelLewis" VO="06_MichaelLewis_Farm_response" VO_Status="Recorded" dialogue-next="@06_MichaelLewis_Farm_response_next" dialogue-prompt="@06_MichaelLewis_Farm_prompt" rel_version="Quest_MSQ2_Revamp">I was by the mill, watching as the Druids spread their verdant blessings. Then suddenly, the blessings turned putrid and began emitting green smoke! \n\nThe Druid nearest me just fell over… and transformed!</string>
<string key="06_MichaelLewis_Farm_prompt_next" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"So maybe it was the Druids?"</string>
<string key="06_MichaelLewis_Farm_response_next" speaker="Michael Lewis" name="MichaelLewis" VO="06_MichaelLewis_Farm_response_next" VO_Status="Recorded" dialogue-prompt="@06_MichaelLewis_Farm_prompt_next" rel_version="Quest_MSQ2_Revamp">I just can't believe that! They've always been kind and generous. \n\nThey often spoke of a Verdant Spirit who watched over Windsward. It was a lovely story...</string>
<string key="NPC_DefaultDialogue_02_MichaelLewis" speaker="Michael Lewis" name="MichaelLewis" VO="NPC_DefaultDialogue_02_MichaelLewis" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I can't stay here. Too many memories destroyed along with these fields. \n\nWhoever's responsible for this, I'm going to make sure they get what they deserve!</string>
<string key="NPC_DefaultDialogue_01_LijsbetDeVries" speaker="Lijsbet De Vries" name="LijsbetDeVries" VO="NPC_DefaultDialogue_01_LijsbetDeVries" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Oh dear, did no one else come through this with their souls intact? \n\nIt should've been me who fell Lost. The others were newer to the island.</string>
<string key="06_LijsbetDeVries_Farm_prompt" speaker="UI - Player Prompt" name="Player" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">"Did you see how it happened?"</string>
<string key="06_LijsbetDeVries_Farm_response" speaker="Lijsbet De Vries" name="LijsbetDeVries" VO="06_LijsbetDeVries_Farm_response" VO_Status="Recorded" dialogue-prompt="@06_LijsbetDeVries_Farm_prompt" rel_version="Quest_MSQ2_Revamp">No, I was napping in my old chair, when I was startled awake by a Withered bursting through the door! \n\nI think it was young Harrison, poor boy... I ran and hid, and saw nothing more until you came.</string>
<string key="NPC_DefaultDialogue_02_LijsbetDeVries" speaker="Lijsbet De Vries" name="LijsbetDeVries" VO="NPC_DefaultDialogue_02_LijsbetDeVries" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I've been on this island longer than I can recall, and I've rebuilt my life many times. \n\nBut I'm so tired… I can't start over again. I simply don't have the heart…</string>
<string key="NPC_DefaultDialogue_01_NessaHarrower" speaker="Nessa Harrower" name="NessaHarrower" VO="NPC_DefaultDialogue_01_NessaHarrower" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Nothing I've learned in all my studies has prepared me for this. \n\nI've heard of Druids falling ill, or even becoming Lost, but some truly foul magic is at work here.</string>
<string key="06A_MSQ_06_RescueFarmers_Nessa_talkto_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Why weren't you affected?"</string>
<string key="06A_MSQ_06_RescueFarmers_Nessa_talkto" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_06_RescueFarmers_Nessa_talkto" VO_Status="Recorded" dialogue-next="@06A_MSQ_06_RescueFarmers_Nessa_talkto2" dialogue-prompt="@06A_MSQ_06_RescueFarmers_Nessa_talkto_prompt" rel_version="Quest_MSQ2_Revamp">I've only just returned from completing my Druidic studies at another warren in the north. \n\nSeeing what's happened to everyone… I can't imagine what happened here. Some kind of curse?</string>
<string key="06A_MSQ_06_RescueFarmers_Nessa_talkto2_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Could it be the Sorceress Medea?"</string>
<string key="06A_MSQ_06_RescueFarmers_Nessa_talkto2" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_06_RescueFarmers_Nessa_talkto2" VO_Status="Recorded" dialogue-next="@06A_MSQ_06_RescueFarmers_Nessa_talkto3" dialogue-prompt="@06A_MSQ_06_RescueFarmers_Nessa_talkto2_prompt" rel_version="Quest_MSQ2_Revamp">I've never heard of anyone who could snap their fingers and turn people Lost. If such magic exists, I'd like to know more about it myself. \n\nNo, this is something else, something related to the land itself.</string>
<string key="06A_MSQ_06_RescueFarmers_Nessa_talkto3_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"The Speaker blames the Druids."</string>
<string key="06A_MSQ_06_RescueFarmers_Nessa_talkto3" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_06_RescueFarmers_Nessa_talkto3" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_06_RescueFarmers_Nessa_talkto3_prompt" rel_version="Quest_MSQ2_Revamp">Does he now? Is it that old blowhard, Francis Turner? I'll be having a word with Mister Turner, then. \n\nWhatever you're doing to help is most appreciated. I suggest you carry on. I'll seek you out later.</string>
<string key="NPC_DefaultDialogue_02_NessaHarrower" speaker="Nessa Harrower" name="NessaHarrower" VO="NPC_DefaultDialogue_02_NessaHarrower" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">How did the farms deteriorate so quickly? It just doesn't make sense. \n\nTransforming Druids into Swarmancers, that's not human magic. That seems like the magic of the island itself.</string>
<string key="NPC_DefaultDialogue_03_NessaHarrower" speaker="Nessa Harrower" name="NessaHarrower" VO="NPC_DefaultDialogue_03_NessaHarrower" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I wonder if there's a way…? No one's ever come back from being Lost, but there's a first time for everything, right? \n\nIf I'm the last Druid remaining in Windsward, then it's my duty to try.</string>
<string key="06_NessaHarrower_Druids_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Are you sure you are..."</string>
<string key="06_NessaHarrower_Druids_response" speaker="Nessa Harrower" name="NessaHarrower" VO="06_NessaHarrower_Druids_response" VO_Status="Recorded" dialogue-prompt="@06_NessaHarrower_Druids_prompt" rel_version="Quest_MSQ2_Revamp">I'm not certain of anything at this point. The main warren, where I started my studies, lies to the west. \n\nI'll go there to see if any of my fellow Druids remain. There's a good chance, I think. Or at least, I hope…</string>
<string key="NPC_DefaultDialogue_04_NessaHarrower" speaker="Nessa Harrower" name="NessaHarrower" VO="NPC_DefaultDialogue_04_NessaHarrower" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">This business about the tribute to Medea sounds suspicious, but that can't be the cause of all this. \n\nNo it's something in the magic of the land. It has to be…</string>
<string key="06A_MSQ_06_RescueFarmers_response" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="06A_MSQ_06_RescueFarmers_response" VO_Status="Recorded" dialogue-next="@06A_MSQ_06_RescueFarmers_response_next" rel_version="Quest_MSQ2_Revamp">That, my friend, was most impressive! These vegetables may make all the difference. \n\nI spoke to the farmers you rescued. They said you also rescued a Druid? What did she say?</string>
<string key="06A_MSQ_06_RescueFarmers_response_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"She just returned from up north."</string>
<string key="06A_MSQ_06_RescueFarmers_response_next" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="06A_MSQ_06_RescueFarmers_response_next" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_06_RescueFarmers_response_prompt" rel_version="Quest_MSQ2_Revamp">Hm, she must be an initiate. They train up north. \n\nPerhaps she can help us make sense of all this. I don't think the Speaker is on the right track, not at all.</string>
<string key="NPC_DefaultDialogue_05_SaatvikAgrawal" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="NPC_DefaultDialogue_05_SaatvikAgrawal" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">The Speaker insists he sent Medea's tribute, which means it would've been carted off by the Iron Rose Mercenaries. \n\nThey're supposed to be protecting these farms as well, but I haven't seen hide nor hair of them.</string>
<string key="06A_MSQ_07_MeetIronRose_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Tracking the Tribute</string>
<string key="06A_MSQ_07_MeetIronRose_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Visit the Iron Rose Garrison and find out what happened to the Sorceress Medea's Tribute.</string>
<string key="06A_MSQ_07_MeetIronRose_find_Clues" speaker="UI" rel_version="Quest_MSQ2_Revamp">Search for Clues to the Missing Tribute at the Iron Rose Garrison</string>
<string key="06A_MSQ_07_MeetIronRose_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"The Iron Rose Mercenaries?"</string>
<string key="06A_MSQ_07_MeetIronRose_proposal" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="06A_MSQ_07_MeetIronRose_proposal" VO_Status="Recorded" dialogue-next="@06A_MSQ_07_MeetIronRose_proposal_next" rel_version="Quest_MSQ2_Revamp">Yes, they were hired by Medea herself, to protect and transport the tribute, but the town had engaged them for security as well. \n\nI haven't seen a single member of the Iron Rose Company since this whole thing started.</string>
<string key="06A_MSQ_07_MeetIronRose_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Where can we find them?"</string>
<string key="06A_MSQ_07_MeetIronRose_proposal_next" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="06A_MSQ_07_MeetIronRose_proposal_next" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_07_MeetIronRose_proposal_prompt" rel_version="Quest_MSQ2_Revamp">The Iron Keep lies to the northwest. If you can go and find out about the Tribute, it may help us solve this dilemma. \n\nI should get these goods back to town where they're desperately needed. Good luck!</string>
<string key="06A_MSQ_07_MeetIronRose_incomplete" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="06A_MSQ_07_MeetIronRose_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">While I appreciate your help gathering food for Corinth, we need to know why the Company of the Iron Rose wasn't here to protect the farm. \n\n Go and visit their garrison.</string>
<string key="NPC_DefaultDialogue_06_SaatvikAgrawal" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="NPC_DefaultDialogue_06_SaatvikAgrawal" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">The fall of the farms. The Swarmancers. It must be connected to the Tribute. \n\nBut we need more information. Something about the Speaker's story isn't adding up.</string>
<string key="NPC_DefaultDialogue_00_LeovixSilva" speaker="Leovix Silva" name="LeovixSilva" VO="NPC_DefaultDialogue_00_LeovixSilva" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Are you… oh, no. You're not a soldier of the Iron Rose Company. \n\nI had hoped some of my comrades might've been spared. But hope has withered here.</string>
<string key="06_LeovixSilva_Fallen_prompt" speaker="UI - Player Prompt" name="Player" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">"I was sent to find the Iron Rose Company."</string>
<string key="06_LeovixSilva_Fallen_response" speaker="Leovix Silva" name="LeovixSilva" VO="06_LeovixSilva_Fallen_response" VO_Status="Recorded" dialogue-prompt="@06_LeovixSilva_Fallen_prompt" rel_version="Quest_MSQ2_Revamp">I'm praying I'm not the only one left! We were supposed to fall back to this location if we were overrun. \n\nBut I've seen no other members of the Iron Rose!</string>
<string key="NPC_DefaultDialogue_05_NessaHarrower" speaker="Nessa Harrower" name="NessaHarrower" VO="NPC_DefaultDialogue_05_NessaHarrower" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">The Speaker's story doesn't add up. He's hiding something, and we must discover what it is. \n\nI'm still skeptical that this curse is the work of Medea.</string>
<string key="06A_MSQ_07_MeetIronRose_response" speaker="Leovix Silva" name="LeovixSilva" VO="06A_MSQ_07_MeetIronRose_response" VO_Status="Recorded" dialogue-next="@06A_MSQ_07_MeetIronRose_response_next" rel_version="Quest_MSQ2_Revamp">I don't understand, my comrades were hardened soldiers. Tough bastards, one and all. \n\nWe've all died a time or two. What soldier hasn't on this island? How could every one of them have become Lost?</string>
<string key="06A_MSQ_07_MeetIronRose_response_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"What happened?"</string>
<string key="06A_MSQ_07_MeetIronRose_response_next" speaker="Leovix Silva" name="LeovixSilva" VO="06A_MSQ_07_MeetIronRose_response_next" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_07_MeetIronRose_response_prompt" rel_version="Quest_MSQ2_Revamp">We heard the farmers' cries and rushed to help, but the beetles were on us the moment we emerged from the garrison. \n\nWe fought bravely. But when my comrades began to fall, I realized they were returning as Lost.</string>
<string key="NPC_DefaultDialogue_01_LeovixSilva" speaker="Leovix Silva" name="LeovixSilva" VO="NPC_DefaultDialogue_01_LeovixSilva" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">It makes no sense! The Iron Rose have steel spines and iron resolve! We don't despair! \n\nUltimately, I also fell, beneath the blade of one of my former comrades. I was too shocked to fight back!</string>
<string key="06A_MSQ_08_RescueGideon_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Iron and Blood</string>
<string key="06A_MSQ_08_RescueGideon_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Rescue any surviving members of the Company of the Iron Rose and discover the fate of Sergeant Cotheran, then meet Leovix Silva at the Iron Keep.</string>
<string key="06A_MSQ_08_RescueGideon_goto_campsite" speaker="UI" rel_version="Quest_MSQ2_Revamp">Travel to the Camp site near the Iron Rose Garrison</string>
<string key="06A_MSQ_08_RescueGideon_makeCamp" speaker="UI" rel_version="Quest_MSQ2_Revamp">Make Camp to set a Respawn Point near the Iron Rose Garrison</string>
<string key="06A_MSQ_08_RescueGideon_goto_keep" speaker="UI" rel_version="Quest_MSQ2_Revamp">Search the {POITags}</string>
<string key="06A_MSQ_08_RescueGideon_rescue_trigger" speaker="UI" rel_version="Quest_MSQ2_Revamp">Rescue any Survivors</string>
<string key="06A_MSQ_08_RescueGideon_talk_Gideon" speaker="UI" rel_version="Quest_MSQ2_Revamp">Talk to Gideon</string>
<string key="06A_MSQ_08_RescueGideon_rescue_Gideon" speaker="UI" rel_version="Quest_MSQ2_Revamp">Free Gideon</string>
<string key="06A_MSQ_08_RescueGideon_cotheran_trigger" speaker="UI" rel_version="Quest_MSQ2_Revamp">Learn the fate of Sergeant Cotheran</string>
<string key="06A_MSQ_08_RescueGideon_haveItem_armband" speaker="UI" rel_version="Quest_MSQ2_Revamp">Recover Sergeant Cotheran's Armband</string>
<string key="06A_MSQ_08_RescueGideon_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"You returned with soul intact?"</string>
<string key="06A_MSQ_08_RescueGideon_proposal" speaker="Leovix Silva" name="LeovixSilva" VO="06A_MSQ_08_RescueGideon_proposal" VO_Status="Needs Re-recording" dialogue-next="@06A_MSQ_08_RescueGideon_proposal_next" rel_version="Quest_MSQ2_Revamp">Yes, but I can’t be the only one! I've fought alongside these soldiers against impossible odds! \n\nNow they become Lost fighting some damn bugs? Sergeant Cotheran, tough as orichalcum! She must be here somewhere.</string>
<string key="06A_MSQ_08_RescueGideon_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"I can search for her."</string>
<string key="06A_MSQ_08_RescueGideon_proposal_next" speaker="Leovix Silva" name="LeovixSilva" VO="06A_MSQ_08_RescueGideon_proposal_next" VO_Status="Recorded" dialogue-next="@06A_MSQ_11_LootPirateCrates_incomplete" dialogue-prompt="@06A_MSQ_08_RescueGideon_proposal_prompt" rel_version="Quest_MSQ2_Revamp">Would you do that? I can't bear to face my former comrades. Not again! \n\nFind Cotheran, then meet me at the Iron Keep to the west. I must report this to Commander Merrill, though I dread doing so.</string>
<string key="06A_MSQ_08_RescueGideon_prompt_camp" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Is there anything else?"</string>
<string key="06A_MSQ_11_LootPirateCrates_incomplete" speaker="Leovix Silva" name="LeovixSilva" VO="06A_MSQ_11_LootPirateCrates_incomplete" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_08_RescueGideon_prompt_camp" rel_version="Quest_MSQ2_Revamp">Don't forget to set yourself a campsite. If you get in over your head, it's a safe place to go back to. \n\nMy sword arm may not be with you, but my hopes are.</string>
<string key="06A_MSQ_08_RescueGideon_incomplete" speaker="Leovix Silva" name="LeovixSilva" VO="06A_MSQ_08_RescueGideon_incomplete" VO_Status="Needs Re-recording" rel_version="Quest_MSQ2_Revamp">I just need a moment before I go and face Commander Merrill. \n\nShe will no doubt order me to recount every tragic detail.</string>
<string key="NPC_DefaultDialogue_01_GideonStormsbane" speaker="Gideon Sturm" name="GideonStormsbane" VO="NPC_DefaultDialogue_01_GideonStormsbane" VO_Status="Needs Re-recording" rel_version="Quest_MSQ2_Revamp">For god's sake! Where the hell did you come from? Did you see? The entire garrison has turned Lost! \n\nMy brave comrades are all soulless husks. I saw Cotheran fall… I thought I was surely next…</string>
<string key="06_GideonStormsbane_Rescue_prompt" speaker="UI - Player Prompt" name="Player" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">"The way is clear now so get moving!"</string>
<string key="06_GideonStormsbane_Rescue_response" speaker="Gideon Sturm" name="GideonStormsbane" VO="06_GideonStormsbane_Rescue_response" VO_Status="Recorded" dialogue-prompt="@06_GideonStormsbane_Rescue_prompt" rel_version="Quest_MSQ2_Revamp">Yes, you're right! I can't just stand here awaiting death! My thanks to you, stranger! \n\nBrace yourself, Gideon, you can do this…</string>
<string key="NPC_DefaultDialogue_02_GideonStormsbane" speaker="Gideon Sturm" name="GideonStormsbane" VO="NPC_DefaultDialogue_02_GideonStormsbane" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I'm fighting my way out of here, one way or another! \n\nI owe it to my Iron Rose comrades to survive! I will never forget you, dear friends!</string>
<string key="06A_MSQ_08_RescueGideon_response" speaker="Leovix Silva" name="LeovixSilva" VO="06A_MSQ_08_RescueGideon_response" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">What a relief to see you again! I'm afraid that the same curse that befell the garrison has struck the Iron Keep as well! \n\nIt's swarming with my Lost brethren!</string>
<string key="06A_MSQ_09_DefeatCommander_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Commander's Correspondence</string>
<string key="06A_MSQ_09_DefeatCommander_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Search Iron Keep to find any information about the missing tribute to Medea. Bring anything you find back to Leovix at the tavern in Corinth.</string>
<string key="06A_MSQ_09_DefeatCommander_goto_estate" speaker="UI" rel_version="Quest_MSQ2_Revamp">Travel to {POITags} to find information</string>
<string key="06A_MSQ_09_DefeatCommander_trigger_estate" speaker="UI" rel_version="Quest_MSQ2_Revamp">Search Iron Keep for Clues to the Missing Tribute</string>
<string key="06A_MSQ_09_DefeatCommander_readLore1" speaker="UI" rel_version="Quest_MSQ2_Revamp">Read "Notice of Breach of Contract"</string>
<string key="06A_MSQ_09_DefeatCommander_haveItem_letter" speaker="UI" rel_version="Quest_MSQ2_Revamp">Collect evidence for Leovix</string>
<string key="06A_MSQ_09_DefeatCommander_return_Corinth" rel_version="Quest_MSQ2_Revamp">Travel to Corinth</string>
<string key="06A_MSQ_09_DefeatCommander_use_shrine" speaker="UI" rel_version="Quest_MSQ2_Revamp">(Optional) Use the Spirit Shrine</string>
<string key="NPC_DefaultDialogue_02_LeovixSilva" speaker="Leovix Silva" name="LeovixSilva" VO="NPC_DefaultDialogue_02_LeovixSilva" VO_Status="Needs Re-recording" rel_version="Quest_MSQ2_Revamp">What news from the garrison? What's this? Sergeant Cotheran's armband! Oh no... \n\nThe fall of Cotheran the Red, all the more tragic because she had been assigned to escort the tribute to Medea.</string>
<string key="06A_MSQ_09_DefeatCommander_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"She didn't take the tribute?"</string>
<string key="06A_MSQ_09_DefeatCommander_proposal" speaker="Leovix Silva" name="LeovixSilva" VO="06A_MSQ_09_DefeatCommander_proposal" VO_Status="Needs Re-recording" dialogue-next="@06A_MSQ_09_DefeatCommander_proposal_next" rel_version="Quest_MSQ2_Revamp">No, we received a missive informing us that Guard Captain Dupont had already taken Medea's tribute. \n\nIt was highly irregular. Of course if Cotheran had gone, she might still have her soul…</string>
<string key="06A_MSQ_09_DefeatCommander_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"What if Medea didn't get it?"</string>
<string key="06A_MSQ_09_DefeatCommander_proposal_next" speaker="Leovix Silva" name="LeovixSilva" VO="06A_MSQ_09_DefeatCommander_proposal_next" VO_Status="Recorded" dialogue-next="@06A_MSQ_09_DefeatCommander_proposal_next2" dialogue-prompt="@06A_MSQ_09_DefeatCommander_proposal_prompt" rel_version="Quest_MSQ2_Revamp">Are you suggesting the curse is Medea's doing? Dear god, I hope not. Commander Merrill stayed in close communication with the Sorceress. \n\nIf she failed to receive tribute, the Commander would've received a very prompt letter.</string>
<string key="06A_MSQ_09_DefeatCommander_proposal_prompt2" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"We should investigate."</string>
<string key="06A_MSQ_09_DefeatCommander_proposal_next2" speaker="Leovix Silva" name="LeovixSilva" VO="06A_MSQ_09_DefeatCommander_proposal_next2" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_09_DefeatCommander_proposal_prompt2" rel_version="Quest_MSQ2_Revamp">I cannot raise arms against my fallen comrades. You must fight your way into the Iron Keep alone. I must see the Speaker. \n\nFind what you can, then use the Spirit Shrine to meet me in Corinth. Valor is a beacon, friend!</string>
<string key="06A_MSQ_09_DefeatCommander_incomplete" speaker="Leovix Silva" name="LeovixSilva" VO="06A_MSQ_09_DefeatCommander_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Do you have any information about the tribute? \n\nCommander Merrill would keep his correspondence on his desk.</string>
<string key="06A_MSQ_09_DefeatCommander_response" speaker="Leovix Silva" name="LeovixSilva" VO="06A_MSQ_09_DefeatCommander_response" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">You made it-- I almost called you comrade. Did you find anything in the Iron Keep? Ah, so there was correspondence from Medea. \n\nGood heavens! She never received the tribute. She is most displeased.</string>
<string key="06_Windsward_Body_18_01_LoreNote" speaker="Medea" name="Medea" VO="06_Windsward_Body_18_01_LoreNote" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I do not need your excuses, Commander. \n\nThe Tribute for the season has not arrived on schedule, and as you well know, this is a breach of my contract with the Iron Rose and with the town of Corinth.\n\nWhoever holds the title of Speaker of the Winds these days, they should be reminded of the consequences that are described in detail in the original covenant.\n\nIf this situation is not remedied quickly, and to my satisfaction, further reparations will be expected.\n\nI will not hesitate to visit Windsward myself and personally see that the cost is paid for these trangressions. \n\nYours in candor and quickly-decreasing patience,\n Medea</string>
<string key="06A_MSQ_10_TalkToSpeaker_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">The Missing Tribute</string>
<string key="06A_MSQ_10_TalkToSpeaker_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Find out what really happened to the tribute to Medea by talking to the Speaker of the Winds and the Captain of the Guard.</string>
<string key="06A_MSQ_10_TalkToSpeaker_talk_Francis" speaker="UI" rel_version="Quest_MSQ2_Revamp">Confront Speaker of the Winds Francis Turner with Medea's letter</string>
<string key="06A_MSQ_10_TalkToSpeaker_talk_Marcel" speaker="UI" rel_version="Quest_MSQ2_Revamp">Speak with Captain Marcel Dupont about Medea's Tribute</string>
<string key="NPC_DefaultDialogue_03_LeovixSilva" speaker="Leovix Silva" name="LeovixSilva" VO="NPC_DefaultDialogue_03_LeovixSilva" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">If Medea's responsible for this curse, I fear it will only get worse. \n\nThat sorceress is ruthless in a way these people simply do not understand. Those tributes are dear to her.</string>
<string key="06A_MSQ_10_TalkToSpeaker_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"So you think it's her?"</string>
<string key="06A_MSQ_10_TalkToSpeaker_proposal" speaker="Leovix Silva" name="LeovixSilva" VO="06A_MSQ_10_TalkToSpeaker_proposal" VO_Status="Recorded" dialogue-next="@06A_MSQ_10_TalkToSpeaker_proposal_next" rel_version="Quest_MSQ2_Revamp">I don’t know. But this is precisely why Medea entrusted the Iron Rose with the responsibility for the tribute. \n\nThe Company has never failed to honor a contract, and now the damned Speaker has tarnished our reputation.</string>
<string key="06A_MSQ_10_TalkToSpeaker_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Did you speak with him?"</string>
<string key="06A_MSQ_10_TalkToSpeaker_proposal_next" speaker="Leovix Silva" name="LeovixSilva" VO="06A_MSQ_10_TalkToSpeaker_proposal_next" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_10_TalkToSpeaker_proposal_prompt" rel_version="Quest_MSQ2_Revamp">No, the bastard wouldn't see me, of course. And now I'd only bash his face in. \n\nThis is all the proof we need, however. You should confront him. If he denies it, call me for the bashing.</string>
<string key="06A_MSQ_10_TalkToSpeaker_incomplete" speaker="Leovix Silva" name="LeovixSilva" VO="06A_MSQ_10_TalkToSpeaker_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I swear, if the Speaker doesn't own up to his mistake, you'll have to extract my sabaton from his arse.</string>
<string key="06A_MSQ_10_TalkToSpeaker_whisper" speaker="Mysterious Voice" name="TempestIsabella" VO="06A_MSQ_10_TalkToSpeaker_whisper" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Their lies and betrayal shall be exposed… and their empires shall decay and fall before our righteous might…</string>
<string key="NPC_DefaultDialogue_03_FrancisTurner" speaker="Francis Turner" name="FrancisTurner" VO="NPC_DefaultDialogue_03_FrancisTurner" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Aha! The hero who restored our Windmills returns from the field! \n\nGratitude is in short supply in Corinth these days, but I, for one, salute your courage!</string>
<string key="06_FrancisTurner_Tribute_prompt" speaker="UI - Player Prompt" name="Player" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">"I'm here about the tribute."</string>
<string key="06_FrancisTurner_Tribute_response" speaker="Francis Turner" name="FrancisTurner" VO="06_FrancisTurner_Tribute_response" VO_Status="Recorded" dialogue-next="@06_FrancisTurner_Tribute_response2" dialogue-prompt="@06_FrancisTurner_Tribute_prompt" rel_version="Quest_MSQ2_Revamp">Bah! As I've said countless times now, we sent the damn tribute! We can't always guarantee the caravan's safety! \n\nAnd if that vicious Sorceress wants a war over this, we should give her one!</string>
<string key="06_FrancisTurner_Tribute_prompt2" speaker="UI - Player Prompt" name="Player" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">"Was that your plan all along?"</string>
<string key="06_FrancisTurner_Tribute_response2" speaker="Francis Turner" name="FrancisTurner" VO="06_FrancisTurner_Tribute_response2" VO_Status="Recorded" dialogue-prompt="@06_FrancisTurner_Tribute_prompt2" rel_version="Quest_MSQ2_Revamp">Of course not! The town wants to continue appeasing Medea, so I've tried! \n\nEven now, if we can recover the tribute, I'll send it! You can help! \n\nTalk to Captain Dupont. He'll give you the details.</string>
<string key="NPC_DefaultDialogue_04_FrancisTurner" speaker="Francis Turner" name="FrancisTurner" VO="NPC_DefaultDialogue_04_FrancisTurner" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">The sorceress has been waiting for an excuse like this. \n\nIt's a cauldron that's been boiling for too long! We'll see, sure enough.</string>
<string key="NPC_DefaultDialogue_03_MarcelDupont" speaker="Marcel Dupont" name="MarcelDupont" VO="NPC_DefaultDialogue_03_MarcelDupont" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Alright, slow down, hero! Everyone's mad about the stolen tribute, and I bet you're here to volunteer to go after it. \n\nBut reclaiming those goods won't be a walk on the beach. The pirates that hit us are a tough crew.</string>
<string key="06_MarcelDupont_Tribute_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Just tell me where to find them."</string>
<string key="06_MarcelDupont_Tribute_response" speaker="Marcel Dupont" name="MarcelDupont" VO="06_MarcelDupont_Tribute_response" VO_Status="Recorded" dialogue-prompt="@06_MarcelDupont_Tribute_prompt" rel_version="Quest_MSQ2_Revamp">There are a few pirate dens in Windsward, but it was the Buccaneer Creek bastards that took the tribute. \n\nWord is those pirates are Lost now, so I'm not going after them. But you're the hero, so you go.</string>
<string key="NPC_DefaultDialogue_04_MarcelDupont" speaker="Marcel Dupont" name="MarcelDupont" VO="NPC_DefaultDialogue_04_MarcelDupont" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">If I was putting coin on it, I'd wager the Buccaneer Creek Pirates are going to cut you to ribbons. \n\nOne less mouth to feed, as far as I'm concerned.</string>
<string key="06A_MSQ_10_TalkToSpeaker_response" speaker="Leovix Silva" name="LeovixSilva" VO="06A_MSQ_10_TalkToSpeaker_response" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">You don't have to tell me, I already heard - that weasel Dupont let the tribute get stolen by pirates! \n\nNever would've happened with the Iron Rose! Now we're all paying the price, aren't we?</string>
<string key="06A_MSQ_11_LootPirateCrates_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">The Pirate Problem</string>
<string key="06A_MSQ_11_LootPirateCrates_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Travel to the camp site by Buccaneer Creek. Talk to Grace. Then look for Pirate Treasures at Buccaneer Creek.</string>
<string key="06A_MSQ_11_LootPirateCrates_trigger" speaker="UI" rel_version="Quest_MSQ2_Revamp">Scout the area near the Buccaneer Creek Pirates Den</string>
<string key="06A_MSQ_11_LootPirateCrates_talk_Grace" speaker="UI" rel_version="Quest_MSQ2_Revamp">Speak with Grace O'Malley</string>
<string key="06A_MSQ_11_LootPirateCrates_goto_pirates" speaker="UI" rel_version="Quest_MSQ2_Revamp">Search {POITags} for Clues to the Stolen Tribute</string>
<string key="06A_MSQ_11_LootPirateCrates_smash_crates" speaker="UI" rel_version="Quest_MSQ2_Revamp">Smash Crates to reclaim Stolen Tribute</string>
<string key="06A_MSQ_11_LootPirateCrates_haveItem_treasure" speaker="UI" rel_version="Quest_MSQ2_Revamp">Collect Pirate Treasure for Grace</string>
<string key="06A_MSQ_11_LootPirateCrates_readLore1" speaker="UI" rel_version="Quest_MSQ2_Revamp">Read "Offer from the Speaker"</string>
<string key="06A_MSQ_11_LootPirateCrates_haveitem_contract" speaker="UI" rel_version="Quest_MSQ2_Revamp">Collect "Offer from the Speaker"</string>
<string key="NPC_DefaultDialogue_04_LeovixSilva" speaker="Leovix Silva" name="LeovixSilva" VO="NPC_DefaultDialogue_04_LeovixSilva" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">But honestly, Medea may be ruthless with those who cross her, but I don’t think she'd do this. \n\nUnleash a curse on all of Windsward? Punish innocents? That's cruel even for her. I'm not even sure she has such power.</string>
<string key="06A_MSQ_11_LootPirateCrates_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"So we don't need to recover the tribute?"</string>
<string key="06A_MSQ_11_LootPirateCrates_proposal" speaker="Leovix Silva" name="LeovixSilva" VO="06A_MSQ_11_LootPirateCrates_proposal" VO_Status="Recorded" dialogue-next="@06A_MSQ_11_LootPirateCrates_proposal_next" rel_version="Quest_MSQ2_Revamp">I don't know, but it can't hurt. If Medea's not responsible for the curse, we could use her help. \n\nBut truth be told, I need a drink and about a week of sleep. I wouldn't make a good comrade-in-arms right now.</string>
<string key="06A_MSQ_11_LootPirateCrates_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"It's alright. I'll go alone."</string>
<string key="06A_MSQ_11_LootPirateCrates_proposal_next" speaker="Leovix Silva" name="LeovixSilva" VO="06A_MSQ_11_LootPirateCrates_proposal_next" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_11_LootPirateCrates_proposal_prompt" rel_version="Quest_MSQ2_Revamp">We've tangled with the Buccaneer Creek Pirates - they're crafty. If you're going alone, always smart to set up a camp. There's a good spot near the pirates' den. \n\nI'll be at the tavern. Strength be with you, soldier.</string>
<string key="NPC_DefaultDialogue_05_LeovixSilva" speaker="Leovix Silva" name="LeovixSilva" VO="NPC_DefaultDialogue_05_LeovixSilva" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I'm still trying to shake those images out of my mind. Those soldiers… I fought alongside them for decades. \n\nI never thought the Iron Rose would end up like this.</string>
<string key="NPC_DefaultDialogue_06_LeovixSilva" speaker="Leovix Silva" name="LeovixSilva" VO="NPC_DefaultDialogue_06_LeovixSilva" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I just can't get over it. All this pain because the Speaker decided he'd let the town guard take the tribute this season. \n\nWhat the hell was he thinking?</string>
<string key="06_Windsward_Body_18_02_LoreNote" speaker="Francis Turner" name="FrancisTurner" VO="06_Windsward_Body_18_02_LoreNote" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Captain Dauti, I know we haven't always seen eye-to-eye in the past, but I would invite to join me in an endeavor that will be mutually advantageous.\n\nAs I know you're aware, the town of Corinth has been paying tribute to the sorceress Medea for generations - an arrangement that I believe has run its course.\n\nI know you and your crew have sought to "acquire" the Tribute in seasons past, but the Iron Rose has successfully deterred your efforts.\n\nThis season, I would invite you to make the attempt once again, with the assurance that the Iron Rose will not be on hand. \n\nIn fact, you may find Guard Captain Dupont is very quick to surrender when you confront him on the road.\n\nIn exchange for your participation and your discretion, I will share the locations of the legendary Verdant Gemstones, that we might share in their bounty. \n\nYours in good faith, and in confidence,\nFrancis Turner, Speaker of the Winds</string>
<string key="NPC_DefaultDialogue_04_GraceOMalley" speaker="Grace O'Malley" name="GraceOMalley" VO="NPC_DefaultDialogue_04_GraceOMalley" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Hah, now this is more like it! Have you seen Buccaneer Creek? There's a place we can get some proper plunder! \n\nIf we play our cards right, we might liberate some of their stolen property and be called heroes for it!</string>
<string key="06_GraceOMalley_Pirates_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"I'm looking for the stolen tribute."</string>
<string key="06_GraceOMalley_Pirates_response" speaker="Grace O'Malley" name="GraceOMalley" VO="06_GraceOMalley_Pirates_response" VO_Status="Recorded" dialogue-prompt="@06_GraceOMalley_Pirates_prompt" rel_version="Quest_MSQ2_Revamp">Ah, now it makes sense! I scouted the place and noticed they seemed to have a boat load of supplies. \n\nMaybe that's your tribute! But hey, if you’re going in there, grab some loot. We'll split the profit.</string>
<string key="06A_MSQ_11_LootPirateCrates_response" speaker="Grace O'Malley" name="GraceOMalley" VO="06A_MSQ_11_LootPirateCrates_response" VO_Status="Recorded" dialogue-next="@06A_MSQ_11_LootPirateCrates_response_next" rel_version="Quest_MSQ2_Revamp">I see by your expression you realized the same thing I did. Didn't want to discourage you, but your tribute was all gone. \n\nBut tell me you at least found something of value!</string>
<string key="06A_MSQ_11_LootPirateCrates_response_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Yes, the pirates' deal with the Speaker."</string>
<string key="06A_MSQ_11_LootPirateCrates_response_next" speaker="Grace O'Malley" name="GraceOMalley" VO="06A_MSQ_11_LootPirateCrates_response_next" VO_Status="Recorded" dialogue-next="@06A_MSQ_11_LootPirateCrates_response_next2" dialogue-prompt="@06A_MSQ_11_LootPirateCrates_response_prompt" rel_version="Quest_MSQ2_Revamp">Well now, that's right devious. Not sure if I'm disappointed or impressed with the bastard. \n\nBut don't judge me, I'd never betray and steal from innocents. I just steal from those who deserve it. Speaking of which...</string>
<string key="06A_MSQ_11_LootPirateCrates_response_prompt2" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Yes, I also found some loot."</string>
<string key="06A_MSQ_11_LootPirateCrates_response_next2" speaker="Grace O'Malley" name="GraceOMalley" VO="06A_MSQ_11_LootPirateCrates_response_next2" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_11_LootPirateCrates_response_prompt2" rel_version="Quest_MSQ2_Revamp">Have I told you lately how much I like you? You got a hero's heart, and a clever mind. And you're a trusty mate. \n\nWe should partner up for a little more looting. Maybe even find something to help the town.</string>
<string key="06A_MSQ_12_DefeatPirateCaptain_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Web of Lies</string>
<string key="06A_MSQ_12_DefeatPirateCaptain_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Find evidence that Marcel was here with the pirates. Recover the stolen Verdant Gemstone.</string>
<string key="06A_MSQ_12_DefeatPirateCaptain_trigger" speaker="UI" rel_version="Quest_MSQ2_Revamp">Search Mother's Tears for the "Verdant Gemstone"</string>
<string key="06A_MSQ_12_DefeatPirateCaptain_interact_hat" speaker="UI" rel_version="Quest_MSQ2_Revamp">Collect Captain Marcel Dupont's Missing Hat</string>
<string key="06A_MSQ_12_DefeatPirateCaptain_kill_pirateCaptain" speaker="UI" rel_version="Quest_MSQ2_Revamp">Defeat Pirate Captain Miklos Dauti</string>
<string key="06A_MSQ_12_DefeatPirateCaptain_interact_jewel" speaker="UI" rel_version="Quest_MSQ2_Revamp">Recover the Verdant Gemstone</string>
<string key="06A_MSQ_12_DefeatPirateCaptain_trigger_nessa" speaker="UI" rel_version="Quest_MSQ2_Revamp">Return to Grace O'Malley</string>
<string key="NPC_DefaultDialogue_05_GraceOMalley" speaker="Grace O'Malley" name="GraceOMalley" VO="NPC_DefaultDialogue_05_GraceOMalley" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I couldn't help but notice mention in the Speaker's note of some kinda precious gemstones. \n\nI know for a fact that these same pirates have another hideout just a stone's throw away.</string>
<string key="06A_MSQ_12_DefeatPirateCaptain_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Alright, we should check it out."</string>
<string key="06A_MSQ_12_DefeatPirateCaptain_proposal" speaker="Grace O'Malley" name="GraceOMalley" VO="06A_MSQ_12_DefeatPirateCaptain_proposal" VO_Status="Recorded" dialogue-next="@06A_MSQ_12_DefeatPirateCaptain_proposal_next" rel_version="Quest_MSQ2_Revamp">If we find this so-called “Verdant Gemstone,” we could always sell it back to the town. \n\nOh, don't look at me like that! Fine! I guess if you're the one going in, it'll be your call. Surely, we'll get something for it.</string>
<string key="06A_MSQ_12_DefeatPirateCaptain_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Did you scout this area also?"</string>
<string key="06A_MSQ_12_DefeatPirateCaptain_proposal_next" speaker="Grace O'Malley" name="GraceOMalley" VO="06A_MSQ_12_DefeatPirateCaptain_proposal_next" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_12_DefeatPirateCaptain_proposal_prompt" rel_version="Quest_MSQ2_Revamp">Aye, and if you're going in, I'd recommend the bold approach myself. Just blast through the gate like you own the place! \n\nBut don't get cocky, that captain fights with a right nasty boat anchor.</string>
<string key="06A_MSQ_12_DefeatPirateCaptain_incomplete" speaker="Grace O'Malley" name="GraceOMalley" VO="06A_MSQ_12_DefeatPirateCaptain_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Think of that precious gemstone, all alone in that hostile place. It's a right heartache! \n\nOne thing's for sure, it's of no use to those rotters now that they've fallen Lost.</string>
<string key="NPC_DefaultDialogue_06_NessaHarrower" speaker="Nessa Harrower" name="NessaHarrower" VO="NPC_DefaultDialogue_06_NessaHarrower" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">So this is where the trail of the missing tribute leads? \n\nThe lies from the Speaker of the Winds just keep piling up.</string>
<string key="06A_MSQ_12_DefeatPirateCaptain_response" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_12_DefeatPirateCaptain_response" VO_Status="Recorded" dialogue-next="@06A_MSQ_12_DefeatPirateCaptain_response_next" rel_version="Quest_MSQ2_Revamp">I must say, I'm quite happy to find someone here other than those foul pirates. \n\nAnd Grace mentioned a letter that referred to a priceless "Verdant Gemstone?" I don't suppose you found such a thing, did you?</string>
<string key="06A_MSQ_12_DefeatPirateCaptain_response_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Yes, it was the pirates' payment."</string>
<string key="06A_MSQ_12_DefeatPirateCaptain_response_next" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_12_DefeatPirateCaptain_response_next" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_12_DefeatPirateCaptain_response_prompt" rel_version="Quest_MSQ2_Revamp">I can't believe it! Please, may I see it? Amazing... \n\nIt's both ironic and incredibly lucky that you found this. You see, I'm convinced Medea did not cause this curse. I believe it's this Verdant Gemstone.</string>
<string key="NPC_DefaultDialogue_07_LeovixSilva" speaker="Leovix Silva" name="LeovixSilva" VO="NPC_DefaultDialogue_07_LeovixSilva" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">You know, over all these years, I've really come to enjoy living here in Winsward. \n\nWith the Iron Rose Company gone, I'll be moving on. But it's really a damn shame.</string>
<string key="NPC_DefaultDialogue_07_NessaHarrower" speaker="Nessa Harrower" name="NessaHarrower" VO="NPC_DefaultDialogue_07_NessaHarrower" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">The Druidic scrolls mention a Verdant Spirit that's protected Windsward for centuries. \n\nI thought it was just a superstition, but there was an annual tradition to visit the Verdant Shrines where the gemstones were kept.</string>
<string key="NPC_DefaultDialogue_06a_GraceOMalley" speaker="Grace O'Malley" name="GraceOMalley" VO="06A_MSQ_12_DefeatPirateCaptain_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Think of that precious gemstone, all alone in that hostile place. It's a right heartache! \n\nOne thing's for sure, it's of no use to those rotters now that they've fallen Lost.</string>
<string key="NPC_DefaultDialogue_06_GraceOMalley" speaker="Grace O'Malley" name="GraceOMalley" VO="NPC_DefaultDialogue_06_GraceOMalley" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I'm a bit disappointed. I thought you and I had a profitable plan before little-miss-bright-eyes came along. \n\nI suppose you'll be wanting to be all generous now. I guess you’ve earned the right to make that decision.</string>
<string key="06A_MSQ_13_ReturnMiradorJewel_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Verdant Restoration</string>
<string key="06A_MSQ_13_ReturnMiradorJewel_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Climb Mirador Shrine, complete the ancient puzzle, restore the gemstone, then speak with Nessa.</string>
<string key="06A_MSQ_13_ReturnMiradorJewel_goto_ruins" speaker="UI" rel_version="Quest_MSQ2_Revamp">Face the Ancient Guardians at Mirador to restore the Verdant Gemstone</string>
<string key="06A_MSQ_13_ReturnMiradorJewel_trigger_whispers" speaker="UI" rel_version="Quest_MSQ2_Revamp">Climb up Mirador Shrine</string>
<string key="06A_MSQ_13_ReturnMiradorJewel_interact_jewel" speaker="UI" rel_version="Quest_MSQ2_Revamp">Replace the Verdant Gemstone</string>
<string key="06A_MSQ_13_ReturnMiradorJewel_interact_puzzle" speaker="UI" rel_version="Quest_MSQ2_Revamp">Rotate the Glyphs to restore power to the Mirador Shrine</string>
<string key="06A_MSQ_13_ReturnMiradorJewel_rotate_stone1" speaker="UI" rel_version="Quest_MSQ2_Revamp">Rotate stone 1</string>
<string key="06A_MSQ_13_ReturnMiradorJewel_rotate_stone2" speaker="UI" rel_version="Quest_MSQ2_Revamp">Rotate stone 2</string>
<string key="06A_MSQ_13_ReturnMiradorJewel_rotate_stone3" speaker="UI" rel_version="Quest_MSQ2_Revamp">Rotate stone 3</string>
<string key="06A_MSQ_13_ReturnMiradorJewel_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"So there's more than one?"</string>
<string key="06A_MSQ_13_ReturnMiradorJewel_proposal" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_13_ReturnMiradorJewel_proposal" VO_Status="Recorded" dialogue-next="@06A_MSQ_13_ReturnMiradorJewel_proposal_next" rel_version="Quest_MSQ2_Revamp">There are four altogether. One is safe in the warren of Thornhall. We will need to find and restore the other three. \n\nBut first, this gemstone must be returned to its place in the Mirador Shrine. There is a catch, however.</string>
<string key="06A_MSQ_13_ReturnMiradorJewel_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"What's the catch?"</string>
<string key="06A_MSQ_13_ReturnMiradorJewel_proposal_next" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_13_ReturnMiradorJewel_proposal_next" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_13_ReturnMiradorJewel_proposal_prompt" rel_version="Quest_MSQ2_Revamp">Mirador is a ruin that dates back to the time of the Ancients. It's quite likely protected by Ancient Guardians. \n\nBut if you can get past them and solve the shrine's puzzle, the rest is easy. And I believe in you!</string>
<string key="06A_MSQ_13_ReturnMiradorJewel_incomplete" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_13_ReturnMiradorJewel_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Are you bolstering your courage? I find it helps to imagine something inspiring, like a big slice of lime and elderberry pie. Mmm... \n\nRemember, the sooner that gemstone is restored to the shrine, the sooner Windsward can heal.</string>
<string key="06A_MSQ_13_ReturnMiradorJewel_whisper_text" speaker="Mysterious Voice" name="TempestIsabella" VO="06A_MSQ_13_ReturnMiradorJewel_whisper_text" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Such a small thing that causes such issues… think of how unbalanced it all is.</string>
<string key="06A_MSQ_13_ReturnMiradorJewel_Nessa_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"The jewel has been replaced!"</string>
<string key="06A_MSQ_13_ReturnMiradorJewel_Nessaresponse" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_13_ReturnMiradorJewel_response" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_13_ReturnMiradorJewel_Nessa_prompt" rel_version="Quest_MSQ2_Revamp">You did it! I may have sensed some kind of change in the flora here. Of course, I'm just an apprentice Druid. \n\nYour friend Grace seems a little disappointed. I think she had other plans for the gemstone.</string>
<string key="06A_MSQ_13_ReturnMiradorJewel_response_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"I'm sure Grace understands…"</string>
<string key="06A_MSQ_13_ReturnMiradorJewel_response" speaker="Grace O'Malley" name="GraceOMalley" VO="06A_MSQ_13_ReturnMiradorJewel_Graceresponse" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_13_ReturnMiradorJewel_response_prompt" rel_version="Quest_MSQ2_Revamp">Oh, I understand all right! The two of you have decided to play noble heroes and save the land. And I'm leaving here nearly empty-handed. \n\nI'm the one who scouted out the Pirates, you know! I deserve something for my troubles.</string>
<string key="06A_MSQ_13_ReturnMiradorJewel_response_prompt_1" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"The Speaker owes us all a debt"</string>
<string key="NPC_DefaultDialogue_08_NessaHarrower" speaker="Nessa Harrower" name="NessaHarrower" VO="NPC_DefaultDialogue_08_NessaHarrower" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Everything we're doing here is for the benefit of Corinth. But I do believe Francis Turner needs to be held to account. \n\nHis dealings with the pirates must be exposed. And the town needs a new Speaker of the Winds.</string>
<string key="06A_MSQ_14_SolveMapPuzzle_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Hidden Power</string>
<string key="06A_MSQ_14_SolveMapPuzzle_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Find out the location of the remaining Verdant Gemstones</string>
<string key="06A_MSQ_14_SolveMapPuzzle_talk1_Nessa" speaker="UI" rel_version="Quest_MSQ2_Revamp">Ask Nessa about the Gemstones</string>
<string key="06A_MSQ_14_SolveMapPuzzle_goto_Stoneview" speaker="UI" rel_version="Quest_MSQ2_Revamp">Investigate {POITags} to find a map</string>
<string key="06A_MSQ_14_SolveMapPuzzle_interact_solution" speaker="UI" rel_version="Quest_MSQ2_Revamp">Obtain the first half of the map</string>
<string key="06A_MSQ_14_SolveMapPuzzle_goto_Breakwater" speaker="UI" rel_version="Quest_MSQ2_Revamp">Investigate {POITags} for the rest of the map</string>
<string key="06A_MSQ_14_SolveMapPuzzle_interact_puzzle" speaker="UI" rel_version="Quest_MSQ2_Revamp">Obtain the second half of the map</string>
<string key="06A_MSQ_14_SolveMapPuzzle_goto_Tavern" speaker="UI" rel_version="Quest_MSQ2_Revamp">Report to Nessa at {POITags}</string>
<string key="06A_MSQ_14_SolveMapPuzzle_goto_Settlement" speaker="UI" rel_version="Quest_MSQ2_Revamp">Return to Corinth</string>
<string key="06A_MSQ_14_SolveMapPuzzle_talk_Nessa" speaker="UI" rel_version="Quest_MSQ2_Revamp">Speak with Nessa in Corinth</string>
<string key="06A_MSQ_14_SolveMapPuzzle_talk_Saatvik" speaker="UI" rel_version="Quest_MSQ2_Revamp">Speak with Saatvik in Corinth</string>
<string key="06A_MSQ_14_SolveMapPuzzle_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"You could help us, you know."</string>
<string key="06A_MSQ_14_SolveMapPuzzle_proposal" speaker="Grace O'Malley" name="GraceOMalley" VO="06A_MSQ_14_SolveMapPuzzle_proposal" VO_Status="Recorded" dialogue-next="@06A_MSQ_14_SolveMapPuzzle_proposal_next2" rel_version="Quest_MSQ2_Revamp">Oh, so now you want to recruit me into your charity project. I'd refuse but I'll enjoy this. \n\nThat Captain Dupont was a right arsehole to me. I'll hang 'em both out to dry. I'll see you back in town.</string>
<string key="06A_MSQ_14_SolveMapPuzzle_proposal_next_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"What about the other Gemstones?"</string>
<string key="06A_MSQ_14_SolveMapPuzzle_proposal_next" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_14_SolveMapPuzzle_proposal_next" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_14_SolveMapPuzzle_proposal_next_prompt" rel_version="Quest_MSQ2_Revamp">My thoughts exactly. I'll visit the library in Corinth to try and find the location of the other shrines. \n\nHonestly though, I’d love to see the expression on Francis Turner's face. Talk about priceless.</string>
<string key="06A_MSQ_14_SolveMapPuzzle_proposal_next2_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Alright, let's go to town."</string>
<string key="06A_MSQ_14_SolveMapPuzzle_proposal_next2" speaker="Grace O'Malley" name="GraceOMalley" VO="06A_MSQ_14_SolveMapPuzzle_proposal_next2" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_14_SolveMapPuzzle_proposal_next2_prompt" rel_version="Quest_MSQ2_Revamp">There's one of those Spirit Shrines over that way, if that's your fancy. \n\nI prefer an honest walk myself. Either way, I'll race you. I'll have that Speaker strung up before you even get there!</string>
<string key="06A_MSQ_14_SolveMapPuzzle_Incomplete" speaker="Grace O'Malley" name="GraceOMalley" VO_Status="Needs Recording" rel_version="Quest_MSQ2_Revamp">I must say, I'm feeling much better now that we have a plan. \n\nAnd I think this has at least some chance of being successful.</string>
<string key="NPC_DefaultDialogue_07_GraceOMalley" speaker="Grace O'Malley" name="GraceOMalley" VO="NPC_DefaultDialogue_07_GraceOMalley" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">So I tried having a chat with that lying oaf Francis Turner, but that bastard Captain Dupont wouldn't let me pass. \n\nI was trying to think who we could trust here. Maybe that dandy Quartermaster?</string>
<string key="06_GraceOMalley_Revolution_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Yes, he can be trusted."</string>
<string key="06_GraceOMalley_Revolution_response" speaker="Grace O'Malley" name="GraceOMalley" VO="06_GraceOMalley_Revolution_response" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_14_GraceOMalley_prompt" rel_version="Quest_MSQ2_Revamp">Good. If we can get him on our side, and maybe a couple more, we'll have a little revolution started. \n\nYou go talk to your Quartermaster mate, and I'll hit the tavern. Always the best place for conspiring, you know?</string>
<string key="NPC_DefaultDialogue_08_GraceOMalley" speaker="Grace O'Malley" name="GraceOMalley" VO="NPC_DefaultDialogue_08_GraceOMalley" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">This town's tied up in more secrets and lies than the Pope. \n\nNormally, that would be exactly my kind of place, but I’m feeling uneasy. Too much like being back home. There's some dark history there.</string>
<string key="NPC_DefaultDialogue_07_SaatvikAgrawal" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="NPC_DefaultDialogue_07_SaatvikAgrawal" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Finally, someone in this town who isn't drinking at the Speaker's poisoned well. I heard you confronted him about the tribute. \n\nOf course, now he and Dupont have fallen back on the classic "the pirates' did it" excuse.</string>
<string key="06_SaatvikAgrawal_Pirates_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"He made a deal with the pirates. I have proof."</string>
<string key="06_SaatvikAgrawal_Pirates_response" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="06_SaatvikAgrawal_Pirates_response" VO_Status="Recorded" dialogue-next="@06_SaatvikAgrawal_Pirates_response_next" dialogue-prompt="@06_SaatvikAgrawal_Pirates_prompt" rel_version="Quest_MSQ2_Revamp">Oh, I simply must see this… Hah! The dirty liar's been caught red-handed! \n\nBut we need to be strategic here. We'll need strength in arms if we're to challenge the Speaker. We've got you, but then maybe a soldier or two?</string>
<string key="06_SaatvikAgrawal_Pirates_prompt_next" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Yes. Talk to Leovix of the Iron Rose."</string>
<string key="06_SaatvikAgrawal_Pirates_response_next" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="06_SaatvikAgrawal_Pirates_response_next" VO_Status="Recorded" dialogue-prompt="@06_SaatvikAgrawal_Pirates_prompt_next" rel_version="Quest_MSQ2_Revamp">Ah, yes! I saw him in the inn earlier, making preparations to leave town. I'll go and speak with him straightaway. \n\nIn the meantime, that young Druid you rescued out at the farm was looking for you. She's a sharp one.</string>
<string key="npc_DefaultDialogue_08_SaatvikAgrawal" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="npc_DefaultDialogue_08_SaatvikAgrawal" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">So, I've spoken with Leovix and your friend, Grace O'Malley. \n\nThe two of them, you and I, and the Druid… I think we have a nice little resistance cooking.</string>
<string key="NPC_DefaultDialogue_09_NessaHarrower" speaker="Nessa Harrower" name="NessaHarrower" VO="NPC_DefaultDialogue_09_NessaHarrower" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Perfect timing! I've just come from Historian Moira, and I need your help. \n\nMoira says there's a map showing the shrine's locations engraved on a monument in the ancient ruins of Breakwater Bulwark.</string>
<string key="06_NessaHarrower_Jewel_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Can we take a rubbing of it?"</string>
<string key="06_NessaHarrower_Jewel_response" speaker="Nessa Harrower" name="NessaHarrower" VO="06_NessaHarrower_Jewel_response" VO_Status="Recorded" dialogue-prompt="@06_NessaHarrower_Jewel_prompt" rel_version="Quest_MSQ2_Revamp">Great minds think alike! I've already procured you some charcoal and parchment. \n\nMoira also mentioned the Bottomless Cup has the first half of the map. Might be worth checking out before heading to Breakwater.</string>
<string key="06A_MSQ_14_SolveMapPuzzle_talk_prompt_next_next_next" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"I love a good scavenger hunt."</string>
<string key="06A_MSQ_14_SolveMapPuzzle_response" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_14_SolveMapPuzzle_response" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Once again, you show up just in time! Can I see the map rubbing? \n\nAh, yes, I can see the locations of the two other shrines quite clearly.</string>
<string key="06A_MSQ_15_RecoverSpeakerJewel_title" speaker="UI" rel_version="Quest_MSQ2_Revamp">Secrets Revealed</string>
<string key="06A_MSQ_15_RecoverSpeakerJewel_desc" speaker="UI" rel_version="Quest_MSQ2_Revamp">Stop Leovix from committing murder!</string>
<string key="06A_MSQ_15_RecoverSpeakerJewel_talk_Leovix" speaker="UI" rel_version="Quest_MSQ2_Revamp">Speak with Leovix Silva</string>
<string key="06A_MSQ_15_RecoverSpeakerJewel_talk_Marcel" speaker="UI" rel_version="Quest_MSQ2_Revamp">Speak with Marcel Dupont</string>
<string key="06A_MSQ_15_RecoverSpeakerJewel_talk_Francis" speaker="UI" rel_version="Quest_MSQ2_Revamp">Speak with Francis Turner</string>
<string key="06A_MSQ_15_RecoverSpeakerJewel_interact_chest" speaker="UI" rel_version="Quest_MSQ2_Revamp">Collect the Verdant Gemstone from the Speaker's Chest</string>
<string key="NPC_DefaultDialogue_10_NessaHarrower" speaker="Nessa Harrower" name="NessaHarrower" VO="NPC_DefaultDialogue_10_NessaHarrower" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Now, we must expose the Speaker and force him to tell us where the other Verdant Gemstones are. \n\nThere's just one problem: Captain Leovix seems intent on tying the Speaker to a rock and throwing him into the sea.</string>
<string key="06A_MSQ_15_RecoverSpeakerJewel_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"I can understand his anger."</string>
<string key="06A_MSQ_15_RecoverSpeakerJewel_proposal" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_15_RecoverSpeakerJewel_proposal" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Yes, of course, we all can. But we need the information the Speaker possesses. \n\nYou'll have to convince Leovix to wait until we know where the other gemstones are. In any case, I'm in favor of justice but against violence.</string>
<string key="06A_MSQ_15_RecoverSpeakerJewel_incomplete" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_15_RecoverSpeakerJewel_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Part of becoming a Druid is taking vows of non-violence. \n\nIf removing the Speaker really requires bloodshed, I'll be staying out of the fray.</string>
<string key="NPC_DefaultDialogue_08_LeovixSilva" speaker="Leovix Silva" name="LeovixSilva" VO="NPC_DefaultDialogue_08_LeovixSilva" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Before you counsel patience, I'd ask you to remember the atrocities the Speaker and his conniving lackey have committed. \n\nThey betrayed Medea, the Druids, the Iron Rose, and the entire town. They need to pay in blood!</string>
<string key="06_LeovixSilva_Betrayal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">“We need information first."</string>
<string key="06_LeovixSilva_Betrayal_response" speaker="Leovix Silva" name="LeovixSilva" VO="06_LeovixSilva_Betrayal_response" VO_Status="Recorded" dialogue-next="@06_LeovixSilva_Betrayal_response_next" dialogue-prompt="@06_LeovixSilva_Betrayal_prompt" rel_version="Quest_MSQ2_Revamp">Yes, everyone keeps telling me, the location of some stolen jewels, right? \n\nThe Company of the Iron Rose is well-versed in the arts of persuasion. My blade can be very convincing.</string>
<string key="06_LeovixSilva_Betrayal_prompt_next" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">“Let me talk to them first.”</string>
<string key="06_LeovixSilva_Betrayal_response_next" speaker="Leovix Silva" name="LeovixSilva" VO="06_LeovixSilva_Betrayal_response_next" VO_Status="Recorded" dialogue-prompt="@06_LeovixSilva_Betrayal_prompt_next" rel_version="Quest_MSQ2_Revamp">Very well. I’ll stay my blade. For now. Those scoundrels best pray to whatever spirits rule this hell that you are successful. \n\nAnd quickly, or else the streets of Corinth will be awash with their blood.</string>
<string key="NPC_DefaultDialogue_05_MarcelDupont" speaker="Marcel Dupont" name="MarcelDupont" VO="NPC_DefaultDialogue_05_MarcelDupont" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">You and that brute Leovix are up to something, aren't you? He's been eyeing me like a hungry wolf. \n\nHis grudge is misplaced. As the Speaker and I have explained, the Buccaneer Creek Pirates are to blame.</string>
<string key="06_MarcelDupont_Jewel_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"I have your hat, Marcel. One chance to come clean."</string>
<string key="06_MarcelDupont_Jewel_response" speaker="Marcel Dupont" name="MarcelDupont" VO="06_MarcelDupont_Jewel_response" VO_Status="Recorded" dialogue-next="@06_MarcelDupont_Jewel_response_next" dialogue-prompt="@06_MarcelDupont_Jewel_prompt" rel_version="Quest_MSQ2_Revamp">My hat? I believe I lost that in, uh, town. Someone must have picked it up. \n\nMy hat proves nothing.</string>
<string key="06_MarcelDupont_Jewel_prompt_next" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Do you think Leovix will believe that?"</string>
<string key="06_MarcelDupont_Jewel_response_next" speaker="Marcel Dupont" name="MarcelDupont" VO="06_MarcelDupont_Jewel_response_next" VO_Status="Recorded" dialogue-next="@06_MarcelDupont_Jewel_response_next2" dialogue-prompt="@06_MarcelDupont_Jewel_prompt_next" rel_version="Quest_MSQ2_Revamp">Oh, merde! Fine! None of this was my idea, you realize! \n\nFrancis convinced me that we would both get rich off this plan. I was a fool to listen to him!</string>
<string key="06_MarcelDupont_Jewel_prompt_next2" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Where are the Verdant Gemstones?"</string>
<string key="06_MarcelDupont_Jewel_response_next2" speaker="Marcel Dupont" name="MarcelDupont" VO="06_MarcelDupont_Jewel_response_next2" VO_Status="Recorded" dialogue-prompt="@06_MarcelDupont_Jewel_prompt_next2" rel_version="Quest_MSQ2_Revamp">Those cursed things! Superstition or not, I never wanted anything to do with them! \n\nLook, I only know he has one of the jewels stashed in the Town Hall. Expose him! The oaf deserves it! Just leave me in peace, yes?</string>
<string key="NPC_DefaultDialogue_06_MarcelDupont" speaker="Marcel Dupont" name="MarcelDupont" VO="NPC_DefaultDialogue_06_MarcelDupont" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Please, I beg you, don't let Leovix do whatever it is that he's thinking of doing. \n\nI'll leave here and you'll never hear from me again. You have my word!</string>
<string key="NPC_DefaultDialogue_05_FrancisTurner" speaker="Francis Turner" name="FrancisTurner" VO="NPC_DefaultDialogue_05_FrancisTurner" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Ah, but this is so unlike you! Why are you snooping around here? \n\nSit down and have a drink with me. If there's some misunderstanding, I'm sure we can work it out.</string>
<string key="06_FrancisTurner_Jewel_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Too late. I found the gemstone."</string>
<string key="06_FrancisTurner_Jewel_response" speaker="Francis Turner" name="FrancisTurner" VO="06_FrancisTurner_Jewel_response" VO_Status="Recorded" dialogue-next="@06_FrancisTurner_Jewel_response_next" dialogue-prompt="@06_FrancisTurner_Jewel_prompt" rel_version="Quest_MSQ2_Revamp">That? Why I’ve never seen it before! If you found that here in the Town Hall, it must have been planted. \n\nIt was probably Captain Dupont! As the Speaker, I order you to apprehend that… traitor!</string>
<string key="06_FrancisTurner_Jewel_prompt_next" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"You're not Speaker any more."</string>
<string key="06_FrancisTurner_Jewel_response_next" speaker="Francis Turner" name="FrancisTurner" VO="06_FrancisTurner_Jewel_response_next" VO_Status="Recorded" dialogue-next="@06_FrancisTurner_Jewel_response_next2" dialogue-prompt="@06_FrancisTurner_Jewel_prompt_next" rel_version="Quest_MSQ2_Revamp">Oh really? Well, I guess this is it, isn't it? Francis Turner's corruption exposed! I bet everyone's overjoyed. \n\nAll I ever wanted was for this town to stand up against the Sorceress Medea. My intentions were good!</string>
<string key="06_FrancisTurner_Jewel_prompt_next2" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Not buying it. Where's the third gemstone?"</string>
<string key="06_FrancisTurner_Jewel_response_next2" speaker="Francis Turner" name="FrancisTurner" VO="06_FrancisTurner_Jewel_response_next2" VO_Status="Recorded" dialogue-prompt="@06_FrancisTurner_Jewel_prompt_next2" rel_version="Quest_MSQ2_Revamp">I'm afraid that found its way into the coffers of Captain Korrapati. Good luck recovering that. \n\nBut I've told you the truth now. I assume this earns me some leniency, right? Right? Are you even listening to me?</string>
<string key="NPC_DefaultDialogue_06_FrancisTurner" speaker="Francis Turner" name="FrancisTurner" VO="NPC_DefaultDialogue_06_FrancisTurner" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Come now, you wouldn't let anyone come after your good old friend, Francis, would you? \n\nI will leave peacefully and trouble no one. I promise. Just give me time to gather my things…</string>
<string key="06A_MSQ_15_RecoverSpeakerJewel_response" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_15_RecoverSpeakerJewel_response" VO_Status="Recorded" dialogue-next="@06A_MSQ_15_RecoverSpeakerJewel_response_next" rel_version="Quest_MSQ2_Revamp">So the Speaker himself had the second gemstone. How did I not see that coming? \n\nSaves us some trouble, I suppose. We can just take it directly to one of the shrines. What about the third gemstone?</string>
<string key="06A_MSQ_15_RecoverSpeakerJewel_response_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Captain Korrapati has it."</string>
<string key="06A_MSQ_15_RecoverSpeakerJewel_response_next" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_15_RecoverSpeakerJewel_response_next" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_15_RecoverSpeakerJewel_response_prompt" rel_version="Quest_MSQ2_Revamp">Another pirate, I suspect? Seems those are Francis Turner's closest friends and confidants. \n\nBy the way, we'll need to escort Francis and Captain Dupont out of town without Leovix seeing.</string>
<string key="06A_MSQ_16_ReturnEldergateJewel_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Verdant Connections</string>
<string key="06A_MSQ_16_ReturnEldergateJewel_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Return the Verdant Gemstone to Eldergate by climbing to the top of the ruins.</string>
<string key="06A_MSQ_16_ReturnEldergateJewel_goto_ruins" speaker="UI" rel_version="Quest_MSQ2_Revamp">Travel to {POITags} with the Verdant Gemstone</string>
<string key="06A_MSQ_16_ReturnEldergateJewel_interact_jewel" speaker="UI" rel_version="Quest_MSQ2_Revamp">Restore the Verdant Gemstone</string>
<string key="06A_MSQ_16_ReturnEldergateJewel_talk_Saatvik" speaker="UI" rel_version="Quest_MSQ2_Revamp">Speak with Saatvik in Corinth</string>
<string key="NPC_DefaultDialogue_11_NessaHarrower" speaker="Nessa Harrower" name="NessaHarrower" VO="NPC_DefaultDialogue_11_NessaHarrower" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I'll talk to Quartermaster Agrawal about dealing with the two criminals. \n\nAnd then I can start asking around town about this Captain Korrapati character.</string>
<string key="06A_MSQ_16_ReturnEldergateJewel_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"I'll go restore the second gemstone."</string>
<string key="06A_MSQ_16_ReturnEldergateJewel_proposal" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_16_ReturnEldergateJewel_proposal" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">You read my mind! Yes, this gemstone should be taken back to the Spire of Kochab to the southwest. \n\nDo be careful if you run into any Ancient Guardians there. I'm afraid you're quite indispensible at this point.</string>
<string key="06A_MSQ_16_ReturnEldergateJewel_incomplete" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_16_ReturnEldergateJewel_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I hear something new on the wind. I believe it's the sound of… yes, it's the sound of procrastination! \n\nA little Druid humor. But the gemstone does need to get to its altar.</string>
<string key="npc_DefaultDialogue_09_SaatvikAgrawal" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="npc_DefaultDialogue_09_SaatvikAgrawal" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Always returning victorious and looking like it was a simple matter! I'm glad you're back. \n\nI understand you've restored another one of these "Verdant Gemstones" to its proper place.</string>
<string key="06_SaatvikAgrawal_NewSpeaker_prompt" speaker="UI - Player Prompt" name="Player" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">"Yes. How did things go here?"</string>
<string key="06_SaatvikAgrawal_NewSpeaker_response" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="06_SaatvikAgrawal_NewSpeaker_response" VO_Status="Recorded" dialogue-next="@06_SaatvikAgrawal_NewSpeaker_response_next" dialogue-prompt="@06_SaatvikAgrawal_NewSpeaker_prompt" rel_version="Quest_MSQ2_Revamp">Well enough. Grace managed to keep Leovix distracted in the tavern long enough to get Francis and Captain Dupont out of town. \n\nOh, and then everyone had to go and elect me as the new Speaker of the Winds.</string>
<string key="06_SaatvikAgrawal_NewSpeaker_prompt_next" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"That's great. Congratulations!"</string>
<string key="06_SaatvikAgrawal_NewSpeaker_response_next" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="06_SaatvikAgrawal_NewSpeaker_response_next" VO_Status="Recorded" dialogue-prompt="@06_SaatvikAgrawal_NewSpeaker_prompt_next" rel_version="Quest_MSQ2_Revamp">Thank you! I only hope we can move fast enough to ensure there's still a town worth speaking for. \n\nAs I mentioned, Grace has been a huge help, but she’s restless and leaving soon. She wanted to speak with you. Go on.</string>
<string key="NPC_DefaultDialogue_01_Medea" speaker="Medea" name="Medea" VO="NPC_DefaultDialogue_01_Medea" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Well now, it seems someone has finally begun restoring my shrines. Why are people so quick to forget their history? \n\nNegligence is costly and never easily remedied.</string>
<string key="06_Medea_Eldergate_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"So did you unleash this curse?"</string>
<string key="06_Medea_Eldergate_response" speaker="Medea" name="Medea" VO="06_Medea_Eldergate_response" VO_Status="Recorded" dialogue-prompt="@06_Medea_NewSpeaker_prompt" rel_version="Quest_MSQ2_Revamp">I could have, had I wanted to. But no, some fool's meddling with the shrines accomplished that. I am vexed, however, quite vexed. \n\nI've been forced to come here and deal with this. Arousing my ire is not wise.</string>
<string key="NPC_DefaultDialogue_02_Medea" speaker="Medea" name="Medea" VO="NPC_DefaultDialogue_02_Medea" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">What's done is done. I shall no longer stand idly by while my work is scorned, broken, disrupted. \n\nThey shall soon see the terrible glory of my craft!</string>
<string key="06A_MSQ_16_ReturnEldergateJewel_response" speaker="Grace O'Malley" name="GraceOMalley" VO="06A_MSQ_16_ReturnEldergateJewel_response" VO_Status="Recorded" dialogue-next="@06A_MSQ_16_ReturnEldergateJewel_response_next" rel_version="Quest_MSQ2_Revamp">Well look at you, breathing life back into this wee, sad town. You almost make me want to pitch in. \n\nBut I've been anchored here too long. It's time to catch some wind and find more favorable surroundings.</string>
<string key="06A_MSQ_16_ReturnEldergateJewel_response_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Where are you going?"</string>
<string key="06A_MSQ_16_ReturnEldergateJewel_response_next" speaker="Grace O'Malley" name="GraceOMalley" VO="06A_MSQ_16_ReturnEldergateJewel_response_next" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_16_ReturnEldergateJewel_response_prompt" rel_version="Quest_MSQ2_Revamp">I'll be heading up north. I hear there's a bigger town up there, more modern, much wealthier. \n\nSounds like a place a girl can make some real coin.</string>
<string key="06A_MSQ_17_RecoverStolenJewel_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Jewel of the Sea</string>
<string key="06A_MSQ_17_RecoverStolenJewel_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Talk to Nessa near the Pirate Den known as Hecker's Haven. Then enter the Den and challenge Captain Korrapati to recover the third Verdant Gemstone.</string>
<string key="06A_MSQ_17_RecoverStolenJewel_goto_pirates" speaker="UI" rel_version="Quest_MSQ2_Revamp">Travel to {POITags} to find Captain Korrapati</string>
<string key="06A_MSQ_17_RecoverStolenJewel_talk_Nessa" speaker="UI" rel_version="Quest_MSQ2_Revamp">Speak with Nessa Harrower about Captain Korrapati</string>
<string key="06A_MSQ_17_RecoverStolenJewel_kill_susanna" speaker="UI" rel_version="Quest_MSQ2_Revamp">Eliminate the alligator Susanna</string>
<string key="06A_MSQ_17_RecoverStolenJewel_haveItem_jewel" speaker="UI" rel_version="Quest_MSQ2_Revamp">Obtain the Verdant Gemstone from Captain Korrapati</string>
<string key="06A_MSQ_17_RecoverStolenJewel_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"This town still needs us."</string>
<string key="06A_MSQ_17_RecoverStolenJewel_proposal" speaker="Grace O'Malley" name="GraceOMalley" VO="06A_MSQ_17_RecoverStolenJewel_proposal" VO_Status="Recorded" dialogue-next="@06A_MSQ_17_RecoverStolenJewel_proposal_next" rel_version="Quest_MSQ2_Revamp">You've got it covered. And I’m starting to grow moss on my backside. \n\nYou'll need to be going after that third gemstone! That pretty little Druid wants you to meet her to the east. She's scouting out that pirate den.</string>
<string key="06A_MSQ_17_RecoverStolenJewel_proposal_next_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Then I guess we're parting ways."</string>
<string key="06A_MSQ_17_RecoverStolenJewel_proposal_next" speaker="Grace O'Malley" name="GraceOMalley" VO="06A_MSQ_17_RecoverStolenJewel_proposal_next" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_17_RecoverStolenJewel_proposal_next_prompt" rel_version="Quest_MSQ2_Revamp">Oh, we'll cross paths again, as surely as day follows night. You're a restless spirit, same as I. \n\nGo help the Druid girl, then catch up with me in the north. Until then, keep your eyes on the horizon!</string>
<string key="06A_MSQ_17_RecoverStolenJewel_incomplete" speaker="Grace O'Malley" name="GraceOMalley" VO="06A_MSQ_17_RecoverStolenJewel_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Go on, then! You better not be getting sentimental on me.</string>
<string key="NPC_DefaultDialogue_12_NessaHarrower" speaker="Nessa Harrower" name="NessaHarrower" VO="NPC_DefaultDialogue_12_NessaHarrower" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I'm glad you're here, but I'm afraid I have some bad news. These pirates have been cursed into Lost just like so many others in Windsward. \n\nThat means there won't be any chance of negotiating with them.</string>
<string key="06_NessaHarrower_Korrapati_prompt" speaker="UI - Player Prompt" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">"Then we do it the hard way."</string>
<string key="06_NessaHarrower_Korrapati_response" speaker="Nessa Harrower" name="NessaHarrower" VO="06_NessaHarrower_Korrapati_response" VO_Status="Recorded" dialogue-next="@06_NessaHarrower_Korrapati_next" dialogue-prompt="@06_NessaHarrower_Korrapati_prompt" rel_version="Quest_MSQ2_Revamp">Well, just know this Captain Korrapati was particularly nasty before. She's likely worse now. She also has a pet alligator. \n\nI hope you ate a fortifying meal before leaving town. I think you're going to need it.</string>
<string key="06_NessaHarrower_Korrapati_next_prompt" speaker="UI - Player Prompt" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">"I'll be back with the gemstone before you know it."</string>
<string key="06_NessaHarrower_Korrapati_next" speaker="Nessa Harrower" name="NessaHarrower" VO="06_NessaHarrower_Korrapati_next" VO_Status="Recorded" dialogue-prompt="@06_NessaHarrower_Korrapati_next_prompt" rel_version="Quest_MSQ2_Revamp">Patience will win the day. I’d recommend taking out the alligator first. \n\nThere should be some catwalks to help you keep your distance and prevent them from surrounding you. I believe in you!</string>
<string key="06A_MSQ_17_RecoverStolenJewel_response" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_17_RecoverStolenJewel_response" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Splendid! You clearly weren't eaten by the alligator. And you don't even have any rips on your clothes. \n\nNow I regret not tagging along to watch. It must have been an impressive sight!</string>
<string key="06A_MSQ_18_ReturnSiriusJewel_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">The Spirit Returns</string>
<string key="06A_MSQ_18_ReturnSiriusJewel_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Return the third Verdant Gemstone to Sirius and solve the ancient puzzle.</string>
<string key="06A_MSQ_18_ReturnSiriusJewel_goto_ruins" speaker="UI" rel_version="Quest_MSQ2_Revamp">Travel to {POITags} with the Verdant Gemstone</string>
<string key="06A_MSQ_18_ReturnSiriusJewel_interact_puzzle" speaker="UI" rel_version="Quest_MSQ2_Revamp">Complete the puzzle at Sirius</string>
<string key="06A_MSQ_18_ReturnSiriusJewel_interact_stone1" speaker="UI" rel_version="Quest_MSQ2_Revamp">Rotate stone 1</string>
<string key="06A_MSQ_18_ReturnSiriusJewel_interact_stone2" speaker="UI" rel_version="Quest_MSQ2_Revamp">Rotate stone 2</string>
<string key="06A_MSQ_18_ReturnSiriusJewel_interact_jewel" speaker="UI" rel_version="Quest_MSQ2_Revamp">Restore the Verdant Gemstone</string>
<string key="NPC_DefaultDialogue_13_NessaHarrower" speaker="Nessa Harrower" name="NessaHarrower" VO="NPC_DefaultDialogue_13_NessaHarrower" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Most importantly, you've recovered the third Verdant Gemstone! We’re finally close to restoring the land’s protections. \n\nYou'll need to take the gemstone to the shrine at the ruins known as Sirius. This should be easy for you!</string>
<string key="06A_MSQ_18_ReturnSiriusJewel_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Just glad this is the last one."</string>
<string key="06A_MSQ_18_ReturnSiriusJewel_proposal" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_18_ReturnSiriusJewel_proposal" VO_Status="Needs Re-recording" rel_version="Quest_MSQ2_Revamp">Agreed! While you head to Sirius, I'll visit town and make sure preparations are under way to resume the tribute. \n\nI'll meet you back here once I'm done. I can't wait until the land is restored. It's going to be marvelous!</string>
<string key="06A_MSQ_18_ReturnSiriusJewel_incomplete" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_18_ReturnSiriusJewel_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">It's very exciting, isn't it? Once we've restored the jewel at Sirius, the land can finally heal.</string>
<string key="06A_MSQ_18_ReturnSiriusJewel_whisper_text" speaker="Mysterious Voice" name="TempestIsabella" VO="06A_MSQ_18_ReturnSiriusJewel_whisper_text" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">And they shall revel in their false victories, deluding themselves when the true test is still to come…</string>
<string key="06A_MSQ_18_ReturnSiriusJewel_response" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_18_ReturnSiriusJewel_response" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Did you manage to restore the third Verdant Gemstone? Strange, I thought I would sense something, but it's very faint. \n\nCould it be because I'm still just an apprentice? I have much to learn…</string>
<string key="06A_MSQ_19_TalkToNewSpeaker_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Under New Management</string>
<string key="06A_MSQ_19_TalkToNewSpeaker_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Return to Corinth and speak with the the New Speaker of the Winds.</string>
<string key="06A_MSQ_19_TalkToNewSpeaker_note_Saatvik" speaker="UI" rel_version="Quest_MSQ2_Revamp">Speak with Saatvik Agrawal</string>
<string key="NPC_DefaultDialogue_14_NessaHarrower" speaker="Nessa Harrower" name="NessaHarrower" VO="NPC_DefaultDialogue_14_NessaHarrower" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Corinth is doing better than before. There is order and calm in the streets with Saatvik as the new Speaker of the Winds. \n\nAnd he's moved quickly to resume the tribute to Medea, so it should already be on its way.</string>
<string key="06A_MSQ_19_TalkToNewSpeaker_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"We should head back there."</string>
<string key="06A_MSQ_19_TalkToNewSpeaker_proposal" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_19_TalkToNewSpeaker_proposal" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">You definitely should. But now that we've restored the third gemstone, I'm going to visit the Druidic Warren of Thornhall. \n\nI'm hoping by some miracle my fellow Druids are restored as well. I'll see you in town after!</string>
<string key="06A_MSQ_19_TalkToNewSpeaker_incomplete" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_19_TalkToNewSpeaker_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">When I see you in town, we'll celebrate with a slice of lime and elderberry pie. \n\nIt really is divine. It almost makes you forget the many horrors of the island we find ourselves trapped on.</string>
<string key="NPC_DefaultDialogue_09_LeovixSilva" speaker="Leovix Silva" name="LeovixSilva" VO="NPC_DefaultDialogue_09_LeovixSilva" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Welcome home, comrade! I have assumed the duties of heading up the Town Guard. \n\nSo I am a bit preoccupied right now. You should see the Speaker Agrawal.</string>
<string key="06A_MSQ_19_TalkToNewSpeaker_response" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="06A_MSQ_19_TalkToNewSpeaker_response" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Thank the stars you've returned! If the final gemstone has been restored, then that should mean we will soon have reprieve from the famine. \n\nI fear that hunger is quickly eroding the townspeople's patience with their new Speaker.</string>
<string key="06A_MSQ_20_LostTribute_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Abominable Luck</string>
<string key="06A_MSQ_20_LostTribute_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Track down the missing tribute for Speaker Saatvik.</string>
<string key="06A_MSQ_20_LostTribute_talk_Leovix" speaker="UI" rel_version="Quest_MSQ2_Revamp">Speak with Leovix Silva in Corinth</string>
<string key="06A_MSQ_20_LostTribute_goto_bulrush" speaker="UI" rel_version="Quest_MSQ2_Revamp">Travel to {POITags} to find the missing tribute</string>
<string key="06A_MSQ_20_LostTribute_readLore1" speaker="UI" rel_version="Quest_MSQ2_Revamp">Read "Tribute and Reparations"</string>
<string key="06A_MSQ_20_LostTribute_haveItem_report" speaker="UI" rel_version="Quest_MSQ2_Revamp">Collect "Tribute and Reparations"</string>
<string key="npc_DefaultDialogue_10_SaatvikAgrawal" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="npc_DefaultDialogue_10_SaatvikAgrawal" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Unfortunately, there are new developments that may plunge us back into chaos just as we were starting to have hope. \n\nJust minutes ago, Captain Leovix sent word that the tribute encountered trouble on the road.</string>
<string key="06A_MSQ_20_LostTribute_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Was Leovix escorting it?"</string>
<string key="06A_MSQ_20_LostTribute_proposal" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="06A_MSQ_20_LostTribute_proposal" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Sadly no. He's overwhelmed with the duties of Town Guard Captain, so he sent some of his new recruits. \n\nCaptain Leovix should be down at the gate. Please find out if anything can be done.</string>
<string key="06A_MSQ_20_LostTribute_incomplete" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="06A_MSQ_20_LostTribute_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Please talk to Captain Leovix and do whatever is necessary to secure the tribute. \n\nWe can't afford another disaster right now.</string>
<string key="06_Windsward_Body_18_03_LoreNote" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="06_Windsward_Body_18_03_LoreNote" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">To the honorable and wise Lady Medea,\n\nI can certainly understand your displeasure with the town of Corinth for not delivering the seasonal Tribute on schedule, but I hope you will accept my apology and renewed commitment to honor our covenant. \n\nThe former Speaker of the Winds led Corinth with a forked tongue. He had forgotten our promise and the stories of how you have repaid personal betrayals in the past. \n\nFor that very reason, he has been removed from office, and I have been sworn in as the new Speaker. It is my solemn hope to resume the good relations our settlement once enjoyed with you.\n\nIn this cart you will find tribute in double the usual quantities, as recompense for late delivery.\n\nI hope you will please reconsider any actions you have taken against our town as punishment for our failure. I know that with your guidance we can return stronger and more fruitful than ever. \n\nYour humble servant,\nSaatvik Agrawal, Speaker of the Winds.</string>
<string key="NPC_DefaultDialogue_10_LeovixSilva" speaker="Leovix Silva" name="LeovixSilva" VO="NPC_DefaultDialogue_10_LeovixSilva" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Good thing you're here, comrade. You won't believe it, but my recruits just returned with confirmation that the new tribute has come under attack. \n\nI was about to go myself, but if you're willing, I’d prefer it were you.</string>
<string key="06_LeovixSilva_Caravan_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Of course, just tell me where to go."</string>
<string key="06_LeovixSilva_Caravan_response" speaker="Leovix Silva" name="LeovixSilva" VO="06_LeovixSilva_Caravan_response" VO_Status="Recorded" dialogue-prompt="@06_LeovixSilva_Caravan_prompt" rel_version="Quest_MSQ2_Revamp">The caravan came under attack at the Bulrush Wash river crossing. I'm told it's a full onslaught of Lost. \n\nRecover what you can, including the Speaker's letter to Medea. I'll prepare a new wagon. Strength be with you!</string>
<string key="NPC_DefaultDialogue_11_LeovixSilva" speaker="Leovix Silva" name="LeovixSilva" VO="NPC_DefaultDialogue_11_LeovixSilva" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Whatever it takes, we will save this town, goddamn it! \n\nIf we have to send tribute a hundred times, that's what we'll do.</string>
<string key="NPC_DefaultDialogue_03_Medea" speaker="Medea" name="Medea" VO="NPC_DefaultDialogue_03_Medea" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Behold the cost of breaking your covenant with the Sorceress Medea! \n\nOnce again I am shown that people cannot be trusted to keep their word!</string>
<string key="06_Medea_Tribute_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"But this is your tribute!"</string>
<string key="06_Medea_Tribute_response" speaker="Medea" name="Medea" VO="06_Medea_Tribute_response" VO_Status="Recorded" dialogue-prompt="@06_Medea_Tribute_prompt" rel_version="Quest_MSQ2_Revamp">Think you a wagon full of goods can appease me? When you have also defiled the shrines I crafted here? \n\nNo, Windsward must suffer far more before I relent.</string>
<string key="NPC_DefaultDialogue_04_Medea" speaker="Medea" name="Medea" VO="NPC_DefaultDialogue_02_Medea" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">What's done is done. I shall no longer stand idly by while my work is scorned, broken, disrupted. \n\nThey shall soon see the terrible glory of my craft!</string>
<string key="NPC_DefaultDialogue_15_NessaHarrower" speaker="Nessa Harrower" name="NessaHarrower" VO="NPC_DefaultDialogue_15_NessaHarrower" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I was headed out to the warren when I witnessed this. Just when we thought everything might start getting better. \n\nI had no idea Medea could command this sort of power.</string>
<string key="06A_MSQ_20_LostTribute_response" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_20_LostTribute_response" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Every time I have to see the terrible fate that's befallen my fellow Druids, I shudder at the horror. \n\nAfter all our work restoring the Verdant Gemstones, this is enough to make even me lose hope.</string>
<string key="06A_MSQ_21_DefeatBoss_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">The Path of Thorns</string>
<string key="06A_MSQ_21_DefeatBoss_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Infiltrate Thornhall, the most holy site of Windsward's druids, and find Medea. Convince her to give the region a second chance.</string>
<string key="06A_MSQ_21_DefeatBoss_goto_Thornhall" speaker="UI" rel_version="Quest_MSQ2_Revamp">Travel to {POITags} to confront Medea</string>
<string key="06A_MSQ_21_DefeatBoss_waveEvent" speaker="UI" rel_version="Quest_MSQ2_Revamp">Defeat Medea</string>
<string key="06A_MSQ_21_DefeatBoss_interact_jewel" speaker="UI" rel_version="Quest_MSQ2_Revamp">Replace the Verdant Gemstone</string>
<string key="NPC_DefaultDialogue_16_NessaHarrower" speaker="Nessa Harrower" name="NessaHarrower" VO="NPC_DefaultDialogue_16_NessaHarrower" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">This would suggest the famine was Medea's doing all along, but she's only resorted to such cruelty because of the Verdant Gemstones. \n\nMoira mentioned something about Medea's involvement in building the shrines.</string>
<string key="06A_MSQ_21_DefeatBoss_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"So she's mad about tribute and the shrines?"</string>
<string key="06A_MSQ_21_DefeatBoss_proposal" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_21_DefeatBoss_proposal" VO_Status="Recorded" dialogue-next="@06A_MSQ_21_DefeatBoss_proposal_next" rel_version="Quest_MSQ2_Revamp">Yes, and now she's the one preventing the land from healing. There is a fourth Verdant Gemstone within Thornhall, you see. \n\nShe has taken the warren for herself and removed the gemstone to ensure the curse cannot be lifted.</string>
<string key="06A_MSQ_21_DefeatBoss_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"We'll have to convince her."</string>
<string key="06A_MSQ_21_DefeatBoss_proposal_next" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_21_DefeatBoss_proposal_next" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_21_DefeatBoss_proposal_prompt" rel_version="Quest_MSQ2_Revamp">She may not listen to reason, but she must be confronted. My powers pale compared to hers, so I’d be of little help. \n\nBut if anyone can defeat a powerful sorceress like Medea, it will be you. My last hope goes with you.</string>
<string key="06A_MSQ_21_DefeatBoss_incomplete" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_21_DefeatBoss_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">You are beyond brave to challenge Medea. Her power is truly staggering.</string>
<string key="Medea_combat_line1" speaker="Medea" name="Medea" VO="Medea_combat_line1" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Foolish child, the blood of Helios courses through my veins!</string>
<string key="Medea_combat_line2" speaker="Medea" name="Medea" VO="Medea_combat_line2" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I built Windsward with my own hands! I can destroy it with a snap of my fingers!</string>
<string key="Medea_combat_line3" speaker="Medea" name="Medea" VO="Medea_combat_line3" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I'll have your blood for tribute!</string>
<string key="Medea_combat_line4" speaker="Medea" name="Medea" VO="Medea_combat_line4" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Enough! Your skill is… surprising. I am intrigued.</string>
<string key="06A_MSQ_21_DefeatBoss_response" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_21_DefeatBoss_response" VO_Status="Recorded" dialogue-next="@06A_MSQ_21_DefeatBoss_response_next" rel_version="Quest_MSQ2_Revamp">You'll have to forgive me. I've just spoken with the Sorceress Medea herself. I'm at a loss for words. \n\nI still can't believe that you defeated her, that this is happening.</string>
<string key="06A_MSQ_21_DefeatBoss_response_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"What did she say?"</string>
<string key="06A_MSQ_21_DefeatBoss_response_next" speaker="Nessa Harrower" name="NessaHarrower" VO="06A_MSQ_21_DefeatBoss_response_next" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_21_DefeatBoss_response_prompt" rel_version="Quest_MSQ2_Revamp">She said that you've proven the people here are worthy, and that she allowed you to restore the final Verdant Gemstone. \n\nI think she wishes to speak with you now. I need to find somewhere to sit down…</string>
<string key="NPC_DefaultDialogue_17_NessaHarrower" speaker="Nessa Harrower" name="NessaHarrower" VO="NPC_DefaultDialogue_17_NessaHarrower" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Just being near Medea, I could sense great and terrible magic. I must confess, I found it rather elating... \n\nBut you've made all of this possible. You've restored hope to all of Windsward. I'm quite impressed!</string>
<string key="06A_MSQ_22_TalkToSoulwarden_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">A Seed of Hope</string>
<string key="06A_MSQ_22_TalkToSoulwarden_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Travel north to Fisherman's Bend and talk with Yonas.</string>
<string key="06A_MSQ_22_TalkToSoulwarden_talk_Yonas" speaker="UI" rel_version="Quest_MSQ2_Revamp">Speak with Yonas</string>
<string key="NPC_DefaultDialogue_05_Medea" speaker="Medea" name="Medea" VO="NPC_DefaultDialogue_05_Medea" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Behold, the gifted warrior who bested me approaches. \n\nI am sorely tempted to test you once again.</string>
<string key="06A_MSQ_22_TalkToSoulwarden_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Is that really necessary?"</string>
<string key="06A_MSQ_22_TalkToSoulwarden_proposal" speaker="Medea" name="Medea" VO="06A_MSQ_22_TalkToSoulwarden_proposal" VO_Status="Recorded" dialogue-next="@06A_MSQ_22_TalkToSoulwarden_proposal_next" rel_version="Quest_MSQ2_Revamp">No, but it would be diverting. You possess a rare power not found among newcomers to Aeternum. \n\nAnother possesses this power, but I will not speak her name. She’s the Herald of Corruption, and far more dangerous than you.</string>
<string key="06A_MSQ_22_TalkToSoulwarden_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"I hear her voice in my head."</string>
<string key="06A_MSQ_22_TalkToSoulwarden_proposal_next" speaker="Medea" name="Medea" VO="06A_MSQ_22_TalkToSoulwarden_proposal_next" VO_Status="Recorded" dialogue-next="@06A_MSQ_22_TalkToSoulwarden_proposal_next2" dialogue-prompt="@06A_MSQ_22_TalkToSoulwarden_proposal_prompt" rel_version="Quest_MSQ2_Revamp">Then Corruption already has its hooks in you. They will be extremely difficult to remove. \n\nIt would be foolish for me to take a stand. I'll simply wait for this tempest to blow over.</string>
<string key="06A_MSQ_22_TalkToSoulwarden_proposal_prompt_next" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Is there anything I can do?"</string>
<string key="06A_MSQ_22_TalkToSoulwarden_proposal_next2" speaker="Medea" name="Medea" VO="06A_MSQ_22_TalkToSoulwarden_proposal_next2" VO_Status="Recorded" dialogue-prompt="@06A_MSQ_22_TalkToSoulwarden_proposal_prompt_next" rel_version="Quest_MSQ2_Revamp">There's an old man fishing the river not far from here. His simpleminded demeanor belies great wisdom. Seek him out if you would fight Corruption. \n\nAs for me, I will bid you farewell… for now.</string>
<string key="06A_MSQ_22_TalkToSoulwarden_incomplete" speaker="Medea" name="Medea" VO="06A_MSQ_22_TalkToSoulwarden_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">There is nothing more for either of us here. \n\nOur destinies lie elsewhere, but we may cross paths again.</string>
<string key="NPC_DefaultDialogue_12_LeovixSilva" speaker="Leovix Silva" name="LeovixSilva" VO="NPC_DefaultDialogue_12_LeovixSilva" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">After everything we've been through, I'm proud and honored to stand here today. \n\nIf the town of Corinth pulls through this, it's thanks to you, comrade!</string>
<string key="NPC_DefaultDialogue_18_NessaHarrower" speaker="Nessa Harrower" name="NessaHarrower" VO="NPC_DefaultDialogue_18_NessaHarrower" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">My hopes for the other Druids being restored were not realized. My next steps were uncertain. \n\nBut after serious contemplation, I've decided to seek out Medea. I wish to become her apprentice and learn her craft.</string>
<string key="06_NessaHarrower_Medea_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"That sounds dangerous."</string>
<string key="06_NessaHarrower_Medea_response" speaker="Nessa Harrower" name="NessaHarrower" VO="06_NessaHarrower_Medea_response" VO_Status="Recorded" dialogue-prompt="@06_NessaHarrower_Medea_prompt" rel_version="Quest_MSQ2_Revamp">The decision is not without its perils. But imagine how I could’ve helped Windsward if I had possessed Medea's gifts. \n\nThis power can be used for great good. I will devote my life to making it so. I dearly hope we meet again.</string>
<string key="NPC_DefaultDialogue_11_SaatvikAgrawal" speaker="Saatvik Agrawal" name="SaatvikAgrawal" VO="NPC_DefaultDialogue_11_SaatvikAgrawal" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">The town of Corinth is finally at peace, though I'm nervous to say that out loud. \n\nThere's a long road ahead, but we will be forever in your debt.</string>
<string key="06A_TS_01_GatherAndRefine_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Supply Run</string>
<string key="06A_TS_01_GatherAndRefine_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Craft tools, then gather and refine the materials requested by Taleas Serrano.</string>
<string key="06A_TS_01_GatherAndRefine_make_axe" speaker="UI" rel_version="Quest_MSQ2_Revamp">Craft a {itemName} to help chop down trees</string>
<string key="06A_TS_01_GatherAndRefine_equip_axe" speaker="UI" rel_version="Quest_MSQ2_Revamp">Equip a {itemName}</string>
<string key="06A_TS_01_GatherAndRefine_make_pickax" speaker="UI" rel_version="Quest_MSQ2_Revamp">Craft a {itemName} to help mine stone from boulders</string>
<string key="06A_TS_01_GatherAndRefine_equip_pickax" speaker="UI" rel_version="Quest_MSQ2_Revamp">Equip a {itemName}</string>
<string key="06A_TS_01_GatherAndRefine_haveItems_stoneT1" speaker="UI" rel_version="Quest_MSQ2_Revamp">Gather {itemName} by Mining Boulders</string>
<string key="06A_TS_01_GatherAndRefine_haveItems_rawhideT1" speaker="UI" rel_version="Quest_MSQ2_Revamp">Gather {itemName} by Skinning Boars and Wolves</string>
<string key="06A_TS_01_GatherAndRefine_haveItems_woodT1" speaker="UI" rel_version="Quest_MSQ2_Revamp">Gather {itemName} by Chopping Down Trees</string>
<string key="06A_TS_01_GatherAndRefine_useCarpentry" speaker="UI" rel_version="Quest_MSQ2_Revamp">Use the Woodshop</string>
<string key="06A_TS_01_GatherAndRefine_haveItems_timberT2" speaker="UI" rel_version="Quest_MSQ2_Revamp">Craft {itemName} at Woodshop</string>
<string key="06A_TS_01_GatherAndRefine_useMasonry" speaker="UI" rel_version="Quest_MSQ2_Revamp">Use the Stonecutting Table</string>
<string key="06A_TS_01_GatherAndRefine_haveItems_blockT2" speaker="UI" rel_version="Quest_MSQ2_Revamp">Craft {itemName} at Stonecutting Table</string>
<string key="06A_TS_01_GatherAndRefine_useTanning" speaker="UI" rel_version="Quest_MSQ2_Revamp">Use the Tannery</string>
<string key="06A_TS_01_GatherAndRefine_haveItems_leatherT2" speaker="UI" rel_version="Quest_MSQ2_Revamp">Craft {itemName} at Tannery</string>
<string key="NPC_DefaultDialogue_01_TalesaSerrano" speaker="Talesa Serrano" name="TalesaSerrano" VO="NPC_DefaultDialogue_01_TalesaSerrano" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Everyone needs goods, don't they? Sadly, we have none to spare. \n\nAnd it's not just food. Everyone eats, of course. But folks need timber, stone, and leather as well.</string>
<string key="06A_TS_01_GatherAndRefine_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"This famine is bad, isn't it?"</string>
<string key="06A_TS_01_GatherAndRefine_proposal" speaker="Talesa Serrano" name="TalesaSerrano" VO="06A_TS_01_GatherAndRefine_proposal" VO_Status="Recorded" dialogue-next="@06A_TS_01_GatherAndRefine_proposal_next" rel_version="Quest_MSQ2_Revamp">Tell that to the annual tribute. That last collection was a kick in the nethers. \n\nOur stores have shriveled up like apples in winter. And it's not exactly safe to go collect more, is it?</string>
<string key="06A_TS_01_GatherAndRefine_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"What do you need the most?"</string>
<string key="06A_TS_01_GatherAndRefine_proposal_next" speaker="Talesa Serrano" name="TalesaSerrano" VO="06A_TS_01_GatherAndRefine_proposal_next" VO_Status="Recorded" dialogue-prompt="@06A_TS_01_GatherAndRefine_proposal_prompt" rel_version="Quest_MSQ2_Revamp">Timber, cut stone, and leather. After all, folks need homes, clothes, and shoes. We have a little food left but could always use more. \n\nHonestly, anything you could bring back would help. Except dung. We got dung aplenty.</string>
<string key="06A_TS_01_GatherAndRefine_incomplete" speaker="Talesa Serrano" name="TalesaSerrano" VO="06A_TS_01_GatherAndRefine_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Our stores are as barren as a gravedigger's prospects. \n\nHell, I'd even take green wood or flint. Anything just so our stores aren't so damn empty.</string>
<string key="06A_TS_01_GatherAndRefine_response" speaker="Talesa Serrano" name="TalesaSerrano" VO="06A_TS_01_GatherAndRefine_response" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Hey, look at this! Something approaching an actual stockpile, I haven't seen that in months! \n\nKeep up the good work. We have other empty spots where goods should go.</string>
<string key="NPC_DefaultDialogue_02_TalesaSerrano" speaker="Talesa Serrano" name="TalesaSerrano" VO="NPC_DefaultDialogue_02_TalesaSerrano" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Thanks again, friend! We'll find a good use for everything you brought. \n\nWe can strengthen our walls against the Lost. Folks will have new shoes to run away from horrors. And the Speaker can finally get his escritoire!</string>
<string key="06A_TS_03_LearnTownBoard_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">A Town in Need</string>
<string key="06A_TS_03_LearnTownBoard_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Check the Corinth Town Board to discover more ways to help Corinth prosper</string>
<string key="06A_TS_03_LearnTownBoard_openBoard" speaker="UI" rel_version="Quest_MSQ2_Revamp">Open up the Town Board to find more ways to help Corinth!</string>
<string key="06A_TS_02_ForgeSword_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Fire Up the Forges!</string>
<string key="06A_TS_02_ForgeSword_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Craft an Iron Longsword at the Forge and bring it to Mason Zhang Haoyu in Corinth when you have completed your task.</string>
<string key="06A_TS_02_ForgeSword_gather_ore" speaker="UI" rel_version="Quest_MSQ2_Revamp">Open Heavy Satchel from inventory to gain Iron Ore</string>
<string key="06A_TS_02_ForgeSword_haveItems_ore" speaker="UI" rel_version="Quest_MSQ2_Revamp">Craft {itemName}s at the Smelter</string>
<string key="06A_TS_02_ForgeSword_haveItems_9IngotT2" speaker="UI" rel_version="Quest_MSQ2_Revamp">Craft {itemName}s at the Smelter</string>
<string key="06A_TS_02_ForgeSword_useSmelter" speaker="UI" rel_version="Quest_MSQ2_Revamp">Use the Smelter</string>
<string key="06A_TS_02_ForgeSword_useForge" speaker="UI" rel_version="Quest_MSQ2_Revamp">Use the Forge</string>
<string key="06A_TS_02_ForgeSword_craftRecipe" speaker="UI" rel_version="Quest_MSQ2_Revamp">Craft an Iron Longsword at the Forge</string>
<string key="NPC_DefaultDialogue_01_ZhangHaoyu" speaker="Zhang Haoyu" name="ZhangHaoyu" VO="NPC_DefaultDialogue_01_ZhangHaoyu" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">A new face? I haven't seen you around Corinth before. \n\nI suppose it falls to me to tell you about our current troubles. Wouldn't want you to go around uninformed.</string>
<string key="06A_TS_02_ForgeSword_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"About the tribute?"</string>
<string key="06A_TS_02_ForgeSword_proposal" speaker="Zhang Haoyu" name="ZhangHaoyu" VO="06A_TS_02_ForgeSword_proposal" VO_Status="Recorded" dialogue-next="@06A_TS_02_ForgeSword_proposal_next" rel_version="Quest_MSQ2_Revamp">There's trouble with the tribute? I hadn't heard that. I was talking about the Lost overrunning the farms. \n\nSomething happened out there. It's not safe to leave unless you know how to defend yourself.</string>
<string key="06A_TS_02_ForgeSword_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"I know how to fight."</string>
<string key="06A_TS_02_ForgeSword_proposal_next" speaker="Zhang Haoyu" name="ZhangHaoyu" VO="06A_TS_02_ForgeSword_proposal_next" VO_Status="Recorded" dialogue-prompt="@06A_TS_02_ForgeSword_proposal_prompt" rel_version="Quest_MSQ2_Revamp">A solid start. But you should also learn how to make weapons. No blade lasts forever. \n\nHere's some ore to get you started. Then, you should try to make an iron sword.</string>
<string key="06A_TS_02_ForgeSword_incomplete" speaker="Zhang Haoyu" name="ZhangHaoyu" VO="06A_TS_02_ForgeSword_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Open the satchel of ore I gave you, smelt it, then hammer out an iron sword. \n\nYou might need to find some timber first, but it should be simple enough.</string>
<string key="06A_TS_02_ForgeSword_response" speaker="Zhang Haoyu" name="ZhangHaoyu" VO="06A_TS_02_ForgeSword_response" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Now, let's see your handiwork… impressive. Quite impressive. Either you've done this before, or you've got a knack for it. \n\nWe could use someone like you in Corinth, should you decide to stay.</string>
<string key="NPC_DefaultDialogue_02_ZhangHaoyu" speaker="Zhang Haoyu" name="ZhangHaoyu" VO="NPC_DefaultDialogue_02_ZhangHaoyu" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">With the Lost prowling, it's not safe to head outside the settlement's walls without protection. \n\nSome youngsters have been demanding more weapons and armor to defend themselves, but… only a fool would arm anybody that green.</string>
<string key="06A_F_01_CollectJam_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Just Dessert</string>
<string key="06A_F_01_CollectJam_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Travel to Sweet Acre Farm to recover Kathrijn's Blueberry Compote and harvest Strawberries, Blueberries, Squash or Corn.</string>
<string key="06A_F_01_CollectJam_goto_farm" speaker="UI" rel_version="Quest_MSQ2_Revamp">Travel to {POITags} to collect sweet treats</string>
<string key="06A_F_01_CollectJam_haveItem_blueberryCompote" speaker="UI" rel_version="Quest_MSQ2_Revamp">Search chests for {itemName} at {POITags}</string>
<string key="06A_F_01_CollectJam_gather_fruit" speaker="UI" rel_version="Quest_MSQ2_Revamp">Gather Strawberries, Blueberries, Squash, or Corn</string>
<string key="NPC_DefaultDialogue_01_KathrijnJanssen" speaker="Kathrijn Janssen" name="KathrijnJanssen" VO="NPC_DefaultDialogue_01_KathrijnJanssen" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Things are pretty dire, aren't they? We've got Swarmancers, we've got Lost, and people are starting to lose hope. \n\nBut I've got a plan to get everyone's spirits back up! You know what everyone loves?</string>
<string key="06A_F_01_CollectJam_prompt" speaker="UI" name="Player" rel_version="Quest_MSQ2_Revamp">"Rest? Safety? A day at the beach?"</string>
<string key="06A_F_01_CollectJam_proposal" speaker="Kathrijn Janssen" name="KathrijnJanssen" VO="06A_F_01_CollectJam_proposal" VO_Status="Recorded" dialogue-next="@06A_F_01_CollectJam_proposal_next" rel_version="Quest_MSQ2_Revamp">No, dessert! Who could turn down some tasty treats? \n\nNo one, that's who! I have some ready and waiting back at the farm. I just can't get to them, it's too dangerous!</string>
<string key="06A_F_01_CollectJam_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"I'd brave it for sweets."</string>
<string key="06A_F_01_CollectJam_proposal_next" speaker="Kathrijn Janssen" name="KathrijnJanssen" VO="06A_F_01_CollectJam_proposal_next" VO_Status="Recorded" dialogue-prompt="@06A_F_01_CollectJam_proposal_prompt" rel_version="Quest_MSQ2_Revamp">Of course you--wait, you really would? A nasty abomination is roaming the fields, and there are so many Withered! \n\nI tried to go back once before, but I…just can't. I hate seeing my friends and family like that.</string>
<string key="06A_F_01_CollectJam_incomplete" speaker="Kathrijn Janssen" name="KathrijnJanssen" VO="06A_F_01_CollectJam_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Those strawberries are going to go bad if you don't get to them soon! \n\nAnd who could resist some homemade blueberry compote!</string>
<string key="06A_F_01_CollectJam_response" speaker="Kathrijn Janssen" name="KathrijnJanssen" VO="06A_F_01_CollectJam_response" VO_Status="Recorded" dialogue-next="@06A_F_01_CollectJam_response_next" rel_version="Quest_MSQ2_Revamp">You did it! You got the desserts! Oh, there will be a feast in Corinth tonight, I tell you! \n\nBut first, how about we try a little here?</string>
<string key="06A_F_01_CollectJam_response_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"What about dinner?"</string>
<string key="06A_F_01_CollectJam_response_next" speaker="Kathrijn Janssen" name="KathrijnJanssen" VO="06A_F_01_CollectJam_response_next" VO_Status="Recorded" dialogue-prompt="@06A_F_01_CollectJam_response_prompt" rel_version="Quest_MSQ2_Revamp">What about it? Who needs dinner when you have dessert? \n\nA little sweetness goes a long way in times like these.</string>
<string key="06A_F_02_RecoverSpices_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Pirates of Spice</string>
<string key="06A_F_02_RecoverSpices_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Travel to the area around Buccaneer Creek and Mother's Tears to locate the missing spices.</string>
<string key="06A_F_02_RecoverSpices_travel_partialcontainer" speaker="UI" rel_version="Quest_MSQ2_Revamp">Travel to Buccaneer Creek and Mother's Tears</string>
<string key="06A_F_02_RecoverSpices_gather_yellowSaffron" speaker="UI" rel_version="Quest_MSQ2_Revamp">Collect {itemName}</string>
<string key="06A_F_02_RecoverSpices_gather_redPepper" speaker="UI" rel_version="Quest_MSQ2_Revamp">Collect {itemName}</string>
<string key="06A_F_02_RecoverSpices_gather_greenCardamom" speaker="UI" rel_version="Quest_MSQ2_Revamp">Collect {itemName}</string>
<string key="06A_F_02_RecoverSpices_kill_pirates" speaker="UI" rel_version="Quest_MSQ2_Revamp">Defeat {targetName} Pirates</string>
<string key="NPC_DefaultDialogue_02_KathrijnJanssen" speaker="Kathrijn Janssen" name="KathrijnJanssen" VO="NPC_DefaultDialogue_02_KathrijnJanssen" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">It's not just dessert that will make the settlement feel better. \n\nAfter weeks of tough, dried meat that tastes like leather, everyone is sure to enjoy a meal full of robust flavor.</string>
<string key="06A_F_02_RecoverSpices_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Where will you find such a meal?"</string>
<string key="06A_F_02_RecoverSpices_proposal" speaker="Kathrijn Janssen" name="KathrijnJanssen" VO="06A_F_02_RecoverSpices_proposal" VO_Status="Recorded" dialogue-next="@06A_F_02_RecoverSpices_proposal_next" rel_version="Quest_MSQ2_Revamp">I'm going to help make it! But first, I need something those pirates stole from me. \n\nThey've taken bags of my best spices! Honestly, I can't blame them, my spices do smell delicious. At least those soulless brutes have good taste.</string>
<string key="06A_F_02_RecoverSpices_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Hah, good one."</string>
<string key="06A_F_02_RecoverSpices_proposal_next" speaker="Kathrijn Janssen" name="KathrijnJanssen" VO="06A_F_02_RecoverSpices_proposal_next" VO_Status="Recorded" dialogue-prompt="@06A_F_02_RecoverSpices_proposal_prompt" rel_version="Quest_MSQ2_Revamp">I have my moments. Last I saw, they were heading to Buccaneer Creek and Mother’s Tears. \n\nYou can't miss the spices. Even if you miss the vibrant colors, you just have to follow your nose!</string>
<string key="06A_F_02_RecoverSpices_incomplete" speaker="Kathrijn Janssen" name="KathrijnJanssen" VO="06A_F_02_RecoverSpices_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I need my saffron, pepper, and cardamom from the pirates at Mother’s Tears. \n\nWith them, we can make even the blandest rations taste like a feast.</string>
<string key="06A_F_02_RecoverSpices_response" speaker="Kathrijn Janssen" name="KathrijnJanssen" VO="06A_F_02_RecoverSpices_response" VO_Status="Recorded" dialogue-next="@06A_F_02_RecoverSpices_response_next" rel_version="Quest_MSQ2_Revamp">Sweet success! I can smell those spices from here! The fiery peppers, the rich scent of saffron, the warming aroma of cardamom. \n\nI'll have to save some for another batch of desserts.</string>
<string key="06A_F_02_RecoverSpices_response_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"What are you going to make?"</string>
<string key="06A_F_02_RecoverSpices_response_next" speaker="Kathrijn Janssen" name="KathrijnJanssen" VO="06A_F_02_RecoverSpices_response_next" VO_Status="Recorded" dialogue-prompt="@06A_F_02_RecoverSpices_response_prompt" rel_version="Quest_MSQ2_Revamp">I'd love a good, hearty stew. But for starters, I'll make sure our dried meat is well seasoned! \n\nThese spices will put an end to any complaints about more salted wolf, for sure!</string>
<string key="NPC_DefaultDialogue_03_KathrijnJanssen" speaker="Kathrijn Janssen" name="KathrijnJanssen" VO="NPC_DefaultDialogue_03_KathrijnJanssen" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">This island has all kinds of local plants just waiting to be used in cooking! Some of them are even edible. \n\nEdible doesn't necessarily mean delicious, though. I'll have to try them out for new recipes.</string>
<string key="06A_T_01_DefeatPumas_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Predator and Prey</string>
<string key="06A_T_01_DefeatPumas_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Complete Tsui Fen's task to collect meat and fur from the Puma population in Eldergate then return to Tsui Fen's camp.</string>
<string key="06A_T_01_DefeatPumas_goto_eldergate" speaker="UI" rel_version="Quest_MSQ2_Revamp">Travel to the Eldergate region to begin your hunt</string>
<string key="06A_T_01_DefeatPumas_haveItems_meat" speaker="UI" rel_version="Quest_MSQ2_Revamp">Hunt {targetName} for {itemName}</string>
<string key="06A_T_01_DefeatPumas_gather_fur" speaker="UI" rel_version="Quest_MSQ2_Revamp">Skin {targetName} for {itemName}</string>
<string key="NPC_DefaultDialogue_01_TsuiFen" speaker="Tsui Fen" name="TsuiFen" VO="NPC_DefaultDialogue_01_TsuiFen" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">The farms may be unproductive and overrun, but luckily, animals are still abundant. \n\nYou look tough enough to help hunt pumas. They provide good food for the settlement, and hides for the tanner's guild.</string>
<string key="06A_T_01_DefeatPumas_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"How many do you need?"</string>
<string key="06A_T_01_DefeatPumas_proposal" speaker="Tsui Fen" name="TsuiFen" VO="06A_B_01_DefeatPumas_proposal" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">You'd be surprised at how much meat I can get out of one puma! \n\nDon't slaughter indiscriminately, we need the local population to be healthy. Just a few will do.</string>
<string key="06A_T_01_DefeatPumas_incomplete" speaker="Tsui Fen" name="TsuiFen" VO="06A_B_01_DefeatPumas_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I have mixed feelings about hunting puma, to be frank. \n\nBut Corinth is starving, so I don't feel as bad, so long as the poor beasts don't suffer.</string>
<string key="06A_T_01_DefeatPumas_response" speaker="Tsui Fen" name="TsuiFen" VO="06A_B_01_DefeatPumas_response" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Wonderful! This will make a pleasant change from all the wolf meat we've been eating. \n\nA little variety is good for morale.</string>
<string key="06A_T_02_DefeatBear_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">The Bear of Scratchrock</string>
<string key="06A_T_02_DefeatBear_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Bring down the bear of Scratchrock Burrow. Report back to Tsui Fen when the task is complete.</string>
<string key="06A_T_02_DefeatBear_goto_eldergate" speaker="UI" rel_version="Quest_MSQ2_Revamp">Locate the remains of the bear's latest victim</string>
<string key="06A_T_02_DefeatBear_interact_clothTrailA" speaker="UI" rel_version="Quest_MSQ2_Revamp">Follow the trail of blood and cloth</string>
<string key="06A_T_02_DefeatBear_interact_clothTrailB" speaker="UI" rel_version="Quest_MSQ2_Revamp">Follow the trail of blood and cloth</string>
<string key="06A_T_02_DefeatBear_interact_clothTrailC" speaker="UI" rel_version="Quest_MSQ2_Revamp">Follow the trail of blood and cloth</string>
<string key="06A_T_02_DefeatBear_interact_clothTrailD" speaker="UI" rel_version="Quest_MSQ2_Revamp">Follow the trail of blood and cloth</string>
<string key="06A_T_02_DefeatBear_interact_clothTrailE" speaker="UI" rel_version="Quest_MSQ2_Revamp">Follow the trail of blood and cloth</string>
<string key="06A_T_02_DefeatBear_kill_bear" speaker="UI" rel_version="Quest_MSQ2_Revamp">Enter the Burrow and Defeat {targetName}</string>
<string key="NPC_DefaultDialogue_02_TsuiFen" speaker="Tsui Fen" name="TsuiFen" VO="NPC_DefaultDialogue_02_TsuiFen" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Oh dear, oh dear. There was another death - the kind that people rarely return from. \n\nGetting mauled by a bear is enough to make even the hardiest souls become Lost.</string>
<string key="06A_T_02_DefeatBear_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Who died?"</string>
<string key="06A_T_02_DefeatBear_proposal" speaker="Tsui Fen" name="TsuiFen" VO="06A_B_01_DefeatBear_proposal" VO_Status="Recorded" dialogue-next="@06A_T_02_DefeatBear_proposal_next" rel_version="Quest_MSQ2_Revamp">Another hunter, Albrekt. He was doing the same thing you were, trying to get more food for everyone. \n\nI imagine he got a bit too close to the bear den, but that's just speculation.</string>
<string key="06A_T_02_DefeatBear_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"You want me to hunt down the bear?"</string>
<string key="06A_T_02_DefeatBear_proposal_next" speaker="Tsui Fen" name="TsuiFen" VO="06A_B_01_DefeatBear_proposal_next" VO_Status="Recorded" dialogue-prompt="@06A_T_02_DefeatBear_proposal_prompt" rel_version="Quest_MSQ2_Revamp">You might want to bring a few friends. \n\nI don't know where the lair is, so you'll have to track the bear down. I guess that means looking for… for whatever remains of poor Albrekt. Try looking near the lake.</string>
<string key="06A_T_02_DefeatBear_incomplete" speaker="Tsui Fen" name="TsuiFen" VO="06A_B_01_DefeatBear_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">This bear is unnaturally savage. It has plenty of natural prey, so it shouldn't keep mauling passersby. \n\nPerhaps the endless cycle of death and rebirth has done something to it.</string>
<string key="06A_T_02_DefeatBear_response" speaker="Tsui Fen" name="TsuiFen" VO="06A_B_01_DefeatBear_response" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Taking down that bear was no small feat. It's such a relief to hunt in the area, knowing it will be a while before the bear comes back. \n\nThough I'm still going to avoid its den, and so should you. No sense tempting fate.</string>
<string key="NPC_DefaultDialogue_03_TsuiFen" speaker="Tsui Fen" name="TsuiFen" VO="NPC_DefaultDialogue_03_TsuiFen" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Thanks again for helping out. We've got more reliable food now, thanks to you, and camping near the lake has been safer. \n\nI just wish it hadn't been too late for Albrekt. I still haven't seen him return.</string>
<string key="06A_B_01_ReturnBrushes_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Brushed by Fate</string>
<string key="06A_B_01_ReturnBrushes_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Return Fude Hinode's set of brushes to her from where she left them at Eldergate.</string>
<string key="06A_B_01_ReturnBrushes_goto_settlement" speaker="UI" rel_version="Quest_MSQ2_Revamp">Take the Fine Brush Set to Corinth</string>
<string key="06A_B_01_ReturnBrushes_findHinode" speaker="UI" rel_version="Quest_MSQ2_Revamp">Find Fude Hinode at the Tavern</string>
<string key="NPC_DefaultDialogue_01_FancyBrushSet" speaker="Fancy Brush Set" name="FancyBrushSet" VO="NPC_DefaultDialogue_01_FancyBrushSet" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">A set of well maintained brushes rests here. Somone must have left them behind. \n\nThere seems to be some vellum with them.</string>
<string key="06A_B_01_ReturnBrushes_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Looks like there's a label on them."</string>
<string key="06A_B_01_ReturnBrushes_proposal" speaker="Fancy Brush Set" name="FancyBrushSet" VO="06A_B_01_ReturnBrushes_proposal" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">If found, please return to the tavern in Corinth - signed F. Hinode.</string>
<string key="06A_B_01_ReturnBrushes_incomplete" speaker="Fancy Brush Set" name="FancyBrushSet" VO="06A_B_01_ReturnBrushes_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">The brushes are unlikely to make it back to the settlement without your help.</string>
<string key="06A_B_01_ReturnBrushes_response" speaker="Fude Hinode" name="FudeHinode" VO="06A_B_01_ReturnBrushes_response" VO_Status="Recorded" dialogue-next="@06A_B_01_ReturnBrushes_response_next" rel_version="Quest_MSQ2_Revamp">My brushes! Thank you, thank you! I’ve painted so many places I forgot where I left them. \n\nI tried searching, but as soon as I got anywhere, inspiration would strike and I’d be painting with my second-best set of brushes.</string>
<string key="06A_B_01_ReturnBrushes_response_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Are those your easels out there?"</string>
<string key="06A_B_01_ReturnBrushes_response_next" speaker="Fude Hinode" name="FudeHinode" VO="06A_B_01_ReturnBrushes_response_next" VO_Status="Recorded" dialogue-prompt="@06A_B_01_ReturnBrushes_response_prompt" rel_version="Quest_MSQ2_Revamp">Not just mine. I'm part of a whole group of landscape painters on Aeternum. \n\nYou haven't lived until you've captured the clouds over the bay at sunset, or seen the sun peeking over the mountains at dawn.</string>
<string key="NPC_DefaultDialogue_01_FudeHinode" speaker="Fude Hinode" name="FudeHinode" VO="NPC_DefaultDialogue_01_FudeHinode" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">This is wonderful! With my favorite set of brushes back in hand, I can paint better landscapes! \n\nWhere should I go next? North to Everfall for all that glorious foliage, or south to First Light and those impressive ruins?</string>
<string key="06A_G_01_DefeatPirates_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Shot Across the Bow</string>
<string key="06A_G_01_DefeatPirates_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Sabotage cannons and light striped powderkegs on fire at the pirate stronghold. Defeat Shamgar then return to Michael Lewis.</string>
<string key="06A_G_01_DefeatPirates_goto_prideOfPucket" speaker="UI" rel_version="Quest_MSQ2_Revamp">Travel to {POITags} to thwart the pirates</string>
<string key="06A_G_01_DefeatPirates_interact_sabotageCannon" speaker="UI" rel_version="Quest_MSQ2_Revamp">Sabotage cannons throughout {POITags}</string>
<string key="06A_G_01_DefeatPirates_interact_stripedPowderkeg" speaker="UI" rel_version="Quest_MSQ2_Revamp">Set fire to the Striped Powderkegs throughout {POITags}</string>
<string key="06A_G_01_DefeatPirates_goto_heckerHaven" speaker="UI" rel_version="Quest_MSQ2_Revamp">Travel to {POITags} to thwart the pirates</string>
<string key="06A_G_01_DefeatPirates_kill_Shamgar" speaker="UI" rel_version="Quest_MSQ2_Revamp">Defeat {targetName}</string>
<string key="NPC_DefaultDialogue_03_MichaelLewis" speaker="Michael Lewis" name="MichaelLewis" VO="NPC_DefaultDialogue_03_MichaelLewis" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I won't just watch Windsward go to hell. The Swarmancers, the Withered, the pirates… it's a damned mess, and we have to start somewhere. \n\nHeard Francis was working with the pirates? Well, I know how to stop that.</string>
<string key="06A_G_01_DefeatPirates_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"What's your idea?"</string>
<string key="06A_G_01_DefeatPirates_proposal" speaker="Michael Lewis" name="MichaelLewis" VO="06A_G_01_DefeatPirates_proposal" VO_Status="Recorded" dialogue-next="@06A_G_01_DefeatPirates_proposal_next" rel_version="Quest_MSQ2_Revamp">You know how the Swarmancers destroyed the farm? Ruined the windmills? Made it hard to get anything done? \n\nWell, I plan on returning the favor to the pirates.</string>
<string key="06A_G_01_DefeatPirates_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"The pirates will be well-defended."</string>
<string key="06A_G_01_DefeatPirates_proposal_next" speaker="Michael Lewis" name="MichaelLewis" VO="06A_G_01_DefeatPirates_proposal_next" VO_Status="Needs Recording" dialogue-prompt="@06A_G_01_DefeatPirates_proposal_prompt" rel_version="Quest_MSQ2_Revamp">Already thought of that. We start by destroying the cannons. Those stockpiled powderkegs are just asking for a stray spark. \n\nAnd there's a backstabbing little brigand who leads their raids. Bloody her nose, and they'll have a hard time retaliating.</string>
<string key="06A_G_01_DefeatPirates_incomplete" speaker="Michael Lewis" name="MichaelLewis" VO="06A_G_01_DefeatPirates_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Damn pirates, think they can go around raiding decent folk with impunity. Let's see how they like having their homes raided. \n\nLet's see how they like shivering in constant fear.</string>
<string key="06A_G_01_DefeatPirates_response" speaker="Michael Lewis" name="MichaelLewis" VO="06A_G_01_DefeatPirates_response" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">That'll teach them! I could see those explosions from here! \n\nWith any luck, that will bring us a spell of peace from the pirates.</string>
<string key="NPC_DefaultDialogue_04_MichaelLewis" speaker="Michael Lewis" name="MichaelLewis" VO="NPC_DefaultDialogue_04_MichaelLewis" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">My farm's lost, but it wasn't all for naught. \n\nI'm going to keep those pirates nice and bottled up in their little hideaway.</string>
<string key="06A_W_01_GetPatterns_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Warp and Weft</string>
<string key="06A_W_01_GetPatterns_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Collect Loom Patterns and Fabric Samples from Sirius and Stoneview Seabreak.</string>
<string key="06A_W_01_GetPatterns_goto_Sirius" speaker="UI" rel_version="Quest_MSQ2_Revamp">Travel to {POITags} to collect Loom Patterns</string>
<string key="06A_W_01_GetPatterns_haveItems_patterns" speaker="UI" rel_version="Quest_MSQ2_Revamp">Collect {itemName} from {targetName} enemies</string>
<string key="06A_W_01_GetPatterns_goto_Stoneview" speaker="UI" rel_version="Quest_MSQ2_Revamp">Travel to {POITags} to collect Fabric Samples</string>
<string key="06A_W_01_GetPatterns_haveItems_fabric" speaker="UI" rel_version="Quest_MSQ2_Revamp">Collect {itemName} from {targetName} enemies</string>
<string key="NPC_DefaultDialogue_01_LionelDeLaRue" speaker="Lionel De La Rue" name="LionelDeLaRue" VO="NPC_DefaultDialogue_01_LionelDeLaRue" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I know you're aware of our supply shortages here in Windsward. I've even heard you helped restock our food and wood stores, and for that you have my profound thanks. \n\nBut we are running dangerously low on clothing.</string>
<string key="06A_W_01_GetPatterns_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"What about crafting more?"</string>
<string key="06A_W_01_GetPatterns_proposal" speaker="Lionel De La Rue" name="LionelDeLaRue" VO="06A_W_01_GetPatterns_proposal" VO_Status="Recorded" dialogue-next="@06A_W_01_GetPatterns_proposal_next" rel_version="Quest_MSQ2_Revamp">Crafting takes time, and my method would be a bit faster. \n\nI propose we go in and steal the pants off of those ancient guardians. Well, perhaps not exactly pants, as they don't seem to wear pants, but you get the idea.</string>
<string key="06A_W_01_GetPatterns_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Anything else you need?"</string>
<string key="06A_W_01_GetPatterns_proposal_next" speaker="Lionel De La Rue" name="LionelDeLaRue" VO="06A_W_01_GetPatterns_proposal_next" VO_Status="Recorded" dialogue-prompt="@06A_W_01_GetPatterns_proposal_prompt" rel_version="Quest_MSQ2_Revamp">Since you asked, any loom patterns you find will help immensely! \n\nI'll be able to get our production up and running with the new patterns without having to come up with the designs myself. That will save so much time!</string>
<string key="06A_W_01_GetPatterns_incomplete" speaker="Lionel De La Rue" name="LionelDeLaRue" VO="06A_W_01_GetPatterns_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Every second you stay here is another thread frayed, another shirt torn, another cloth dirtied. \n\nWe simply cannot go on without new fabric and loom patterns.</string>
<string key="06A_W_01_GetPatterns_response" speaker="Lionel De La Rue" name="LionelDeLaRue" VO="06A_W_01_GetPatterns_response" VO_Status="Recorded" dialogue-next="@06A_W_01_GetPatterns_response_next" rel_version="Quest_MSQ2_Revamp">My thanks! How utterly divine! Look at this cloth! It has withstood the centuries and yet looks freshly made. \n\nIf only I knew the secrets of those ancient dyes… Such vibrant colors, they’re even more impressive up close!</string>
<string key="06A_W_01_GetPatterns_response_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Do you need dyes?"</string>
<string key="06A_W_01_GetPatterns_response_next" speaker="Lionel De La Rue" name="LionelDeLaRue" VO="06A_W_01_GetPatterns_response_next" VO_Status="Recorded" dialogue-prompt="@06A_W_01_GetPatterns_response_prompt" rel_version="Quest_MSQ2_Revamp">Oh you are a dear, but not yet. First I need to get these to the people of Corinth. \n\nOnce the settlement is reclothed, then perhaps then I'll have time to pursue my studies into ancient dyes.</string>
<string key="NPC_DefaultDialogue_02_LionelDeLaRue" speaker="Lionel De La Rue" name="LionelDeLaRue" VO="NPC_DefaultDialogue_02_LionelDeLaRue" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">The Ancients had such wonderful garments, such fantastic cloth, such marvelous dyes. \n\nMy dream is to recreate those stunning fashions and make them into modern sensations.</string>
<string key="06A_P_01_RecoverTools_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Towering Tools</string>
<string key="06A_P_01_RecoverTools_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Collect any remaining tools of the Ancients from Fallswatch Overlook and Mirador, then return to Antiquarian Pajitnova in Windsward.</string>
<string key="06A_P_01_RecoverTools_goto_fallswatch" speaker="UI" rel_version="Quest_MSQ2_Revamp">Investigate {POITags} for any remaining tools of the Ancients</string>
<string key="06A_P_01_RecoverTools_gather_energizedSphere" speaker="UI" rel_version="Quest_MSQ2_Revamp">Collect {itemName}</string>
<string key="06A_P_01_RecoverTools_goto_mirador" speaker="UI" rel_version="Quest_MSQ2_Revamp">Investigate {POITags} for any remaining tools of the Ancients</string>
<string key="06A_P_01_RecoverTools_gather_ancientOrb" speaker="UI" rel_version="Quest_MSQ2_Revamp">Collect {itemName}</string>
<string key="NPC_DefaultDialogue_01_YelenaPajitnova" speaker="Yelena Pajitnova" name="YelenaPajitnova" VO="0611_01_Stranger_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Oh dear, you spooked me! Needless to say, I'm a little nervous wandering around out here on my own. \n\nI must complete my collection, however, whatever risk it requires.</string>
<string key="06A_P_01_RecoverTools_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"What collection?"</string>
<string key="06A_P_01_RecoverTools_proposal" speaker="Yelena Pajitnova" name="YelenaPajitnova" VO="Stranger_0611_0101_ancientobservations_ProposalResponse" VO_Status="Recorded" dialogue-next="@06A_P_01_RecoverTools_proposal_next" rel_version="Quest_MSQ2_Revamp">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="06A_P_01_RecoverTools_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"I can help if you like."</string>
<string key="06A_P_01_RecoverTools_proposal_next" speaker="Yelena Pajitnova" name="YelenaPajitnova" VO="06A_P_01_RecoverTools_proposal_next" VO_Status="Needs Re-recording" dialogue-prompt="@06A_P_01_RecoverTools_proposal_prompt" rel_version="Quest_MSQ2_Revamp">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 sites. Oh, and thank you in advance!</string>
<string key="06A_P_01_RecoverTools_incomplete" speaker="Yelena Pajitnova" name="YelenaPajitnova" VO="Stranger_0611_0101_ancientobservations_InProgResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">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="06A_P_01_RecoverTools_response" speaker="Yelena Pajitnova" name="YelenaPajitnova" VO="Stranger_0611_0101_ancientobservations_AvailResponse" VO_Status="Recorded" dialogue-next="@NPC_DefaultDialogue_02_YelenaPajitnova" rel_version="Quest_MSQ2_Revamp">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="06A_P_01_RecoverTools_response_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Any idea what methods they used?"</string>
<string key="NPC_DefaultDialogue_02_YelenaPajitnova" speaker="Yelena Pajitnova" name="YelenaPajitnova" VO="0611_03_Stranger_Default" VO_Status="Recorded" dialogue-prompt="@06A_P_01_RecoverTools_response_prompt" rel_version="Quest_MSQ2_Revamp">The items you helped add to my collection suggest multiple possibilities for the Ancients' construction methods. \n\nDo return some time and we shall explore these matters further.</string>
<string key="06A_P_02_DefeatKisare_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Taken to Task</string>
<string key="06A_P_02_DefeatKisare_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Defeat Kisare the Taskmaster to acquire the Taskmaster's Heart. Then report back to Antiquarian Pajitnova in Windsward.</string>
<string key="06A_P_02_DefeatKisare_goto_temple" speaker="UI" rel_version="Quest_MSQ2_Revamp">Travel to {POITags} to locate the Taskmaster's Heart</string>
<string key="06A_P_02_DefeatKisare_kill_ancients" speaker="UI" rel_version="Quest_MSQ2_Revamp">Defeat {targetName} Guardians</string>
<string key="06A_P_02_DefeatKisare_haveItem_heart" speaker="UI" rel_version="Quest_MSQ2_Revamp">Defeat {targetName} and collect {itemName}</string>
<string key="NPC_DefaultDialogue_03_YelenaPajitnova" speaker="Yelena Pajitnova" name="YelenaPajitnova" VO="0611_02_Stranger_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">It's clear they were capable of harnessing some type of energy to aid in their construction. \n\nBut I believe there was some labor involved as well.</string>
<string key="06A_P_02_DefeatKisare_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"What kind of labor?"</string>
<string key="06A_P_02_DefeatKisare_proposal" speaker="Yelena Pajitnova" name="YelenaPajitnova" VO="Stranger_0602_0501_takentotask_ProposalResponse" VO_Status="Recorded" dialogue-next="@06A_P_02_DefeatKisare_proposal_next" rel_version="Quest_MSQ2_Revamp">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="06A_P_02_DefeatKisare_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Who did the work?"</string>
<string key="06A_P_02_DefeatKisare_proposal_next" speaker="Yelena Pajitnova" name="YelenaPajitnova" VO="Stranger_0602_0501_takentotask_CompleteNext" VO_Status="Recorded" dialogue-prompt="@06A_P_02_DefeatKisare_proposal_prompt" rel_version="Quest_MSQ2_Revamp">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="06A_P_02_DefeatKisare_incomplete" speaker="Yelena Pajitnova" name="YelenaPajitnova" VO="Stranger_0602_0501_takentotask_InProgResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Whatever elements you can recover from the corpse of the Taskmaster would be of greatest interest to me.</string>
<string key="06A_P_02_DefeatKisare_response" speaker="Yelena Pajitnova" name="YelenaPajitnova" VO="Stranger_0602_0501_takentotask_AvailResponse" VO_Status="Needs Re-recording" rel_version="Quest_MSQ2_Revamp">Did you defeat the Taskmaster? Amazing! Let me see what you found… \n\nYes, the very heart of this being, clearly not just flesh and blood, but was he once human? This is the perfect addition to my collection! Thank you!</string>
<string key="06A_P_03_RecoverEyepiece_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Seeing Clearly (Expedition)</string>
<string key="06A_P_03_RecoverEyepiece_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Collect the Antiquarian's Eyepiece from Simon Grey in Amrine Excavation for Antiquarian Pajitnova in Windsward.</string>
<string key="06A_P_03_RecoverEyepiece_enterDungeon" speaker="UI" rel_version="Quest_MSQ2_Revamp">Venture Into {POITags}</string>
<string key="06A_P_03_RecoverEyepiece_kill_Simon" speaker="UI" rel_version="Quest_MSQ2_Revamp">Defeat {targetName}</string>
<string key="06A_P_03_RecoverEyepiece_haveItem_Eyepiece" speaker="UI" rel_version="Quest_MSQ2_Revamp">Collect {itemName}</string>
<string key="NPC_DefaultDialogue_04_YelenaPajitnova" speaker="Yelena Pajitnova" name="YelenaPajitnova" VO="0611_04_Stranger_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Well now, I'm almost starting to think of you as an old friend. \n\nDon't go disappearing on me, now. I'm still mourning the loss of my best friend and former colleague.</string>
<string key="06A_P_03_RecoverEyepiece_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Who are you talking about?"</string>
<string key="06A_P_03_RecoverEyepiece_proposal" speaker="Yelena Pajitnova" name="YelenaPajitnova" VO="Stranger_0611_0102_SeeingClearly_ProposalResponse" VO_Status="Recorded" dialogue-next="@06A_P_03_RecoverEyepiece_proposal_next" rel_version="Quest_MSQ2_Revamp">Simon. Simon Grey, one of the most brilliant researchers on Aeternum. \n\nHe disappeared some time ago in the Amrine Excavation. It's sad for many reasons. Especially for the loss of his equipment.</string>
<string key="06A_P_03_RecoverEyepiece_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"His equipment?"</string>
<string key="06A_P_03_RecoverEyepiece_proposal_next" speaker="Yelena Pajitnova" name="YelenaPajitnova" VO="Stranger_0611_0102_SeeingClearly_CompleteNext" VO_Status="Recorded" dialogue-prompt="@06A_P_03_RecoverEyepiece_proposal_prompt" rel_version="Quest_MSQ2_Revamp">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="06A_P_03_RecoverEyepiece_incomplete" speaker="Yelena Pajitnova" name="YelenaPajitnova" VO="Stranger_0611_0102_SeeingClearly_InProgResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">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="06A_P_03_RecoverEyepiece_response" speaker="Yelena Pajitnova" name="YelenaPajitnova" VO="Stranger_0611_0102_SeeingClearly_AvailResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">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="NPC_DefaultDialogue_05_YelenaPajitnova" speaker="Yelena Pajitnova" name="YelenaPajitnova" VO="0611_05_Stranger_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">The Eyepiece is even more useful than I remembered. \n\nThank you for retrieving it.</string>
<string key="06A_IR_01_FindCreed_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Seeds of Steel</string>
<string key="06A_IR_01_FindCreed_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Find and read the creed of the Iron Rose.</string>
<string key="NPC_DefaultDialogue_01_RoyaHakimi" speaker="Roya Hakimi" name="RoyaHakimi" VO="NPC_DefaultDialogue_01_RoyaHakimi" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Commander Merrill dives under the minotaur's blade, dodges left, weaves right, and plunges his sword into the heart of the beast! \n\nOh, sorry. I didn't notice someone was near. I was… training.</string>
<string key="06A_IR_01_FindCreed_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Training for what?"</string>
<string key="06A_IR_01_FindCreed_proposal" speaker="Roya Hakimi" name="RoyaHakimi" VO="06A_IR_01_FindCreed_proposal" VO_Status="Recorded" dialogue-next="@06A_IR_01_FindCreed_proposal_next" rel_version="Quest_MSQ2_Revamp">To join the Iron Rose Company. Stalwart bastions of valor they are. I don't have a copy of the creed. \n\nYou look like a hardy adventurer. Could you swing by their camp and borrow a copy for me?</string>
<string key="06A_IR_01_FindCreed_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"I'd be happy to."</string>
<string key="06A_IR_01_FindCreed_proposal_next" speaker="Roya Hakimi" name="RoyaHakimi" VO="06A_IR_01_FindCreed_proposal_next" VO_Status="Recorded" dialogue-prompt="@06A_IR_01_FindCreed_proposal_prompt" rel_version="Quest_MSQ2_Revamp">Thank you! I've seen it posted near their encampments. May be multiple pages. \n\nI know I'll have to meditate and learn discipline, but that's difficult without instruction.</string>
<string key="06A_IR_01_FindCreed_incomplete" speaker="Roya Hakimi" name="RoyaHakimi" VO="06A_IR_01_FindCreed_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I know all the Iron Rose mercenaries. Commander Merrill, Captain Leovix Silva, Cotheran the Red, Gideon Sturm! \n\nSomeone should make small, carven images of them. People could display them on their mantles or windows.</string>
<string key="06A_IR_01_FindCreed_response" speaker="Roya Hakimi" name="RoyaHakimi" VO="06A_IR_01_FindCreed_response" VO_Status="Recorded" dialogue-next="@06A_IR_01_FindCreed_response_next" rel_version="Quest_MSQ2_Revamp">You're back! I had heard that many of them became Lost. I was worried about you.</string>
<string key="06A_IR_01_FindCreed_response_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"I found the creed for you."</string>
<string key="06A_IR_01_FindCreed_response_next" speaker="Roya Hakimi" name="RoyaHakimi" VO="06A_IR_01_FindCreed_response_next" VO_Status="Recorded" dialogue-prompt="@06A_IR_01_FindCreed_response_prompt" rel_version="Quest_MSQ2_Revamp">Thank you so much! I'll study this and memorize it. Someone has to carry on their legacy. \n\nI'll make myself worthy of the name. With study and dedication, one day I'll be worthy.</string>
<string key="06A_IR_01_FindCreed_GoTo" speaker="UI" rel_version="Quest_MSQ2_Revamp">Venture to {POITags} and find the creed</string>
<string key="06A_IR_01_FindCreed_ReadLore" speaker="UI" rel_version="Quest_MSQ2_Revamp">Collect "The Iron Creed"</string>
<string key="06A_IR_02_GetSword_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">A Garden of Iron</string>
<string key="06A_IR_02_GetSword_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Obtain an Iron Rose Sword for Roya.</string>
<string key="NPC_DefaultDialogue_02_RoyaHakimi" speaker="Roya Hakimi" name="RoyaHakimi" VO="NPC_DefaultDialogue_02_RoyaHakimi" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">The creed says valor is a beacon to those who've lost hope. \n\nLet your blade shine a light in the dark….</string>
<string key="06A_IR_02_GetSword_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Words to live by."</string>
<string key="06A_IR_02_GetSword_proposal" speaker="Roya Hakimi" name="RoyaHakimi" VO="06A_IR_02_GetSword_proposal" VO_Status="Recorded" dialogue-next="@06A_IR_02_GetSword_proposal_next" rel_version="Quest_MSQ2_Revamp">I agree. Problem is, I don't have a sword. And Iron Rose soldiers ought to have an Iron Rose blade. \n\nThey are very specific weapons. Can't be crafted by just any old smith.</string>
<string key="06A_IR_02_GetSword_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"I could get you one."</string>
<string key="06A_IR_02_GetSword_proposal_next" speaker="Roya Hakimi" name="RoyaHakimi" VO="06A_IR_02_GetSword_proposal_next" VO_Status="Recorded" dialogue-prompt="@06A_IR_02_GetSword_proposal_prompt" rel_version="Quest_MSQ2_Revamp">That'd be marvelous! I've hit enough sticks against tree trunks, I swear the forest is starting to glare at me.</string>
<string key="06A_IR_02_GetSword_incomplete" speaker="Roya Hakimi" name="RoyaHakimi" VO="06A_IR_02_GetSword_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I hear Iron Rose swords are weighted differently than most. \n\nTheir center of gravity is oddly located, increasing thrusting power.</string>
<string key="06A_IR_02_GetSword_response" speaker="Roya Hakimi" name="RoyaHakimi" VO="06A_IR_02_GetSword_response" VO_Status="Recorded" dialogue-next="@06A_IR_02_GetSword_response_next" rel_version="Quest_MSQ2_Revamp">A warrior is no more noble or sharp than the iron of the blade he carries. \n\nNo more graceful than the way he treats others.</string>
<string key="06A_IR_02_GetSword_response_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"I have your sword."</string>
<string key="06A_IR_02_GetSword_response_next" speaker="Roya Hakimi" name="RoyaHakimi" VO="06A_IR_02_GetSword_response_next" VO_Status="Recorded" dialogue-prompt="@06A_IR_02_GetSword_response_prompt" rel_version="Quest_MSQ2_Revamp">Oh thank you, thank you! You truly are a friend. \n\nI'll be able to practice properly now. Trees beware!</string>
<string key="06A_IR_02_GetSword_GoTo" speaker="UI" rel_version="Quest_MSQ2_Revamp">Visit {POITags} to find a sword for Roya</string>
<string key="06A_IR_02_GetSword_Defeat" speaker="UI" rel_version="Quest_MSQ2_Revamp">Defeat {targetName}</string>
<string key="06A_IR_02_GetSword_HaveItem" speaker="UI" rel_version="Quest_MSQ2_Revamp">Recover Iron Rose Sword from Weapon Rack</string>
<string key="NPC_DefaultDialogue_RoyaHakimi_PostSword" speaker="Roya Hakimi" name="RoyaHakimi" VO="06A_IR_02_GetSword_response_next" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Oh thank you, thank you! You truly are a friend. \n\nI'll be able to practice properly now. Trees beware!</string>
<string key="06A_IR_03_DeliverLetter_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">By Any Other Name</string>
<string key="06A_IR_03_DeliverLetter_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Deliver Roya's application to the missing mercenary.</string>
<string key="NPC_DefaultDialogue_03_RoyaHakimi" speaker="Roya Hakimi" name="RoyaHakimi" VO="NPC_DefaultDialogue_03_RoyaHakimi" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">It's all been for nothing. All my training. My research into the Iron Rose... \n\nThere's no chance of me becoming one of their ranks now.</string>
<string key="06A_IR_03_DeliverLetter_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"What's gone wrong?"</string>
<string key="06A_IR_03_DeliverLetter_proposal" speaker="Roya Hakimi" name="RoyaHakimi" VO="06A_IR_03_DeliverLetter_proposal" VO_Status="Recorded" dialogue-next="@06A_IR_03_DeliverLetter_proposal_next" rel_version="Quest_MSQ2_Revamp">I wrote an application letter and took it to Captain Silva. But he's head of the townsguard now. \n\nHe doesn't want anything to do with the Iron Rose.</string>
<string key="06A_IR_03_DeliverLetter_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"There must be other survivors."</string>
<string key="06A_IR_03_DeliverLetter_proposal_next" speaker="Roya Hakimi" name="RoyaHakimi" VO="06A_IR_03_DeliverLetter_proposal_next" VO_Status="Recorded" dialogue-next="@06A_IR_03_DeliverLetter_proposal_next2" dialogue-prompt="@06A_IR_03_DeliverLetter_proposal_prompt" rel_version="Quest_MSQ2_Revamp">I heard a rumor of a man wandering out east wearing their colors. But who knows where he is or if he'll listen. \n\nIt's time I face reality and sought a real trade. I could become a baker, I suppose. Pies are delicious.</string>
<string key="06A_IR_03_DeliverLetter_proposal_prompt2" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"I'll find him. Give me your letter."</string>
<string key="06A_IR_03_DeliverLetter_proposal_next2" speaker="Roya Hakimi" name="RoyaHakimi" VO="06A_IR_03_DeliverLetter_proposal_next2" VO_Status="Recorded" dialogue-prompt="@06A_IR_03_DeliverLetter_proposal_prompt2" rel_version="Quest_MSQ2_Revamp">I doubt he is even alive anymore. Likely he's Lost like the others. \n\nBut if you want to try, I won't stop you. Here, take it.</string>
<string key="06A_IR_03_DeliverLetter_incomplete" speaker="Roya Hakimi" name="RoyaHakimi" VO="06A_IR_03_DeliverLetter_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Thank you for all you have done for me. Perhaps it's time I embrace the path of all great bakers like… uh… I can't think of any to be honest with you.</string>
<string key="06A_IR_03_DeliverLetter_TalkTo" speaker="UI - Journal" rel_version="Quest_MSQ2_Revamp">Deliver the letter to {destinationName}</string>
<string key="NPC_DefaultDialogue_04_RoyaHakimi" speaker="Roya Hakimi" name="RoyaHakimi" VO="NPC_DefaultDialogue_04_RoyaHakimi" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Thank you for delivering my letter to Gideon. He told me he will consider my application. \n\nHis response seemed promising. In the meanwhile I'll continue practicing the stances.</string>
<string key="06A_IR_03_DeliverLetter_response" speaker="Gideon Sturm" name="GideonStormsbane" VO="06A_IR_03_DeliverLetter_response" VO_Status="Recorded" dialogue-next="@06A_IR_03_DeliverLetter_response_next" rel_version="Quest_MSQ2_Revamp">Darkness. Death. A baleful curse. That's all that is left of our order. Company of Lies and Ashes is more like it. \n\nI dreamt of defending the countryside with my comrades in arms. But they've all fallen now…</string>
<string key="06A_IR_03_DeliverLetter_response_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Valor is a beacon"</string>
<string key="06A_IR_03_DeliverLetter_response_next" speaker="Gideon Sturm" name="GideonStormsbane" VO="06A_IR_03_DeliverLetter_response_next" VO_Status="Recorded" dialogue-next="@06A_IR_03_DeliverLetter_response_next_2" dialogue-prompt="@06A_IR_03_DeliverLetter_response_prompt" rel_version="Quest_MSQ2_Revamp">Those words! That's our creed. How do you know those words?</string>
<string key="06A_IR_03_DeliverLetter_response_prompt_2" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"You are not alone. I have a letter from a would be recruit."</string>
<string key="06A_IR_03_DeliverLetter_response_next_2" speaker="Gideon Sturm" name="GideonStormsbane" VO="06A_IR_03_DeliverLetter_response_next_2" VO_Status="Recorded" dialogue-prompt="@06A_IR_03_DeliverLetter_response_prompt_2" rel_version="Quest_MSQ2_Revamp">An application to join the order… She's been training, and she speaks with discipline. There may be hope for the Iron Rose yet. \n\nI will take her on as my page. Teach her our ways. Thank you, my friend!</string>
<string key="NPC_DefaultDialogue_04_GideonStormsbane" speaker="Gideon Sturm" name="GideonStormsbane" VO="NPC_DefaultDialogue_04_GideonStormsbane" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">When I joined the Iron Rose, I swore to bring beauty and peace to the land with the aid of my sword. \n\nYou have restored that hope in me. I am eternally grateful for your service.</string>
<string key="06A_S_01_FindArcheologists_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">This Mortal Sphere</string>
<string key="06A_S_01_FindArcheologists_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">A group of archeologists have gone missing near an ancient tomb. Follow their trail and discover what has happened then report back to Elric Chapman.</string>
<string key="NPC_DefaultDialogue_01_ElricChapman" speaker="Elric Chapman" name="ElricChapman" VO="NPC_DefaultDialogue_01_ElricChapman" VO_Status="Needs Re-recording" rel_version="Quest_MSQ2_Revamp">What is in the spheres? A weapon? A treasure? Something more sinister? \n\nThe excavation crew should have found out by now. Where have they gone?</string>
<string key="06A_S_01_FindArcheologists_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"What spheres?"</string>
<string key="06A_S_01_FindArcheologists_proposal" speaker="Elric Chapman" name="ElricChapman" VO="06A_S_01_FindArcheologists_proposal" VO_Status="Recorded" dialogue-next="@06A_S_01_FindArcheologists_proposal_next" rel_version="Quest_MSQ2_Revamp">Pardon me, I was mostly thinking aloud. Just north of here there's an ancient tomb with strange spheres around it. \n\nWe sent a team of antiquarians to investigate but they have yet to return.</string>
<string key="06A_S_01_FindArcheologists_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"I can go find them for you."</string>
<string key="06A_S_01_FindArcheologists_proposal_next" speaker="Elric Chapman" name="ElricChapman" VO="06A_S_01_FindArcheologists_proposal_next" VO_Status="Recorded" dialogue-prompt="@06A_S_01_FindArcheologists_proposal_prompt" rel_version="Quest_MSQ2_Revamp">I would greatly appreciate that. But be cautious, the Ancients wielded powers we don't fully yet understand. \n\nMy team are rigorous note takers. If you discover any of their journals, please collect them. Best of luck!</string>
<string key="06A_S_01_FindArcheologists_incomplete" speaker="Elric Chapman" name="ElricChapman" VO="06A_S_01_FindArcheologists_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">No luck yet? Oh dear. \n\nCould be they are lost to time - just like my mother's affection. Buried under sand and dust…</string>
<string key="06A_S_01_FindArcheologists_response" speaker="Elric Chapman" name="ElricChapman" VO="06A_S_01_FindArcheologists_response" VO_Status="Recorded" dialogue-next="@06A_S_01_FindArcheologists_response_next" rel_version="Quest_MSQ2_Revamp">You've survived! I was beginning to worry. What did you find?</string>
<string key="06A_S_01_FindArcheologists_response_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"They've all become Lost."</string>
<string key="06A_S_01_FindArcheologists_response_next" speaker="Elric Chapman" name="ElricChapman" VO="06A_S_01_FindArcheologists_response_next" VO_Status="Recorded" dialogue-prompt="@06A_S_01_FindArcheologists_response_prompt" rel_version="Quest_MSQ2_Revamp">I… I had feared that may have happened. Thank you for your efforts. I'll inform their families. \n\nThe secrets of Aeternum yet elude me. But still, I feel as if we are on the verge of a breakthrough.</string>
<string key="06A_S_01_FindArcheologists_HaveNote1" speaker="UI" rel_version="Quest_MSQ2_Revamp">Read the journal entry 'The Dig Site: Day 1'</string>
<string key="06A_S_01_FindArcheologists_HaveNote2" speaker="UI" rel_version="Quest_MSQ2_Revamp">Read the journal entry 'Misfortune'</string>
<string key="06A_S_01_FindArcheologists_HaveNote3" speaker="UI" rel_version="Quest_MSQ2_Revamp">Read the journal entry 'Excavation: Day 15'</string>
<string key="06A_S_01_FindArcheologists_GoTo" speaker="UI" rel_version="Quest_MSQ2_Revamp">Explore {POITags} and Search for the Missing Antiquarians</string>
<string key="06A_S_02_PowerSpheres_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Creation Myths</string>
<string key="06A_S_02_PowerSpheres_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Elric has some interesting theories about the spheres. Follow his instructions and set them in place. Then report your findings back to him.</string>
<string key="NPC_DefaultDialogue_02_ElricChapman" speaker="Elric Chapman" name="ElricChapman" VO="NPC_DefaultDialogue_02_ElricChapman" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">There you are! I've been looking for you. \n\nI have a theory. My mother thinks it's hogwash, but I believe it to hold promise.</string>
<string key="06A_S_02_PowerSpheres_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"What is it?"</string>
<string key="06A_S_02_PowerSpheres_proposal" speaker="Elric Chapman" name="ElricChapman" VO="06A_S_02_PowerSpheres_proposal" VO_Status="Recorded" dialogue-next="@06A_S_02_PowerSpheres_proposal_next" rel_version="Quest_MSQ2_Revamp">The spheres seem to store power. I believe that if you infuse them with enough azoth, they should be able to interact with other spheres nearby. \n\nYou'll have to find one that's more well preserved than those at the tomb.</string>
<string key="06A_S_02_PowerSpheres_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Okay. Where should I look?"</string>
<string key="06A_S_02_PowerSpheres_proposal_next" speaker="Elric Chapman" name="ElricChapman" VO="06A_S_02_PowerSpheres_proposal_next" VO_Status="Recorded" dialogue-prompt="@06A_S_02_PowerSpheres_proposal_prompt" rel_version="Quest_MSQ2_Revamp">I'd recommend Amrine Temple. Its architecture dates back to the same period as the tomb, but the spheres there are in better condition.</string>
<string key="06A_S_02_PowerSpheres_incomplete" speaker="Elric Chapman" name="ElricChapman" VO="06A_S_02_PowerSpheres_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">We'll discover the secrets of the Ancients, you and I. That'll prove my worth. \n\nMaybe then my mother will say something nice to me.</string>
<string key="06A_S_02_PowerSpheres_response" speaker="Elric Chapman" name="ElricChapman" VO="06A_S_02_PowerSpheres_response" VO_Status="Recorded" dialogue-next="@06A_S_02_PowerSpheres_response_next" rel_version="Quest_MSQ2_Revamp">You've returned! Were you able to get a reaction from the spheres?</string>
<string key="06A_S_02_PowerSpheres_response_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Yes, it seemed to conjure a random item."</string>
<string key="06A_S_02_PowerSpheres_response_next" speaker="Elric Chapman" name="ElricChapman" VO="06A_S_02_PowerSpheres_response_next" VO_Status="Recorded" dialogue-prompt="@06A_S_02_PowerSpheres_response_prompt" rel_version="Quest_MSQ2_Revamp">Curious… I've been hypothesizing that the spheres were either a tool of creation or transportation from the Ancients. \n\nI'm not sure what determines what is conjured. I wonder if that's how the buffalo got to this island…?</string>
<string key="NPC_DefaultDialogue_01PostQuest_ElricChapman" speaker="Elric Chapman" name="ElricChapman" VO="06A_S_02_PowerSpheres_response_next" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Curious… I've been hypothesizing that the spheres were either a tool of creation or transportation from the Ancients. \n\nI'm not sure what determines what is conjured. I wonder if that's how the buffalo got to this island…?</string>
<string key="NPC_DefaultDialogue_03_ElricChapman" speaker="Elric Chapman" name="ElricChapman" VO="NPC_DefaultDialogue_03_ElricChapman" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Thank you for your aid, my friend. \n\nI worry that my colleagues will laugh at my findings unless I get firm evidence. So I will continue the search.</string>
<string key="06A_H_01_VisitTowers_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Fallen Towers, Forgotten Notes</string>
<string key="06A_H_01_VisitTowers_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Return the missing journal to its owner.</string>
<string key="06A_H_01_VisitTowers_goto_settlement" speaker="UI" rel_version="Quest_MSQ2_Revamp">Take the Tower Journal to Corinth</string>
<string key="06A_H_01_VisitTowers_findMoira" speaker="UI" rel_version="Quest_MSQ2_Revamp">Find Moira Chapman in Corinth</string>
<string key="NPC_DefaultDialogue_01_TowerJournal" speaker="Tower Journal" name="TowerJournal" VO="NPC_DefaultDialogue_01_TowerJournal" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">The journal looks like a trove of knowledge. It's certainly massive enough. \n\nAfter flipping through the pages, you find an address inked inside the back cover.</string>
<string key="06A_H_01_VisitTowers_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"This belongs to Moira Chapman."</string>
<string key="06A_H_01_VisitTowers_proposal" speaker="Tower Journal" name="TowerJournal" VO="06A_H_01_VisitTowers_proposal" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">The journal looks too important to just leave exposed to the elements like this.</string>
<string key="06A_H_01_VisitTowers_incomplete" speaker="Tower Journal" name="TowerJournal" VO="06A_H_01_VisitTowers_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">The journal manages to somehow look forlorn.</string>
<string key="NPC_DefaultDialogue_01_MoiraChapman" speaker="Moira Chapman" name="MoiraChapman" VO="NPC_DefaultDialogue_01_MoiraChapman" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Have you visited the towers yet? They certainly stand out. Can't get lost with the towers to guide your way. \n\nI wish we knew more about them. They had to be created for some greater purpose!</string>
<string key="06A_H_01_VisitTowers_response" speaker="Moira Chapman" name="MoiraChapman" VO="06A_H_01_VisitTowers_response" VO_Status="Recorded" dialogue-next="@06A_H_01_VisitTowers_response_next" rel_version="Quest_MSQ2_Revamp">Oh my goodness! Is that my journal! \n\nI'm impressed, it's a huge undertaking to carry that around!</string>
<string key="06A_H_01_VisitTowers_response_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"It's not light."</string>
<string key="06A_H_01_VisitTowers_response_next" speaker="Moira Chapman" name="MoiraChapman" VO="06A_H_01_VisitTowers_response_next" VO_Status="Recorded" dialogue-prompt="@06A_H_01_VisitTowers_response_prompt" rel_version="Quest_MSQ2_Revamp">But the knowledge inside, it is invaluable! It has all my notes on the towers of Windsward. \n\nDid you know that there have been other studies of the towers, and they have gone missing?</string>
<string key="NPC_DefaultDialogue_02_MoiraChapman" speaker="Moira Chapman" name="MoiraChapman" VO="NPC_DefaultDialogue_02_MoiraChapman" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">There's no end to what we could learn from the ancients. If you wish to know more, you should speak to my son Elric. \n\nHe's been studying the spheres, those fascinating artifacts!</string>
<string key="06A_Z_01_GetBisonNotes_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Zoology 101</string>
<string key="06A_Z_01_GetBisonNotes_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Margot is researching strange things in Aeternum. She wants to know why there are Buffalo here. Investigate the area and gather samples and any notes you find regarding them.</string>
<string key="NPC_DefaultDialogue_01_MargotEmerson" speaker="Margot Emerson" name="MargotEmerson" VO="NPC_DefaultDialogue_01_MargotEmerson" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Aeternum is a new land full of strange beasts. New paths that need charting. There is so little we understand. Like the Buffalo. \n\nThey just don't make any sense. There must be an answer to the question of them.</string>
<string key="06A_Z_01_GetBisonNotes_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"The buffalo?"</string>
<string key="06A_Z_01_GetBisonNotes_proposal" speaker="Margot Emerson" name="MargotEmerson" VO="06A_Z_01_GetBisonNotes_proposal" VO_Status="Recorded" dialogue-next="@06A_Z_01_GetBisonNotes_proposal_next" rel_version="Quest_MSQ2_Revamp">They are a species from a completely different part of the world from all others on Aeternum. There must be a reason. \n\nIf you head out to the west of Windsward you will find a herd of them. Collect what you can and bring it back.</string>
<string key="06A_Z_01_GetBisonNotes_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"I can do that."</string>
<string key="06A_Z_01_GetBisonNotes_proposal_next" speaker="Margot Emerson" name="MargotEmerson" VO="06A_Z_01_GetBisonNotes_proposal_next" VO_Status="Recorded" dialogue-prompt="@06A_Z_01_GetBisonNotes_proposal_prompt" rel_version="Quest_MSQ2_Revamp">You have my gratitude. It's unlikely that they fell here out of the sky. I'm sure they are just as confused as I am about the whole ordeal.</string>
<string key="06A_Z_01_GetBisonNotes_incomplete" speaker="Margot Emerson" name="MargotEmerson" VO="06A_Z_01_GetBisonNotes_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Haven't discovered anything yet? That's okay. Take your time. The wonders of the world unfurl slowly in our fragile hands.</string>
<string key="06A_Z_01_GetBisonNotes_response" speaker="Margot Emerson" name="MargotEmerson" VO="06A_Z_01_GetBisonNotes_response" VO_Status="Recorded" dialogue-next="@06A_Z_01_GetBisonNotes_response_next" rel_version="Quest_MSQ2_Revamp">What have you uncovered about our furry friends?</string>
<string key="06A_Z_01_GetBisonNotes_response_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"The spheres seem to be involved."</string>
<string key="06A_Z_01_GetBisonNotes_response_next" speaker="Margot Emerson" name="MargotEmerson" VO="06A_Z_01_GetBisonNotes_response_next" VO_Status="Recorded" dialogue-prompt="@06A_Z_01_GetBisonNotes_response_prompt" rel_version="Quest_MSQ2_Revamp">Interesting. I'll have to chat with Elric. I believe he has been researching those. There is so much to uncover about this strange and bounteous land. Its mysteries entrance me.</string>
<string key="06A_Z_02_SpreadJoy_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">A Wyrd and Wonderful World</string>
<string key="06A_Z_02_SpreadJoy_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Margot has discovered a plant that seems to have strange properties. Gather sprigs of it and present them to people around Windsward to see what their reactions are.</string>
<string key="NPC_DefaultDialogue_02_MargotEmerson" speaker="Margot Emerson" name="MargotEmerson" VO="NPC_DefaultDialogue_02_MargotEmerson" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">When was the last time you truly stood in wonder of the world? There is glory in the morning dew. The sun's kiss on our cheeks is more warm and gentle than any lover's lips.</string>
<string key="06A_Z_02_SpreadJoy_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"You seem happy."</string>
<string key="06A_Z_02_SpreadJoy_proposal" speaker="Margot Emerson" name="MargotEmerson" VO="06A_Z_02_SpreadJoy_proposal" VO_Status="Recorded" dialogue-next="@06A_Z_02_SpreadJoy_proposal_next" rel_version="Quest_MSQ2_Revamp">More people around here would be if they glimsped the glory of Wyrdwood trees. Their beauty is trascendent.\n\nIf you find someone who is down, take them a Wyrdwood sapling. They contain the sparkle of starlight in their branches.</string>
<string key="06A_Z_02_SpreadJoy_proposal_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"I'll give it a shot."</string>
<string key="06A_Z_02_SpreadJoy_proposal_next" speaker="Margot Emerson" name="MargotEmerson" VO="06A_Z_02_SpreadJoy_proposal_next" VO_Status="Recorded" dialogue-prompt="@06A_Z_02_SpreadJoy_proposal_prompt" rel_version="Quest_MSQ2_Revamp">They mirror the viewer's intent. If you pause and appreciate them with true wonder, they'll shimmer the lights of heaven back at you. \n\nThey will hold your intent and reflect it in response so others may feel that same awe in kind.</string>
<string key="06A_Z_02_SpreadJoy_incomplete" speaker="Margot Emerson" name="MargotEmerson" VO="06A_Z_02_SpreadJoy_incomplete" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Wonder is a clandestine thing. It seldom shows its face to those who are in a hurry.\n\nIf you find yourself wandering, don't consider the quest incomplete. Think instead of nature unfurling her beauty to you slowly.</string>
<string key="NPC_DefaultDialogue_01_AhuraFarid" speaker="Ahura Farid" name="AhuraFarid" VO="NPC_DefaultDialogue_01_AhuraFarid" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Every day is the same. The same walls over and over. The same woes. There is no splendor. \n\n I want to feel excited by life again, but everything has lost its color.</string>
<string key="06_AhuraFarid_SpreadJoy_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"There is splendor in the flora. Take this sprig."</string>
<string key="06_AhuraFarid_SpreadJoy_response" speaker="Ahura Farid" name="AhuraFarid" VO="06_AhuraFarid_SpreadJoy_response" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">What is this… it's… remarkable. The light in the branches, see how they shimmer. Has the sky always been so gorgeous?\n\nI couldn't tend to such a marvel. But perhaps you could. Here, take this pot. Keep it thriving forever.</string>
<string key="NPC_DefaultDialogue_02_AhuraFarid" speaker="Ahura Farid" name="AhuraFarid" VO="NPC_DefaultDialogue_02_AhuraFarid" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Look at the green of the trees, the azure glory of the river. There is such beauty in the hues of the world.</string>
<string key="NPC_DefaultDialogue_01_PriyaThakur" speaker="Priya Thakur" name="Priya Thakur" VO="NPC_DefaultDialogue_01_PriyaThakur" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Where has my zeal gone? I used to be thrilled to tend the crops, to share my food with others, but now it feels empty.\n\nSeems like I've seen all there is to see. Done all there is to do.</string>
<string key="06_PriyaThakur_SpreadJoy_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"I find zeal in wyrdwoods. Have a sprig."</string>
<string key="06_PriyaThakur_SpreadJoy_response" speaker="Priya Thakur" name="Priya Thakur" VO="06_PriyaThakur_SpreadJoy_response" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">The light in the stem, it looks like it's dancing. Oh, is it responding to my voice? That's cheeky.\n\nI couldn't take this from you, but you should keep such a wonder safe. Take this.</string>
<string key="NPC_DefaultDialogue_02_PriyaThakur" speaker="Priya Thakur" name="Priya Thakur" VO="NPC_DefaultDialogue_02_PriyaThakur" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I walk lighter because of you. There is a pep in these old bones. I am blessed to be alive in this land of marvels.</string>
<string key="NPC_DefaultDialogue_01_UtkarshSingh" speaker="Utkarsh Singh" name="UtkarshSingh" VO="NPC_DefaultDialogue_01_UtkarshSingh" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I've spelunked caverns of the ancients, crossed the sands of Brimstone by foot, and yet the world is still closed to me. I've found no answers. Only more questions. \n\nWhat is the point of searching anymore? To what end?</string>
<string key="06_UtkarshSingh_SpreadJoy_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"Let nature be your answer, have a wyrdwood sprig."</string>
<string key="06_UtkarshSingh_SpreadJoy_response" speaker="Utkarsh Singh" name="UtkarshSingh" VO="06_UtkarshSingh_SpreadJoy_response" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">What odd flora. It appears to be calling out to me. I… I've forgotten to be present for nature's beauty. \n\nThank you, kind traveller. Take this as a token of my appreciation. Keep your light shining.</string>
<string key="NPC_DefaultDialogue_02_UtkarshSingh" speaker="Utkarsh Singh" name="UtkarshSingh" VO="NPC_DefaultDialogue_02_UtkarshSingh" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">There is more yet to be seen. Not documented and researched, but lived. The eyes do not tire so long as they glimspe the horizon and yearn for tomorrow.</string>
<string key="06A_Z_02_SpreadJoy_response" speaker="Margot Emerson" name="MargotEmerson" VO="06A_Z_02_SpreadJoy_response" VO_Status="Recorded" dialogue-next="@06A_Z_02_SpreadJoy_response_next" rel_version="Quest_MSQ2_Revamp">I see smiles on faces that were once dour because of you. To know that even one person breathes easier because of us is to have suceeded. \n\nI hope you remember that whenever you look on the potted saplings. That is true magic.</string>
<string key="06A_Z_02_SpreadJoy_response_prompt" speaker="UI - Player Prompt" name="Player" rel_version="Quest_MSQ2_Revamp">"It's being present. Being kind."</string>
<string key="06A_Z_02_SpreadJoy_response_next" speaker="Margot Emerson" name="MargotEmerson" VO="06A_Z_02_SpreadJoy_response_next" VO_Status="Recorded" dialogue-prompt="@06A_Z_02_SpreadJoy_response_prompt" rel_version="Quest_MSQ2_Revamp">That's excatly right! Gods be damned - to be present for another human being is to share in their divinity. To be kind is to perform miracles.</string>
<string key="NPC_DefaultDialogue_03_MargotEmerson" speaker="Margot Emerson" name="MargotEmerson" VO="NPC_DefaultDialogue_03_MargotEmerson" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">There are countless wonders in nature. Be it the song of the wind too perfect for words, or the laughter of the creek babbling on eternally.\n\n Stop and be moved by nature. If you do, it will move through you and bring peace to others.</string>
<string key="NPC_DefaultDialogue_0607_00_Commander" speaker="Commander Joshi" name="CommanderJoshi" VO="0607_00_Commander_Default" VO_Status="Recorded">For years, people doubted me, insulted me. But now they look up to me, for I am a Marauder.</string>
<string key="NPC_DefaultDialogue_0607_01_Commander" speaker="Commander Joshi" name="CommanderJoshi" VO="0607_01_Commander_Default" VO_Status="Recorded">You think you are the stuff of Marauders? Do not underestimate us. Our path demands sacrifice.</string>
<string key="NPC_DefaultDialogue_0607_02_Commander" speaker="Commander Joshi" name="CommanderJoshi" VO="0607_02_Commander_Default" VO_Status="Recorded">I think you have a physique for the Syndicate and a will for the Covenant. Perhaps you should visit them.</string>
<string key="NPC_DefaultDialogue_0607_03_Commander" speaker="Commander Joshi" name="CommanderJoshi" VO="0607_03_Commander_Default" VO_Status="Recorded">Dare you believe yourself worthy of the Marauders? Are you bold only of tongue or can you support that with action?</string>
<string key="NPC_DefaultDialogue_0607_04_Commander" speaker="Commander Joshi" name="CommanderJoshi" VO="0607_04_Commander_Default" VO_Status="Recorded">Long ago, I considered joining the Syndicate. But then I realized that I have a spine.</string>
<string key="NPC_DefaultDialogue_0607_05_Commander" speaker="Commander Joshi" name="CommanderJoshi" VO="NPC_DefaultDialogue_0607_05_Commander" VO_Status="Recorded">The Covenant’s folly will always be their desire to help others before themselves. I stand strong on my own two feet.</string>
<string key="NPC_DefaultDialogue_0607_06_Commander" speaker="Commander Joshi" name="CommanderJoshi" VO="0607_06_Commander_Default" VO_Status="Recorded">My initiation into the Marauders was the pivotal moment of my life. Now, accept this challenge to complete yours.</string>
<string key="NPC_DefaultDialogue_0607_07a_Commander" speaker="Commander Joshi" name="CommanderJoshi" VO="NPC_DefaultDialogue_0607_07a_Commander" VO_Status="Recorded">Now that you have officially joined our ranks, we expect you to seize every opportunity to gain honor.\n\nMissions are available anytime on the Faction Board here, and in other settlements.</string>
<string key="NPC_DefaultDialogue_0607_07_Commander" speaker="Commander Joshi" name="CommanderJoshi" VO="0607_07_Commander_Default" VO_Status="Recorded">My blade, my life. Choose your next contribution to our cause.</string>
<string key="NPC_DefaultDialogue_0608_00_Alchemist" speaker="Alchemist Jansz" name="AlchemistJansz" VO="0608_00_Alchemist_Default" VO_Status="Recorded">Glad tidings to you, friend. Lend me an ear and I'll weave you a yarn.</string>
<string key="NPC_DefaultDialogue_0608_01_Alchemist" speaker="Alchemist Jansz" name="AlchemistJansz" VO="0608_01_Alchemist_Default" VO_Status="Recorded">So you seek an audience with yours truly? What subject do you fancy?\n\nAstrology, numerology, alchemy, or any of the other sciences for that matter.</string>
<string key="NPC_DefaultDialogue_0608_02_Alchemist" speaker="Alchemist Jansz" name="AlchemistJansz" VO="0608_02_Alchemist_Default" VO_Status="Recorded">I have quite the thirst for a cold brew from Cormack's place. Don't let my size fool you, I can hold my fill.\n\nBut I digress. Why not take a moment to visit the other faction leaders. See what they're missing.</string>
<string key="NPC_DefaultDialogue_0608_03_Alchemist" speaker="Alchemist Jansz" name="AlchemistJansz" VO="0608_03_Alchemist_Default" VO_Status="Recorded">The look on that distinctive face of yours tells me you've made a decision. Hold me in suspense no longer. Out with it!</string>
<string key="NPC_DefaultDialogue_0608_04_Alchemist" speaker="Alchemist Jansz" name="AlchemistJansz" VO="0608_04_Alchemist_Default" VO_Status="Recorded">One day, perhaps we'll raise a glass together. But not if you keep spoiling the land around here -- Cormack can't get enough hops!</string>
<string key="NPC_DefaultDialogue_0608_05_Alchemist" speaker="Alchemist Jansz" name="AlchemistJansz" VO="NPC_DefaultDialogue_0608_05_Alchemist" VO_Status="Recorded">I’ve yet to meet a Templar that made a good drinking buddy, maybe you’ll be the first.</string>
<string key="NPC_DefaultDialogue_0608_06_Alchemist" speaker="Alchemist Jansz" name="AlchemistJansz" VO="0608_06_Alchemist_Default" VO_Status="Recorded">Welcome into the fold. We'll uncork a bottle later, but we have work to do first.</string>
<string key="NPC_DefaultDialogue_0608_07a_Alchemist" speaker="Alchemist Jansz" name="AlchemistJansz" VO="NPC_DefaultDialogue_0608_07a_Alchemist" VO_Status="Recorded">Now that you have officially joined in our enterprise, you should always seek ways to advance our interests.\n\nMissions are available anytime on the Faction Board here, and in other settlements.</string>
<string key="NPC_DefaultDialogue_0608_07_Alchemist" speaker="Alchemist Jansz" name="AlchemistJansz" VO="0608_07_Alchemist_Default" VO_Status="Recorded">Glad to cast eyes upon you again, friend. Have you returned for more adventure?</string>
<string key="NPC_DefaultDialogue_0609_00_Adjudicator" speaker="Adjudicator Dempster" name="AdjudicatorDempster" VO="NPC_DefaultDialogue_0609_00_Adjudicator" VO_Status="Recorded">Of what ilk are you stranger? Care to better Aeternum?</string>
<string key="NPC_DefaultDialogue_0609_01_Adjudicator" speaker="Adjudicator Dempster" name="AdjudicatorDempster" VO="0609_01_Adjudicator_Default" VO_Status="Recorded">Glad tae meet ye. What can I do for you?</string>
<string key="NPC_DefaultDialogue_0609_02_Adjudicator" speaker="Adjudicator Dempster" name="AdjudicatorDempster" VO="0609_02_Adjudicator_Default" VO_Status="Recorded">Before you get too far here, go visit those other dobbers. Then come back here and we'll have a blether.</string>
<string key="NPC_DefaultDialogue_0609_03_Adjudicator" speaker="Adjudicator Dempster" name="AdjudicatorDempster" VO="0609_03_Adjudicator_Default" VO_Status="Recorded">Have you returned to pledge yer life to bearing the light? Gaun yersel.</string>
<string key="NPC_DefaultDialogue_0609_04_Adjudicator" speaker="Adjudicator Dempster" name="AdjudicatorDempster" VO="NPC_DefaultDialogue_0609_04_Adjudicator" VO_Status="Recorded">Your head’s full of mince, Marauder. Go pillage elsewhere.</string>
<string key="NPC_DefaultDialogue_0609_05_Adjudicator" speaker="Adjudicator Dempster" name="AdjudicatorDempster" VO="NPC_DefaultDialogue_0609_05_Adjudicator" VO_Status="Recorded">I’ve seen you skulking around town collecting whispers. You’ll get nothing from me.</string>
<string key="NPC_DefaultDialogue_0609_06_Adjudicator" speaker="Adjudicator Dempster" name="AdjudicatorDempster" VO="NPC_DefaultDialogue_0609_06_Adjudicator" VO_Status="Recorded">Ya’ve made a good move friend. We are stronger together.</string>
<string key="NPC_DefaultDialogue_0609_07a_Adjudicator" speaker="Adjudicator Dempster" name="AdjudicatorDempster" VO="NPC_DefaultDialogue_0609_07a_Adjudicator" VO_Status="Recorded">Now that you have joined in our cause, you must carry the light into the world at every chance.\n\nMissions are available anytime on the Faction Board here, and in other settlements.</string>
<string key="NPC_DefaultDialogue_0609_07_Adjudicator" speaker="Adjudicator Dempster" name="AdjudicatorDempster" VO="0609_07_Adjudicator_Default" VO_Status="Recorded">I see the light is still with ye.</string>
<string key="06A_Z_02_GiveSprig_talk_Ahura" speaker="UI" rel_version="Quest_MSQ2_Revamp">Give a sprig to Ahura</string>
<string key="06A_Z_02_GiveSprig_talk_Priya" speaker="UI" rel_version="Quest_MSQ2_Revamp">Give a sprig to Priya</string>
<string key="06A_Z_02_GiveSprig_talk_Utkarsh" speaker="UI" rel_version="Quest_MSQ2_Revamp">Give a sprig to Utkarsh</string>
<string key="06A_Z_01_GetBisonNotes_ReadLore1" speaker="UI" rel_version="Quest_MSQ2_Revamp">Read "The Baffling Buffalo"</string>
<string key="06A_Z_01_GetBisonNotes_ReadLore2" speaker="UI" rel_version="Quest_MSQ2_Revamp">Read "A Close Encounter"</string>
<string key="06A_Z_01_GetBisonNotes_ReadLore3" speaker="UI" rel_version="Quest_MSQ2_Revamp">Read "The Song of the Spheres"</string>
<string key="06A_Z_01_GetBisonNotes_GoTo" speaker="UI" rel_version="Quest_MSQ2_Revamp">Go to {POITags} and search for info on the buffalo</string>
<string key="0623_00_Fisher_DefaultDialog" speaker="Master Fisher Shields" name="MasterFisherShields" VO="0623_00_Fisher_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Hello, I'm Master Fisher Shields.</string>
<string key="0623_01_Fisher_DefaultDialog" speaker="Master Fisher Shields" name="MasterFisherShields" VO="0623_01_Fisher_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Hello, I'm Master Fisher Shields.</string>
<string key="0623_02_Fisher_DefaultDialog" speaker="Master Fisher Shields" name="MasterFisherShields" VO="0623_02_Fisher_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">How goes your fishing, {playerName}?</string>
<string key="0623_03_Fisher_DefaultDialog" speaker="Master Fisher Shields" name="MasterFisherShields" VO="0623_03_Fisher_Default" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">How goes your fishing, {playerName}?</string>
<string key="0699_00_Barkimedes_DefaultDialog" speaker="Barkimedes" name="Barkimedes" VO="0699_00_Barkimedes_DefaultDialog" VO_Status="Needs Recording" rel_version="Quest_MSQ2_Revamp">Whine, whine…</string>
<string key="0699_01_Barkimedes_DefaultDialog" speaker="Barkimedes" name="Barkimedes" VO="0699_01_Barkimedes_DefaultDialog" VO_Status="Needs Recording" rel_version="Quest_MSQ2_Revamp">Woof!</string>
<string key="0699_02_Barkimedes_DefaultDialog" speaker="Barkimedes" name="Barkimedes" VO="0699_02_Barkimedes_DefaultDialog" VO_Status="Needs Recording" rel_version="Quest_MSQ2_Revamp">Bark, bark! (Barkimedes looks happy to see you.)</string>
<string key="0699_03_Barkimedes_DefaultDialog" speaker="Barkimedes" name="Barkimedes" VO="0699_03_Barkimedes_DefaultDialog" VO_Status="Needs Recording" rel_version="Quest_MSQ2_Revamp">Bark, bark! (Barkimedes looks happy to see you.)</string>
<string key="0623_0101_FQ1_objective_title" speaker="UI - Journal - Quest Title" rel_version="Quest_MSQ2_Revamp">Fishing With Shields</string>
<string key="0623_0101_FQ1_objective_desc" speaker="UI - Journal - Quest Description" rel_version="Quest_MSQ2_Revamp">Collect Woodlouse bait by gathering bushes for Master Fisher Shields. Talk to Master Fisher Shields in Windsward.</string>
<string key="0623_0101_FQ1_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Hello, I'm {playerName}."</string>
<string key="0623_0101_FQ1_proposal" speaker="Master Fisher Shields" name="MasterFisherShields" VO="Fisher_0623_0101_FQ01_ProposalResponse" VO_Status="Recorded" dialogue-next="@0623_0101_FQ1_proposal_next" rel_version="Quest_MSQ2_Revamp">Ahoy there, {playerName}! Before you get to the adventure and glory, you'll need to learn how to fill your belly with the bounty of the sea. \n\nFirst, you'll need some bait.</string>
<string key="0623_0101_FQ1_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Where do I get bait?"</string>
<string key="0623_0101_FQ1_proposal_next" speaker="Master Fisher Shields" name="MasterFisherShields" VO="Fisher_0623_0101_FQ01_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0623_0101_FQ1_proposal_prompt" rel_version="Quest_MSQ2_Revamp">Some of the most readily available bait are Woodlice, creepy crawly creatures that reside inside of bushes. The rest you can get through various other means.</string>
<string key="0623_0101_FQ1_incomplete" speaker="Master Fisher Shields" name="MasterFisherShields" VO="Fisher_0623_0101_FQ01_InProgResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Have you found any Woodlice yet? If you look through the splintered remains of the bushes you've gathered you should be able to spot a few of the buggers. Come back to me when you have five of them.</string>
<string key="0623_0101_FQ1_complete_available_response" speaker="Master Fisher Shields" name="MasterFisherShields" VO="Fisher_0623_0101_FQ01_AvailResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Woodlice draw in larger fish, and believe you me, size matters. Beside that, though, there's still some more basics I want to impart to you, skipper.</string>
<string key="0623_0101_d_01_TaskHaveItems" speaker="UI" rel_version="Quest_MSQ2_Revamp">Gather bushes to collect {itemName}</string>
<string key="0623_0102_FQ02_objective_title" speaker="UI _ Quest Title" rel_version="Quest_MSQ2_Revamp">Fishing Basics</string>
<string key="6023_0102_FQ02_objective_desc" speaker="UI - Quest Description" rel_version="Quest_MSQ2_Revamp">Cast, hook, and reel in three fish for Master Fisher Shields and deliver them to Master Fisher Ruby in Everfall.</string>
<string key="6023_0102_FQ02_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"What should I do next?"</string>
<string key="6023_0102_FQ02_proposal" speaker="Master Fisher Shields" name="MasterFisherShields" VO="Fisher_0623_0102_FQ02_ProposalResponse" VO_Status="Recorded" dialogue-next="@6023_0102_FQ02_proposal_next" rel_version="Quest_MSQ2_Revamp">Let's get in on the action now! Fishing involves three basic steps: casting, hooking, and reeling the sucker in. It may take some getting used to but once you get into the pattern you can go for hours nonstop.</string>
<string key="6023_0102_FQ02_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"What should I do after that?"</string>
<string key="6023_0102_FQ02_proposal_next" speaker="Master Fisher Shields" name="MasterFisherShields" VO="Fisher_0623_0102_FQ02_CompleteNext" VO_Status="Recorded" dialogue-prompt="@6023_0102_FQ02_proposal_prompt" rel_version="Quest_MSQ2_Revamp">If you can catch three fish, take 'em and go show Ruby in Everfall what ole Shields taught you.</string>
<string key="0623_0102_FQ02_incomplete" speaker="Master Fisher Shields" name="MasterFisherShields" VO="Fisher_0623_0102_FQ02_InProgResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Master Fisher Ruby up in Everfall will appreciate seeing a fresh face to train.\n\n She's a real eager one, and has a lot of natural talent.</string>
<string key="0623_0102_FQ02_complete_available_response" speaker="Master Fisher Ruby" name="MasterFisherRuby" VO="Fisher_0623_0102_FQ02_AvailResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">You caught these fish yourself? Shields was right to send you in my direction to continue your training. I've got so much to teach you!</string>
<string key="0623_0102_d_01_TaskFishingEquip" speaker="UI" rel_version="Quest_MSQ2_Revamp">Equip your Fishing Pole</string>
<string key="0623_0102_d_02_TaskFishingCast" speaker="UI" rel_version="Quest_MSQ2_Revamp">Cast your Fishing Pole</string>
<string key="0623_0102_d_03_TaskFishingHook" speaker="UI" rel_version="Quest_MSQ2_Revamp">Hook fish</string>
<string key="0623_0102_d_04_TaskFishingReel" speaker="UI" rel_version="Quest_MSQ2_Revamp">Reel in fish</string>
<string key="0423_0101_FQ03_objective_title" speaker="UI _ Quest Title" rel_version="Quest_MSQ2_Revamp">Baited</string>
<string key="0423_0101_FQ03_objective_desc" speaker="UI - Quest Description" rel_version="Quest_MSQ2_Revamp">Catch one Snail in Fresh Water and one Clam in Salt Water to salvage them for bait for Master Fisher Ruby and deliver them to Master Fisher Clemenson in Monarch's Bluff.</string>
<string key="0423_0101_FQ03_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Yes. Master Fisher Shields sent me to you."</string>
<string key="0423_0101_FQ03_proposal" speaker="Master Fisher Ruby" name="MasterFisherRuby" VO="Fisher_0423_0101_FQ03_ProposalResponse" VO_Status="Recorded" dialogue-next="@0423_0101_FQ03_proposal_next" rel_version="Quest_MSQ2_Revamp">In fresh water the more common baits you can acquire are Snails and in ocean water, Clams. \n\nMaster Fisher Clemenson, would greatly appreciate this ocean water bait being delivered to her. </string>
<string key="0423_0101_FQ03_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Why am I fishing for a Master Fisher?"</string>
<string key="0423_0101_FQ03_proposal_next" speaker="Master Fisher Ruby" name="MasterFisherRuby" VO="Fisher_0423_0101_FQ03_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0423_0101_FQ03_proposal_prompt" rel_version="Quest_MSQ2_Revamp">Don't tell her I said this, but she's been having some trouble getting bites lately.</string>
<string key="0423_0101_FQ03_incomplete" speaker="Master Fisher Ruby" name="MasterFisherRuby" VO="Fisher_0423_0101_FQ03_InProgResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Master Fisher Clemenson can be a bit rough around the edges but I consider her one of my closest allies in this strange land.</string>
<string key="0423_0101_FQ03_complete_available_response" speaker="Master Fisher Clemenson" name="MasterFisherClemenson" VO="Fisher_0423_0101_FQ03_AvailResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Did Ruby put you up to this? Bah! I don't know why she thinks I need the help...\n\nDon't get too cocky just because you got some bait.</string>
<string key="0423_0101_d_01_TaskFishingCatchFish" speaker="UI" rel_version="Quest_MSQ2_Revamp">Catch a Snail in Fresh Water and salvage it to create {itemName}</string>
<string key="0423_0101_d_02_TaskFishingCatchFish" speaker="UI" rel_version="Quest_MSQ2_Revamp">Catch a Clam in Salt Water and salvage it to create {itemName}</string>
<string key="0923_0101_FQ04_objective_title" speaker="UI" rel_version="Quest_MSQ2_Revamp">Hotspot Hunt</string>
<string key="0923_0101_FQ04_objective_desc" speaker="UI" rel_version="Quest_MSQ2_Revamp">Catch fish from a Hotspot three times for Master Fisher Clemenson and deliver a note to Master Fisher Warwick in Monarch's Bluff.</string>
<string key="0923_0101_FQ04_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"What can you teach me?"</string>
<string key="0923_0101_FQ04_proposal" speaker="Master Fisher Clemenson" name="MasterFisherClemenson" VO="Fisher_0923_0101_FQ04_ProposalResponse" VO_Status="Recorded" dialogue-next="@0923_0101_FQ04_proposal_next" rel_version="Quest_MSQ2_Revamp">Here's a lesson: Have you ever seen a spot in the water that looks like it would be prime for fishing? These are called Hotspots.\n\nTry your luck in these Hotspots and then take this.</string>
<string key="0923_0101_FQ04_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"What's this?"</string>
<string key="0923_0101_FQ04_proposal_next" speaker="Master Fisher Clemenson" name="MasterFisherClemenson" VO="Fisher_0923_0101_FQ04_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0923_0101_FQ04_proposal_prompt" rel_version="Quest_MSQ2_Revamp">It's a message from me to Master Fisher Warwick. It is imperative that you do not open this note!</string>
<string key="0923_0101_FQ04_incomplete" speaker="Master Fisher Clemenson" name="MasterFisherClemenson" VO="Fisher_0923_0101_FQ04_InProgResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Having trouble finding Hotspots? Look along the coast or at inland lakes and rivers. Hotspots can be found in any kind of water and anywhere.\n\nThere are patterns, if you can spot them.</string>
<string key="0923_0101_FQ04_complete_available_response" speaker="Master Fisher Warwick" name="MasterFisherWarwick" VO="Fisher_0923_0101_FQ04_AvailResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">A note from Master Fisher Clemenson? Please, put it down right there. No, my hands are too dirty to touch it right now, but... thank you.</string>
<string key="0923_0101_d_01_TaskFishingHotspotAny" speaker="UI" rel_version="Quest_MSQ2_Revamp">Catch fish from (Active) Hotspots</string>
<string key="1223_0101_FQ05_objective_title" speaker="UI" rel_version="Quest_MSQ2_Revamp">Practice Makes Perfect</string>
<string key="1223_0101_FQ05_objective_desc" speaker="UI" rel_version="Quest_MSQ2_Revamp">Catch fifteen fish anywhere for Master Fisher Warwick and deliver to Master Fisher Perchal in Cutlass Keys.</string>
<string key="1223_0101_FQ05_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"I have something for you."</string>
<string key="1223_0101_FQ05_proposal" speaker="Master Fisher Warwick" name="MasterFisherWarwick" VO="Fisher_1223_0101_FQ05_ProposalResponse" VO_Status="Recorded" dialogue-next="@1223_0101_FQ05_proposal_next" rel_version="Quest_MSQ2_Revamp">The best training is hard, focused doing. You've fished up some bait and a few meager samplings of fish, but I want you to fully commit to catching fifteen fish.</string>
<string key="1223_0101_FQ05_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"What should I do with all these fish?"</string>
<string key="1223_0101_FQ05_proposal_next" speaker="Master Fisher Warwick" name="MasterFisherWarwick" VO="Fisher_1223_0101_FQ05_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1223_0101_FQ05_proposal_prompt" rel_version="Quest_MSQ2_Revamp">Master Fisher Perchal can be distracted easily, and forgets to eat. Take your fish to her and she will be grateful.</string>
<string key="1223_0101_FQ05_incomplete" speaker="Master Fisher Warwick" name="MasterFisherWarwick" VO="Fisher_1223_0101_FQ05_InProgResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Don't give up now, recruit! Er, I mean, student!\n\nCatch fifteen fish for Master Fisher Perchal. She needs to eat!</string>
<string key="1223_0101_FQ05_complete_available_response" speaker="Master Fisher Perchal" name="MasterFisherPerchal" VO="Fisher_1223_0101_FQ05_AvailResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Aha! Did you see that? I just fished up my biggest yet!\n\n...What's that? Oh, fish for food rations? I am a bit peckish.</string>
<string key="1223_0101_d_01_TaskFishingCatchAnyFish" speaker="UI" rel_version="Quest_MSQ2_Revamp">Catch fish anywhere</string>
<string key="1023_0101_FQ06_objective_title" speaker="UI" rel_version="Quest_MSQ2_Revamp">The Giant Ones</string>
<string key="1023_0101_FQ06_objective_desc" speaker="UI" rel_version="Quest_MSQ2_Revamp">Catch eight fish greater than 20 inches in length for Master Fisher Perchal and deliver it to Master Fisher Park in Brightwood.</string>
<string key="1023_0101_FQ06_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"How do fishing and alchemy mix?"</string>
<string key="1023_0101_FQ06_proposal" speaker="Master Fisher Perchal" name="MasterFisherPerchal" VO="Fisher_1023_0101_FQ06_ProposalResponse" VO_Status="Recorded" dialogue-next="@1023_0101_FQ06_proposal_next" rel_version="Quest_MSQ2_Revamp">The bait, of course! What's your biggest catch so far? \n\nCatch eight fish longer than 20 inches, and bring them to Master Fisher Park up in Brightwood. She's a fisherwoman and an alchemist, and she's been experimenting with new bait types.</string>
<string key="1023_0101_FQ06_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"New bait types?"</string>
<string key="1023_0101_FQ06_proposal_next" speaker="Master Fisher Perchal" name="MasterFisherPerchal" VO="Fisher_1023_0101_FQ06_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1023_0101_FQ06_proposal_prompt" rel_version="Quest_MSQ2_Revamp">Yes, she's researching what bait can reel in the longest fish, so remember to tell her what you used!</string>
<string key="1023_0101_FQ06_incomplete" speaker="Master Fisher Perchal" name="MasterFisherPerchal" VO="Fisher_1023_0101_FQ06_InProgResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Remember, Clams and Oysters in fresh water and Snails and Electric Eels in salt water increase the likelihood of reeling in a bigger fish.\n\nAnything longer than 20 inches. will do for Master Fisher Park and her research.</string>
<string key="1023_0101_FQ06_complete_available_response" speaker="Master Fisher Park" name="MasterFisherPark" VO="Fisher_1023_0101_FQ06_AvailResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Multiply by three, carry the one... Woah!\n\nWhat's that you've got? What a specimen! I've been studying fish lengths in relation to their weights and this one fits right in with my findings.</string>
<string key="1023_0101_d_01_TaskFishingCatchLength" speaker="UI" rel_version="Quest_MSQ2_Revamp">Catch eight fish with a length greater than 20 inches</string>
<string key="0223_0101_FQ07_objective_title" speaker="UI" rel_version="Quest_MSQ2_Revamp">Fish Reagents</string>
<string key="0223_0101_FQ07_objective_desc" speaker="UI" rel_version="Quest_MSQ2_Revamp">Collect one Squid Ink and one Catfish Whisker after salvaging Squid and Catfish for Master Fisher Park and deliver them to Master Fisher Agarwal in Weaver's Fen.</string>
<string key="0223_0101_FQ07_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Can you teach me about fishing and alchemy?"</string>
<string key="0223_0101_FQ07_proposal" speaker="Master Fisher Park" name="MasterFisherPark" VO="Fisher_0223_0101_FQ07_ProposalResponse" VO_Status="Recorded" dialogue-next="@0223_0101_FQ07_proposal_next" rel_version="Quest_MSQ2_Revamp">Various fish, when properly salvaged, have parts that can be used in Alchemy.\n\nThe whiskers of the Catfish and the ink of the Squid most particularly. Could you collect some and present them to Agarwal in Weaver's Fen?</string>
<string key="0223_0101_FQ07_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Why does she need them?"</string>
<string key="0223_0101_FQ07_proposal_next" speaker="Master Fisher Park" name="MasterFisherPark" VO="Fisher_0223_0101_FQ07_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0223_0101_FQ07_proposal_prompt" rel_version="Quest_MSQ2_Revamp">Everything on this island thrums with the power of azoth, the fish included.\n\nMaking use of all parts of water creatures is both responsible and pragmatic.</string>
<string key="0223_0101_FQ07_incomplete" speaker="Master Fisher Park" name="MasterFisherPark" VO="Fisher_0223_0101_FQ07_InProgResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Alchemy in Aeternum is a delicate science that often relies upon elemental reagents. \n\nFishing can help acquire them.</string>
<string key="0223_0101_FQ07_complete_available_response" speaker="Master Fisher Agarwal" name="MasterFisherAgarwal" VO="Fisher_0223_0101_FQ07_AvailResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">A new way to salvage Catfish and Squids? Why, this is brilliant news! Thank you for coming all this way to inform me of Park's findings.</string>
<string key="0223_0101_d_01_TaskFishingCatchFish" speaker="UI" rel_version="Quest_MSQ2_Revamp">Catch a Hooked Squid</string>
<string key="0223_0101_d_02_TaskFishingCatchFish" speaker="UI" rel_version="Quest_MSQ2_Revamp">Catch a Barbed Catfish</string>
<string key="0223_0101_d_01_TaskHaveItems" speaker="UI" rel_version="Quest_MSQ2_Revamp">Salvage a Hooked Squid for {itemName}</string>
<string key="0223_0101_d_02_TaskHaveItems" speaker="UI" rel_version="Quest_MSQ2_Revamp">Salvage a Barbed Catfish for {itemName}</string>
<string key="1323_0101_FQ08_objective_title" speaker="UI" rel_version="Quest_MSQ2_Revamp">Reel Life</string>
<string key="1323_0101_FQ08_objective_desc" speaker="UI" rel_version="Quest_MSQ2_Revamp">Catch three Slimy Boots in Weaver's Fen to clean up the waters for Master Fisher Agarwal and deliver a new line to Master Fisher O'Connor in Restless Shore.</string>
<string key="1323_0101_FQ08_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"What kind of fish are abundant in the Fen?"</string>
<string key="1323_0101_FQ08_proposal" speaker="Master Fisher Agarwal" name="MasterFisherAgarwal" VO="Fisher_1323_0101_FQ08_ProposalResponse" VO_Status="Recorded" dialogue-next="@1323_0101_FQ08_proposal_next" rel_version="Quest_MSQ2_Revamp">Shoes are most often lost to the swamp's pull, and if you could fish up five Boots that would at least be a start in helping clean up the pollution in the area.</string>
<string key="1323_0101_FQ08_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"What should I do when I'm done?"</string>
<string key="1323_0101_FQ08_proposal_next" speaker="Master Fisher Agarwal" name="MasterFisherAgarwal" VO="Fisher_1323_0101_FQ08_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1323_0101_FQ08_proposal_prompt" rel_version="Quest_MSQ2_Revamp">Once you've helped clean up the Fen, go see Master Fisher O'Connor. They're a spritely one and will likely have a grander task for you.</string>
<string key="1323_0101_FQ08_incomplete" speaker="Master Fisher Agarwal" rel_version="Quest_MSQ2_Revamp">Five boots, out of the water, and then visit Master Fisher O'Connor. Good luck!</string>
<string key="1323_0101_FQ08_complete_available_response" speaker="Master Fisher O'Connor" name="MasterFisherO'Connor" VO="Fisher_1323_0101_FQ08_AvailResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I love to fish more than I love to fight nowadays, though I still do a fair bit of the latter.</string>
<string key="1323_0101_d_01_TaskFishingCatchFish" speaker="UI" rel_version="Quest_MSQ2_Revamp">Catch {itemName} in Weaver's Fen</string>
<string key="1523_0101_FQ09_objective_title" speaker="UI" rel_version="Quest_MSQ2_Revamp">Weapons of the Sea</string>
<string key="1523_0101_FQ09_objective_desc" speaker="UI" rel_version="Quest_MSQ2_Revamp">Catch a Fish Sword and a Fish Head Hammer for Master Fisher O'Connor and present them to Master Fisher Abebe in Mourningdale.</string>
<string key="1523_0101_FQ09_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Agarwal said you had something for me."</string>
<string key="1523_0101_FQ09_proposal" speaker="Master Fisher O'Connor" name="MasterFisherO'Connor" VO="Fisher_1523_0101_FQ09_ProposalResponse" VO_Status="Recorded" dialogue-next="@1523_0101_FQ09_proposal_next" rel_version="Quest_MSQ2_Revamp">The Fish Sword and the Fish Head Hammer are folk legends here - said to have been lost in these waters, long ago.\n\nThey're certainly rare finds. So rare that Fishing Master Abebe doesn't believe me when I say they're out there and itching for a hand to wield them once more.</string>
<string key="1523_0101_FQ09_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Why won't he believe you?"</string>
<string key="1523_0101_FQ09_proposal_next" speaker="Master Fisher O'Connor" name="MasterFisherO'Connor" VO="Fisher_1523_0101_FQ09_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1523_0101_FQ09_proposal_prompt" rel_version="Quest_MSQ2_Revamp">I may have dashed my credibility by talking about sea monsters in the Restless Shore. \n\nBut I stand by both my sea monster sighting and the existence of these weapons, though.</string>
<string key="1523_0101_FQ09_incomplete" speaker="Master Fisher O'Connor" rel_version="Quest_MSQ2_Revamp">While perhaps not the mightiest weapons, the Fish Sword and Fish Head Hammer sure are great conversation starters! 'Where'd you get such a nautical weapon?', people will ask, and you can reply: 'I fished it up myself!'</string>
<string key="1523_0101_FQ09_complete_available_response" speaker="Master Fisher Abebe" name="MasterFisherAbebe" VO="Fisher_1523_0101_FQ09_AvailResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Hail, adventurer. I'm guessing O'Connor sent you my way to settle another one of our disputes... By Jove! Actual weapons fished from the water!</string>
<string key="1523_0101_d_01_TaskFishingCatchFish" speaker="UI" rel_version="Quest_MSQ2_Revamp">Catch a {itemName}</string>
<string key="1523_0101_d_02_TaskFishingCatchFish" speaker="UI" rel_version="Quest_MSQ2_Revamp">Catch a {itemName}</string>
<string key="1123_0101_FQ10_objective_title" speaker="UI" rel_version="Quest_MSQ2_Revamp">Treasures of the Deep</string>
<string key="1123_0101_FQ10_objective_desc" speaker="UI" rel_version="Quest_MSQ2_Revamp">Catch a Treasure Chest for Master Fisher Abebe and present it to Master Fisher Klaus in Great Cleave.</string>
<string key="1123_0101_FQ10_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"What can you teach me?"</string>
<string key="1123_0101_FQ10_proposal" speaker="Master Fisher Abebe" name="MasterFisherAbebe" VO="Fisher_1123_0101_FQ10_ProposalResponse" VO_Status="Recorded" dialogue-next="@1123_0101_FQ10_proposal_next" rel_version="Quest_MSQ2_Revamp">In this land where rain pours eternal, there are many opportunities for fishing. There is something of greater value than the fish themselves lurking in the depths, though: Treasure chests.</string>
<string key="1123_0101_FQ10_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"What do these chests contain?"</string>
<string key="1123_0101_FQ10_proposal_next" speaker="Master Fisher Abebe" name="MasterFisherAbebe" VO="Fisher_1123_0101_FQ10_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1123_0101_FQ10_proposal_prompt" rel_version="Quest_MSQ2_Revamp">Coins, jewels, and all kinds of precious artifacts.\n\nTake your findings to Master Fisher Klaus in Great Cleave to remind him there's more to life than helping the Soulwardens.</string>
<string key="1123_0101_FQ10_incomplete" speaker="Master Fisher Abebe" rel_version="Quest_MSQ2_Revamp">The coin is appreciated, but it is the transformative properties of azoth here that I believe make the fish of Aeternum more intelligent.</string>
<string key="1123_0101_FQ10_complete_available_response" speaker="Master Fisher Klaus" name="MasterFisherKlaus" VO="Fisher_1123_0101_FQ10_AvailResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Hello there. Master Fisher Klaus at your service. You've got to be strong to take on the fish in these parts.\n\nThey learn to fight in these cold mountain waters, and you have to be ready for them.</string>
<string key="1123_0101_d_01_TaskFishingCatchFish" speaker="UI" rel_version="Quest_MSQ2_Revamp">Catch a Treasure Chest</string>
<string key="1424_0101_FQ11_objective_title" speaker="UI" rel_version="Quest_MSQ2_Revamp">Soulwarden Rations</string>
<string key="1424_0101_FQ11_objective_desc" speaker="UI" rel_version="Quest_MSQ2_Revamp">Catch five fish heavier than 30 pounds for Master Fisher Klaus and deliver them to Master Fisher Davies in Edengrove</string>
<string key="1424_0101_FQ11_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"He's doing well."</string>
<string key="1424_0101_FQ11_proposal" speaker="Master Fisher Klaus" name="MasterFisherKlaus" VO="Fisher_1424_0101_FQ11_ProposalResponse" VO_Status="Recorded" dialogue-next="@1424_0101_FQ11_proposal_next" rel_version="Quest_MSQ2_Revamp">The Soulwardens are hearty eaters, and need large fish to supply their rations with.\n\nCould you catch five large fish and deliver them to Master Fisher Davies? We both oversee the supply of food for the Soulwardens.</string>
<string key="1424_0101_FQ11_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Why provide food to the Soulwardens?"</string>
<string key="1424_0101_FQ11_proposal_next" speaker="Master Fisher Klaus" name="MasterFisherKlaus" VO="Fisher_1424_0101_FQ11_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1424_0101_FQ11_proposal_prompt" rel_version="Quest_MSQ2_Revamp">You would be hungry if you were fighting Corruption the way the Soulwardens do, too. Even though we don't need food to survive on this island it certainly is one way to keep from going insane and losing track of time.</string>
<string key="1424_0101_FQ11_incomplete" speaker="Master Fisher Klaus" name="MasterFisherKlaus" VO="Fisher_1424_0101_FQ11_InProgResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">I mark my days with three square meals, mostly fish, of course.\n\nHelps me mark the passing of time.</string>
<string key="1424_0101_FQ11_complete_available_response" speaker="Master Fisher Davies" name="MasterFisherDavies" VO="Fisher_1424_0101_FQ11_AvailResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Aye, that's it… Come to Papa wee little fishes… oh! I didn't see you there. Singing while I fish calms me.\n\nYou've come with the loot of a lifetime for the hungry Soulwardens here.</string>
<string key="1424_0101_d_01_TaskFishingCatchFish" speaker="UI" rel_version="Quest_MSQ2_Revamp">Catch an {itemName}</string>
<string key="0324_0101_FQ12_objective_title" speaker="UI" rel_version="Quest_MSQ2_Revamp">Azoth-Tinged Fish</string>
<string key="0324_0101_FQ12_objective_desc" speaker="UI" rel_version="Quest_MSQ2_Revamp">Catch an Azoth-Tinged Fish in Shattered Mountain and deliver it to Master Fisher Bernard.</string>
<string key="0324_0101_FQ12_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"What else is in the water besides fish?"</string>
<string key="0324_0101_FQ12_proposal" speaker="Master Fisher Davies" name="MasterFisherDavies" VO="Fisher_0324_0101_FQ12_ProposalResponse" VO_Status="Recorded" dialogue-next="@0324_0101_FQ12_proposal_next" rel_version="Quest_MSQ2_Revamp">There are mythical creatures as well, like The Azoth Tinged Fish.</string>
<string key="0324_0101_FQ12_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"What's an Azoth Tinged Fish?"</string>
<string key="0324_0101_FQ12_proposal_next" speaker="Master Fisher Davies" name="MasterFisherDavies" VO="Fisher_0324_0101_FQ12_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0324_0101_FQ12_proposal_prompt" rel_version="Quest_MSQ2_Revamp">A fish whose entire essence has been possessed and imbued with the magical powers of azoth, of course! Catch one for Bernard in Shattered Mountain.</string>
<string key="0324_0101_FQ12_incomplete" speaker="Master Fisher Davies" rel_version="Quest_MSQ2_Revamp">Don't be discouraged if you haven't yet caught an Azoth Tinged fish, those things are slippery and ephemeral at best.</string>
<string key="0324_0101_FQ12_complete_available_response" speaker="Master Fisher Bernard" name="MasterFisherBernard" VO="Fisher_0324_0101_FQ12_AvailResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Ah, I assume you're the new fisher who Master Fisher Davies has sent my way? That is a strange fish you carry there.</string>
<string key="0324_0101_d_01_TaskFishingCatchWeight" speaker="UI" rel_version="Quest_MSQ2_Revamp">Catch fish with a weight greater than 30 pounds</string>
<string key="0724_0101_FQ13_objective_title" speaker="UI" rel_version="Quest_MSQ2_Revamp">Corruption-Tinged Fish</string>
<string key="0724_0101_FQ13_objective_desc" speaker="UI" rel_version="Quest_MSQ2_Revamp">Catch a Corruption-Tinged Fish in Shattered Mountain and bring it to Master Fisher Chang in Ebonscale.</string>
<string key="0724_0101_FQ13_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Hello, Bernard. Anything else you need?"</string>
<string key="0724_0101_FQ13_proposal" speaker="Master Fisher Bernard" name="MasterFisherBernard" VO="Fisher_0724_0101_FQ13_ProposalResponse" VO_Status="Recorded" dialogue-next="@0724_0101_FQ13_proposal_next" rel_version="Quest_MSQ2_Revamp">Yes. Help me prove something to my fellow Master Fishers.\n\nLike the land here, the waters are tainted by Corruption. I believe the fish are affected, as well.</string>
<string key="0724_0101_FQ13_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Is this like an Azoth-Tinged Fish?"</string>
<string key="0724_0101_FQ13_proposal_next" speaker="Master Fisher Bernard" name="MasterFisherBernard" VO="Fisher_0724_0101_FQ13_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0724_0101_FQ13_proposal_prompt" rel_version="Quest_MSQ2_Revamp">Yes, I suppose so. Interesting observation. But indeed, catch a Corruption-Tinged Fish and bring it to Master Fisher Chang in Ebonscale - he likely can find the same thing there.</string>
<string key="0724_0101_FQ13_incomplete" speaker="Master Fisher Bernard" name="MasterFisherBernard" VO="Fisher_0724_0101_FQ13_InProgResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">If Corruption seeps down the mountain and into the southern settlements, then all the fish in Aeternum will be affected.</string>
<string key="0724_0101_FQ13_complete_available_response" speaker="Master Fisher Chang" name="MasterFisherChang" VO="Fisher_0724_0101_FQ13_AvailResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">What is that you bring with you, traveler? It reeks of Corruption... Mercy me, is that supposed to be a fish?\n\nMaster Fisher Bernard was right to send you my way.</string>
<string key="0724_0101_d_01_TaskFishingCatchFish" speaker="UI" rel_version="Quest_MSQ2_Revamp">Catch a {itemName}</string>
<string key="0823_0101_FQ14_objective_title" speaker="UI" rel_version="Quest_MSQ2_Revamp">Ecological Report</string>
<string key="0823_0101_FQ14_objective_desc" speaker="UI" rel_version="Quest_MSQ2_Revamp">Obtain various levels of fish fillet for Master Fisher Chang in Ebonscale to assess the health of the island's underwater denizens.</string>
<string key="0823_0101_FQ14_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"How are the fish of this area?"</string>
<string key="0823_0101_FQ14_proposal" speaker="Master Fisher Chang" name="MasterFisherChang" VO="Fisher_0823_0101_FQ14_ProposalResponse" VO_Status="Recorded" dialogue-next="@0823_0101_FQ14_proposal_next" rel_version="Quest_MSQ2_Revamp">I want to do a survey of the fish in other areas to make sure they haven't progressed like the one you brought from Shattered Mountain.\n\nHelp me with this and I will recommend you to the Grand Master Fisher, Gaspar Machera.</string>
<string key="0823_0101_FQ14_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"What makes him Grand Master?"</string>
<string key="0823_0101_FQ14_proposal_next" speaker="Master Fisher Chang" name="MasterFisherChang" VO="Fisher_0823_0101_FQ14_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0823_0101_FQ14_proposal_prompt" rel_version="Quest_MSQ2_Revamp">Machera can catch a fish while bound and blindfolded. Some say he doesn’t even need a pole! We should all aspire to his level of expertise.\n\nCatch and fillet fish until you have enough to report back to me.</string>
<string key="0823_0101_FQ14_incomplete" speaker="Master Fisher Chang" rel_version="Quest_MSQ2_Revamp">We must survey the fish on the island to check for levels of Corruption. Then report to the Grand Master.</string>
<string key="0823_0101_FQ14_complete_available_response" speaker="Grand Master Fisher Machera" name="GrandMasterFisherMachera" VO="Fisher_0823_0101_FQ14_AvailResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">Greetings, young one. The tides spoke to me of your arrival. You carry fish from all over, yes? Yes, these are untainted. Good...\n\nYou've made great waves, little tadpole. The time has come to see if you can swim with the big ones.</string>
<string key="0823_0101_d_01_TaskCatchT1" speaker="UI" rel_version="Quest_MSQ2_Revamp">Obtain {itemName}</string>
<string key="0823_0101_d_02_TaskCatchT2" rel_version="Quest_MSQ2_Revamp">Obtain {itemName}</string>
<string key="0823_0101_d_03_TaskCatchT3" rel_version="Quest_MSQ2_Revamp">Obtain {itemName}</string>
<string key="0823_0101_d_04_TaskCatchT4" rel_version="Quest_MSQ2_Revamp">Obtain {itemName}</string>
<string key="0523_0101_FQ15_objective_title" speaker="UI" rel_version="Quest_MSQ2_Revamp">To Be a Grand Master</string>
<string key="0523_0101_FQ15_objective_desc" speaker="UI" rel_version="Quest_MSQ2_Revamp">Reach Fishing Level 100 and talk to Grand Master Machera in Reekwater.</string>
<string key="0523_0101_FQ15_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Hello, Grand Master."</string>
<string key="0523_0101_FQ15_proposal" speaker="Grand Master Fisher Machera" name="GrandMasterFisherMachera" VO="Fisher_0523_0101_FQ15_ProposalResponse" VO_Status="Recorded" dialogue-next="@0523_0101_FQ15_proposal_next" rel_version="Quest_MSQ2_Revamp">You must learn to think like a fish if you are to catch fish of greater sizes and legendary species. Beside me I have a list of the legendary fish you can acquaint yourself with on Aeternum.\n\nReach your peak mastery of fishing and return to me.</string>
<string key="0523_0101_FQ15_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"How do I reach my 'peak mastery'?"</string>
<string key="0523_0101_FQ15_proposal_next" speaker="Grand Master Fisher Machera" name="GrandMasterFisherMachera" VO="Fisher_0523_0101_FQ15_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0523_0101_FQ15_proposal_prompt" rel_version="Quest_MSQ2_Revamp">Listen to the fish. Hear what they have to say, and understand what the water replies in turn. …Most practically, you must practice.</string>
<string key="0523_0101_FQ15_incomplete" speaker="Grand Master Fisher Machera" rel_version="Quest_MSQ2_Revamp">You are not yet one with the fish. Keep training, my minnow, and you will be rewarded for your efforts.</string>
<string key="0523_0101_FQ15_complete_available_response" speaker="Grand Master Fisher Machera" name="GrandMasterFisherMachera" VO="Fisher_0523_0101_FQ15_AvailResponse" VO_Status="Recorded" rel_version="Quest_MSQ2_Revamp">At last you are one with the fish.\n\nYou have earned the title Master Fisher, and the respect of all the fishers on Aeternum.\n\nGo forth and fish and be well, friend.</string>
<string key="0523_0101_d_01_TaskHaveLevel" speaker="UI" rel_version="Quest_MSQ2_Revamp">Reach Level 100 in the Fishing Skill</string>
<string key="0699_0101_Barkimedes_title" speaker="UI" rel_version="Quest_MSQ2_Revamp">Bones For Barkimedes (Expedition)</string>
<string key="0699_0101_Barkimedes_desc" speaker="UI" rel_version="Quest_MSQ2_Revamp">Simon Grey's dog Barkimedes is awaiting his master's return and is very hungry. From what you can tell he would appreciate having some Ravager bones to gnaw on.</string>
<string key="0699_0101_Barkimedes_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"What's wrong, boy?"</string>
<string key="0699_0101_Barkimedes_proposal" speaker="Barkimedes" name="Barkimedes" VO="0699_0101_Barkimedes_proposal" VO_Status="Needs Recording" dialogue-next="@0699_0101_Barkimedes_proposal_next" rel_version="Quest_MSQ2_Revamp">Sniff, sniff… Ruff! (Barkimedes sounds like he's hungry.)</string>
<string key="0699_0101_Barkimedes_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Would you like some bones, boy?"</string>
<string key="0699_0101_Barkimedes_proposal_next" speaker="Barkimedes" name="Barkimedes" VO="0699_0101_Barkimedes_proposal_next" VO_Status="Needs Recording" dialogue-prompt="@0699_0101_Barkimedes_proposal_prompt" rel_version="Quest_MSQ2_Revamp">Bark, bark! (Barkimedes sounds pleased at the offer.)</string>
<string key="0699_0101_Barkimedes_incomplete" speaker="Barkimedes" name="Barkimedes" VO="0699_0101_Barkimedes_incomplete" VO_Status="Needs Recording" rel_version="Quest_MSQ2_Revamp">(Barkimedes is panting eagerly, waiting for the bones.)</string>
<string key="0699_0101_Barkimedes_complete" speaker="Barkimedes" name="Barkimedes" VO="0699_0101_Barkimedes_complete" VO_Status="Needs Recording" rel_version="Quest_MSQ2_Revamp">Woof! (Barkimedes excitedly takes the bones… and promptly buries them.)</string>
<string key="0699_0101_d_01_TaskGoToPOI" speaker="UI" rel_version="Quest_MSQ2_Revamp">Venture into the Amrine Excavation Expedition</string>
<string key="0699_0101_d_02_TaskGatherBones" speaker="UI" rel_version="Quest_MSQ2_Revamp">Defeat {targetName} to get {itemName} for Barkimedes</string>
<string key="0699_0102_Barkimedes2_title" speaker="UI" rel_version="Quest_MSQ2_Revamp">More Bones for Barkimedes (Expedition)</string>
<string key="0699_0102_Barkimedes2_desc" speaker="UI" rel_version="Quest_MSQ2_Revamp">Simon Grey's dog Barkimedes wants an enhanced bone-chewing experience from the Enchanted Bones of the Shattered Obelisk expedition.</string>
<string key="0699_0102_Barkimedes2_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"Hey boy, want some special bones?"</string>
<string key="0699_0102_Barkimedes2_proposal" speaker="Barkimedes" name="Barkimedes" VO="0699_0102_Barkimedes2_proposal" VO_Status="Needs Recording" dialogue-next="@0699_0102_Barkimedes2_proposal_next" rel_version="Quest_MSQ2_Revamp">Ruff, ruff! (Barkimedes' eyes go wide in anticipation and his tail wags.)</string>
<string key="0699_0102_Barkimedes2_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_MSQ2_Revamp">"The bones from Starstone Barrows should work."</string>
<string key="0699_0102_Barkimedes2_proposal_next" speaker="Barkimedes" name="Barkimedes" VO="0699_0102_Barkimedes2_proposal_next" VO_Status="Needs Recording" dialogue-prompt="@0699_0102_Barkimedes2_proposal_prompt" rel_version="Quest_MSQ2_Revamp">(Barkimedes lets out an excited howl.)</string>
<string key="0699_0102_Barkimedes2_incomplete" speaker="Barkimedes" name="Barkimedes" VO="0699_0102_Barkimedes2_incomplete" VO_Status="Needs Recording" rel_version="Quest_MSQ2_Revamp">(Barkimedes is panting eagerly, waiting for the special bones.)</string>
<string key="0699_0102_Barkimedes2_complete" speaker="Barkimedes" name="Barkimedes" VO="0699_0102_Barkimedes2_complete" VO_Status="Needs Recording" rel_version="Quest_MSQ2_Revamp">Woof, woof! (Barkimedes chews on the bones ravenously.)</string>
<string key="0699_0102_d_01_TaskGoToPOI" speaker="UI" rel_version="Quest_MSQ2_Revamp">Venture into {POITags}</string>
<string key="0699_0102_d_02_TaskGatherEnchantedBones" speaker="UI" rel_version="Quest_MSQ2_Revamp">Defeat {targetName} for an {itemName}</string>
<string key="0423_0101_CatchSnail" speaker="UI" rel_version="Quest_MSQ2_Revamp">Catch a Snail in Fresh Water</string>
<string key="0423_0101_SalvageSnail" speaker="UI" rel_version="Quest_MSQ2_Revamp">Salvage an {itemName}</string>
<string key="0423_0101_CatchClam" speaker="UI" rel_version="Quest_MSQ2_Revamp">Catch a Clam in Salt Water</string>