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09_objectives.loc.xml
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09_objectives.loc.xml
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<resources xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<string key="09_task_acquire_generic" comment="DO NOT TRANSLATE" speaker="UI">Acquire {itemName}</string>
<string key="09_task_craft_yourcamp_generic" comment="DO NOT TRANSLATE" speaker="UI">Craft {itemName} at your camp</string>
<string key="09_task_cull_enemies_generic" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName}</string>
<string key="09_task_destroy_enemies_generic" comment="DO NOT TRANSLATE" speaker="UI">Destroy {targetName}</string>
<string key="09_task_kill_token_POITag_generic" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName} for {itemName} at {POITags}</string>
<string key="09_task_search_chests_POITag_generic" comment="DO NOT TRANSLATE" speaker="UI">Search chests for {itemName} at {POITags}</string>
<string key="09_task_transport_generic" comment="DO NOT TRANSLATE" speaker="UI">Holding item to transport</string>
<string key="09_task_travelto_POITag_generic" comment="DO NOT TRANSLATE" speaker="UI">Travel to {POITags}</string>
<string key="0900_0101_getoffbeach_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Watcher Linch" name="WatcherLinch" VO="Watcher_0900_0101_getoffbeach_complete_availaible_response" VO_Status="Recorded" dialogue-next="@0900_0101_getoffbeach_complete_availaible_response_next">A drowned rat sailor we have here, don't we? \n\nStill, better off than the rest of your crew, I'll wager.</string>
<string key="0900_0101_getoffbeach_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Who are you?"</string>
<string key="0900_0101_getoffbeach_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Watcher Linch" name="WatcherLinch" VO="Watcher_0900_0101_getoffbeach_complete_availaible_response_next" VO_Status="Recorded" dialogue-next="@0900_0101_getoffbeach_complete_availaible_response_next_2" dialogue-prompt="@0900_0101_getoffbeach_complete_availaible_response_prompt">Name's Linch. I'm down here from the First Light Settlement. \n\nWanted to assess the impact of that "storm" that wrecked your ship.</string>
<string key="0900_0101_getoffbeach_complete_availaible_response_prompt_2" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I'm {playerName}."</string>
<string key="0900_0101_getoffbeach_complete_availaible_response_next_2" comment="DO NOT TRANSLATE" speaker="Watcher Linch" name="WatcherLinch" VO="Watcher_0900_0101_getoffbeach_complete_availaible_response_next_2" VO_Status="Recorded" dialogue-prompt="@0900_0101_getoffbeach_complete_availaible_response_prompt_2">Well {playerName}, it's a pleasure to meet you, even under such ugly circumstances.</string>
<string key="0901_0101_culldrowned_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">The Restless Drowned</string>
<string key="0901_0101_culldrowned_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What makes Aeternum so special?"</string>
<string key="0901_0101_culldrowned_proposal" comment="DO NOT TRANSLATE" speaker="Watcher Linch" name="WatcherLinch" VO="Watcher_0901_0101_culldrowned_ProposalResponse" VO_Status="Recorded" dialogue-next="@0901_0101_culldrowned_proposal_next">Death itself is a different creature here, and a finicky one. \n\nYou've come back to life unscathed, but your crewmates and those from other ships weren't so lucky.</string>
<string key="0901_0101_culldrowned_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What happened to them?"</string>
<string key="0901_0101_culldrowned_proposal_next" comment="DO NOT TRANSLATE" speaker="Watcher Linch" name="WatcherLinch" VO="Watcher_0901_0101_culldrowned_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0901_0101_culldrowned_prompt">They'll be wandering the beach as the soulless Drowned now. Right thing is to try and put them back to rest. \n\nIt's... better if you do it.</string>
<string key="0901_0101_culldrowned_incomplete" comment="DO NOT TRANSLATE" speaker="Watcher Linch" name="WatcherLinch" VO="Watcher_0901_0101_culldrowned_InProgResponse" VO_Status="Recorded">It's ugly business, I know, so best to just get it done with.</string>
<string key="0901_0101_culldrowned_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Defeat the Drowned at the shipwreck of Ducan's Docket. Talk to Watcher Linch at the First Light Watchtower when your task is complete.</string>
<string key="0901_0101_d_01_task" comment="DO NOT TRANSLATE" speaker="UI">Open the Map</string>
<string key="0901_0101_d_02_task" comment="DO NOT TRANSLATE" speaker="UI">Investigate the Shipwreck</string>
<string key="0901_0101_d_03_task" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName}</string>
<string key="0901_0101_culldrowned_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Watcher Linch" name="WatcherLinch" VO="Watcher_0901_0101_culldrowned_AvailResponse" VO_Status="Recorded">I know it wasn't a pleasant task, but it was the right thing. \n\nHelps protect the First Light settlement too. The Drowned sometimes wander quite aways.</string>
<string key="0901_0102_campandtools_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Basics of Survival</string>
<string key="0901_0102_campandtools_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Are there any supplies available?"</string>
<string key="0901_0102_campandtools_proposal" comment="DO NOT TRANSLATE" speaker="Watcher Linch" name="WatcherLinch" VO="Watcher_0901_0102_campandtools_ProposalResponse" VO_Status="Recorded">I'm sorry {playerName}, where are my manners? \n\nYou're probably cold, exhausted, and half-starved after what you been through!</string>
<string key="0901_0102_campandtools_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I'll be all right."</string>
<string key="0901_0102_campandtools_proposal_next" comment="DO NOT TRANSLATE" speaker="Watcher Linch" name="WatcherLinch" VO="Watcher_0901_0102_campandtools_CompleteNext" VO_Status="Recorded">Don't go playing tough now. You need learn how to survive out here. \n\nGather some Flint and Wood and make yourself a Skinning Knife at the fire.</string>
<string key="0901_0102_campandtools_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Watcher Linch" name="WatcherLinch" VO="Watcher_0901_0102_campandtools_AvailResponse" VO_Status="Recorded">There you go. You've got an eye for this, it seems. \n\nNow's time to make yourself a little feast.</string>
<string key="0901_0102_campandtools_incomplete" comment="DO NOT TRANSLATE" speaker="Watcher Linch" name="WatcherLinch" VO="Watcher_0901_0102_campandtools_InProgResponse" VO_Status="Recorded">Flint and Wood, that is what you are looking for. \n\nThen bring them back here and use my campsite to craft that Flint Skinning Knife.</string>
<string key="0901_0102_campandtools_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Gather Flint and Wood, then craft a Flint Skinning Knife at the campfire. Talk to Watcher Linch at the First Light Watchtower when your task is complete.</string>
<string key="0901_0102_d_01_task" comment="DO NOT TRANSLATE" speaker="UI">Collect Materials</string>
<string key="0901_0102_d_02_task" comment="DO NOT TRANSLATE" speaker="UI">Search the ground for {itemName}</string>
<string key="0901_0102_d_03_task" comment="DO NOT TRANSLATE" speaker="UI">Gather {itemName} from a nearby Bush</string>
<string key="0901_0102_d_04_task" comment="DO NOT TRANSLATE" speaker="UI">Craft a {itemName} at Watcher Linch's camp</string>
<string key="0901_0103_boarproblem_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">A Fine Meal</string>
<string key="0901_0103_boarproblem_proposal" comment="DO NOT TRANSLATE" speaker="Watcher Linch" name="WatcherLinch" VO="Watcher_0901_0103_boarproblem_ProposalResponse" VO_Status="Recorded">Mm-hm. These boars around here can be right vicious, but they make for a fine meal. \n\nHunt one down, butcher it up, and cook yourself some rations.</string>
<string key="0901_0103_boarproblem_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Sounds great."</string>
<string key="0901_0103_boarproblem_incomplete" comment="DO NOT TRANSLATE" speaker="Watcher Linch" name="WatcherLinch" VO="Watcher_0901_0103_boarproblem_InProgResponse" VO_Status="Recorded">Mm, my mouth is watering just thinking about those steaks. \n\nBeats having hardtack any day of the week.</string>
<string key="0901_0103_boarproblem_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Hunt a boar and cook the meat to make some rations. Talk to Watcher Linch at the First Light Watchtower when your task is complete.</string>
<string key="0901_0103_d_01_task" comment="DO NOT TRANSLATE">Hunt a {targetName}</string>
<string key="0901_0103_d_02_task" comment="DO NOT TRANSLATE" speaker="UI">Equip a Skinning Knife</string>
<string key="0901_0103_d_03_task" comment="DO NOT TRANSLATE" speaker="UI">Skin a Boar to Collect {itemName}</string>
<string key="0901_0103_d_04_task" comment="DO NOT TRANSLATE" speaker="UI">Cook a Light Ration from the Recovery Foods category at Watcher Linch's campfire</string>
<string key="0901_0103_boarproblem_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Watcher Linch" name="WatcherLinch" VO="Watcher_0901_0103_boarproblem_AvailResponse" VO_Status="Recorded">Nothing beats the smell of fresh meat on an open fire, does it? I'm starting to get right hungry myself. \n\nAt any rate, now you can at least feed yourself.</string>
<string key="0901_0104_xmarksthespot_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Splinters on the Shore</string>
<string key="0901_0104_xmarksthespot_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Why is the storm such a problem?"</string>
<string key="0901_0104_xmarksthespot_proposal" comment="DO NOT TRANSLATE" speaker="Watcher Linch" name="WatcherLinch" VO="Watcher_0901_0104_xmarksthespot_ProposalResponse" VO_Status="Recorded" dialogue-next="@0901_0104_xmarksthespot_proposal_next">That storm was Corruption - pure evil. Takes out any ship approaching, and any tries to leave. \n\nBut this one today was the worst I've seen - your ship was just one of many to get smashed, and we need to check each of them.</string>
<string key="0901_0104_xmarksthespot_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What are we looking for?"</string>
<string key="0901_0104_xmarksthespot_proposal_next" comment="DO NOT TRANSLATE" speaker="Watcher Linch" name="WatcherLinch" VO="Watcher_0901_0104_xmarksthespot_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0901_0104_xmarksthespot_proposal_prompt">It's tradition in First Light to keep record of all the shipwrecks on this shore, a memorial of sorts.\n\nGo on out, look for any legacy items you can scrounge. And if there's any Corruption lingering, steer clear of it!</string>
<string key="0901_0104_xmarksthespot_incomplete" comment="DO NOT TRANSLATE" speaker="Watcher Linch" name="WatcherLinch" VO="Watcher_0901_0104_xmarksthespot_InProgResponse" VO_Status="Recorded">This is the first time I've been down to this beach in quite a while. \n\nFunny enough, not much has changed. More shipwrecks, more boars. That's about it.</string>
<string key="0901_0104_xmarksthespot_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Watcher Linch" name="WatcherLinch" VO="Watcher_0901_0104_xmarksthespot_AvailResponse" VO_Status="Recorded">Ah, these'll do perfect. You've done a good turn for the memory of those ships, and for First Light.\n\nI wish we could just head back to the settlement now, but we can't turn a blind eye to the truth.</string>
<string key="0901_0104_xmarksthespot_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Search shipwrecks near the First Light Watchtower for any records or remnants, and watch out for signs of Corruption.</string>
<string key="0901_0104_xmarksthespot_GoTo_POI_search" comment="DO NOT TRANSLATE" speaker="UI">Search Shipwrecks for Records and Remnants</string>
<string key="0901_0104_xmarksthespot_POIRef_shipwreck_40005" comment="DO NOT TRANSLATE" speaker="UI">From Kain's Knot:</string>
<string key="0901_0104_xmarksthespot_collect_shipsroster" comment="DO NOT TRANSLATE" speaker="UI">Collect Ship's Roster</string>
<string key="0901_0104_xmarksthespot_collect_shipsmanifest" comment="DO NOT TRANSLATE" speaker="UI">Collect Ship's Manifest</string>
<string key="0901_0104_xmarksthespot_collect_shipslog" comment="DO NOT TRANSLATE" speaker="UI">Collect Ship's Log</string>
<string key="0901_0104_xmarksthespot_search_IO_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Search Ship's Locker at wreck of {POITags}</string>
<string key="0901_0104_xmarksthespot_POIRef_shipwreck_40004" comment="DO NOT TRANSLATE" speaker="UI">From Sal's Schooner:</string>
<string key="0901_0104_xmarksthespot_collect_sternflag" comment="DO NOT TRANSLATE" speaker="UI">Collect the {itemName} from the Stern</string>
<string key="0901_0104_xmarksthespot_collect_bowflag" comment="DO NOT TRANSLATE" speaker="UI">Collect the {itemName} from the Bow</string>
<string key="0901_0107_d_01_task" comment="DO NOT TRANSLATE" speaker="UI">Investigate {POITags}</string>
<string key="0901_0107_d_02_task" comment="DO NOT TRANSLATE" speaker="UI">Search for the source of the Corruption</string>
<string key="0901_0107_d_03_task" comment="DO NOT TRANSLATE" speaker="UI">Defeat the {targetName}</string>
<string key="0901_0107_preciouscargo_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Hold the Line</string>
<string key="0901_0107_preciouscargo_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"The Corruption's still around?"</string>
<string key="0901_0107_preciouscargo_proposal" comment="DO NOT TRANSLATE" speaker="Watcher Linch" name="WatcherLinch" VO="Watcher_0901_0107_preciouscargo_ProposalResponse" VO_Status="Recorded" dialogue-next="@0901_0107_preciouscargo_proposal_next">Yes, and Corruption's the real threat to watch for. Any trace is a scourge to the settlement. \n\nI fear some remnant may be lingering in Tideswallow cave.</string>
<string key="0901_0107_preciouscargo_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"You want me to check it out?"</string>
<string key="0901_0107_preciouscargo_proposal_next" comment="DO NOT TRANSLATE" speaker="Watcher Linch" name="WatcherLinch" VO="Watcher_0901_0107_preciouscargo_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0901_0107_preciouscargo_proposal_prompt">I hate to ask a newcomer, but you handle yourself well enough. \n\nGo take a look, then. Be warned though, Corruption can be right dangerous.</string>
<string key="0901_0107_preciouscargo_incomplete" comment="DO NOT TRANSLATE" speaker="Watcher Linch" name="WatcherLinch" VO="Watcher_0901_0107_preciouscargo_InProgResponse" VO_Status="Recorded">If you venture into Tideswallow Cave, be careful. Whatever's in there, it's not good.</string>
<string key="0901_0107_preciouscargo_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Explore Tideswallow Cave, deal with what you find, and report back to Watcher Linch at the First Light Watchtower.</string>
<string key="0901_0107_preciouscargo_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Watcher Linch" name="WatcherLinch" VO="Watcher_0901_0107_preciouscargo_AvailResponse" VO_Status="Recorded">My hunch was right, wasn't it? \n\nThere was Corruption in that cave. You're brave to have dealt with it.</string>
<string key="0901_0108_introtosettlement_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Storms on the Horizon</string>
<string key="0901_0108_introtosettlement_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"The settlement should be warned."</string>
<string key="0901_0108_introtosettlement_proposal" comment="DO NOT TRANSLATE" speaker="Watcher Linch" name="WatcherLinch" VO="Watcher_0901_0108_introtosettlement_ProposalResponse" VO_Status="Recorded" dialogue-next="@0901_0108_introtosettlement_proposal_next">You're right, of course. The folks at the settlement should start making preparations. This could get right ugly. \n\nThe Constable should hear about this straightaway.</string>
<string key="0901_0108_introtosettlement_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Should I take the message?"</string>
<string key="0901_0108_introtosettlement_proposal_next" comment="DO NOT TRANSLATE" speaker="Watcher Linch" name="WatcherLinch" VO="Watcher_0901_0108_introtosettlement_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0901_0108_introtosettlement_proposal_prompt">Yes, {playerName}. You've done as much as I could ask down here. \n\nGive Constable Oakes this message, and then take a well-deserved rest. You've earned it.</string>
<string key="0901_0108_introtosettlement_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Watcher_0901_0108_introtosettlement_AvailResponse" VO_Status="Recorded" dialogue-next="@0901_0108_introtosettlement_complete_availaible_response_next">It's always a treat to see a new face. \n\nWhether you are new to Aeternum or simply from another settlement, you are welcome to First Light.</string>
<string key="0901_0108_introtosettlement_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I have a message from Watcher Linch."</string>
<string key="0901_0108_introtosettlement_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Watcher_0901_0108_introtosettlement_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0901_0108_introtosettlement_complete_availaible_response_prompt">Oh dear, then the storm we saw out there was as bad as it seemed. \n\nThe Shattered Mountain has erupted as well. Linch said this day would come. It seems she was right.</string>
<string key="0901_0108_introtosettlement_incomplete" comment="DO NOT TRANSLATE" speaker="Watcher Linch" name="WatcherLinch" VO="Watcher_0901_0108_introtosettlement_InProgResponse" VO_Status="Recorded">While I do appreciate the company here, Constable Oakes must be informed of these events.\n\nBe certain to stay on the path when traveling to the settlement.</string>
<string key="0901_0108_introtosettlement_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Travel to the First Light Settlement and convey Watcher Linch's warning to Constable Oakes.</string>
<string key="0904_0901_TheHermitFL_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Quest Title">The Old Man Who Cried Corruption</string>
<string key="0904_0901_TheHermitFL_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Quest Description">Search for an old man along the river in Monarch's Bluffs. He may know more about fighting Corruption.</string>
<string key="0904_0901_TheHermitFL_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What crazy old man?"</string>
<string key="0904_0901_TheHermitFL_proposal" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_0901_TheHermitFL_ProposalResponse" VO_Status="Recorded" dialogue-next="@0904_01a01_warnmagistrate_proposal">Oh, it was decades ago. He was stark, raving mad, but kind of sweet at the same time.\n\nI heard a rumor he was wandering around Monarch's Bluffs these days. He's probably become Lost by now.</string>
<string key="0904_0901_TheHermitFL_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_0901_TheHermitFL_InProgResponse" VO_Status="Recorded">Are you still looking for that crazy old hermit? \n\nI heard recently that he is indeed in Monarch's Bluffs.</string>
<string key="0904_0901_d_01_FinishOnboarding" comment="DO NOT TRANSLATE" speaker="UI">Complete Quests to Help the Settlement before Seeking the Old Man</string>
<string key="0904_0901_TheHermitEF_optional_FTP" comment="DO NOT TRANSLATE" speaker="UI">(Optional) Use Your Map to Fast Travel to the Spirit Shrine</string>
<string key="0904_0901_TheHermitFL_GoToPOI" comment="DO NOT TRANSLATE" speaker="UI">Search for the Mysterious Old Man in {POITags}</string>
<string key="0904_01a01_warnmagistrate_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Inform the Magistrate</string>
<string key="0904_01a01_warnmagistrate_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Alright. Anything else?"</string>
<string key="0904_01a01_warnmagistrate_proposal" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_01a01_warnmagistrate_ProposalResponse" VO_Status="Recorded" dialogue-next="@0904_01a01_warnmagistrate_proposal_next" dialogue-prompt="@0904_01a01_warnmagistrate_start_prompt">I'll begin formulating a strategy. We shouldn't rush into anything. \n\nI take it you are {playerName}, to whom Watcher Linch referred in her message?</string>
<string key="0904_01a01_warnmagistrate_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Yes, that's me."</string>
<string key="0904_01a01_warnmagistrate_proposal_next" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_01a01_warnmagistrate_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0904_01a01_warnmagistrate_proposal_prompt">Then the settlement is already in your debt. \n\nIf you will, please inform Magistrate Bond of this news, and then visit the inn. We all need our rest, don't we?</string>
<string key="0904_01a01_warnmagistrate_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Overseer_0904_01a01_warnmagistrate_AvailResponse" VO_Status="Recorded" dialogue-next="@0904_01a01_warnmagistrate_complete_available_response_next">You'll have to forgive me - a bit busy just now. \n\nFirst the storm, then Shattered Mountain, and I'm getting no direction or help whatsoever.</string>
<string key="0904_01a01_warnmagistrate_complete_available_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"The Constable asked me to share this message."</string>
<string key="0904_01a01_warnmagistrate_complete_available_response_next" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Overseer_0904_01a01_warnmagistrate_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0904_01a01_warnmagistrate_complete_available_response_prompt">Oakes sent you? Better late than never, I guess. Let's see...\n\nHmmph! Don't suppose she gave any further instruction, did she? Typical. She probably needs to 'consider her plan'.</string>
<string key="0904_01a01_warnmagistrate_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_01a01_warnmagistrate_InProgResponse" VO_Status="Recorded">Again, you are most welcome to First Light. Speak with Magistrate Bond when you can.</string>
<string key="0904_01a01_warnmagistrate_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Tell Magistrate Bond about the threat of Corruption. Talk to Constable Oakes in the First Light Settlement when your task is complete.</string>
<string key="0902_0101_hearthandhome_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Settling In</string>
<string key="0902_0101_hearthandhome_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I'll help if I can."</string>
<string key="0902_0101_hearthandhome_proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0101_hearthandhome_ProposalResponse" VO_Status="Recorded" dialogue-next="@0902_0101_hearthandhome_proposal_next">Good. The Constable doesn't realize the urgency here, but I do. \n\nWe must get to work straightaway! You're {playerName}? Sounds like you're capable enough.</string>
<string key="0902_0101_hearthandhome_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"The Constable said I should visit the inn first."</string>
<string key="0902_0101_hearthandhome_proposal_next" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0101_hearthandhome_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0902_0101_hearthandhome_proposal_prompt">Of course she did. Very well. I suppose that makes sense. \n\nCheck-in with Innkeep Fairfax and get a room. Go quickly though - there's no time to waste!</string>
<string key="0902_0101_hearthandhome_interact_inn" comment="DO NOT TRANSLATE" speaker="UI">Check in at the Inn</string>
<string key="0902_0101_hearthandhome_complete_available_response" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0101_hearthandhome_AvailResponse" VO_Status="Recorded" dialogue-next="@0902_0101_hearthandhome_complete_available_response_next">There you are! I was worried I might've run you off! \n\nI'm sorry if I seem overly-hasty. It's just that this really is an emergency!</string>
<string key="0902_0101_hearthandhome_complete_available_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"It's alright. I understand."</string>
<string key="0902_0101_hearthandhome_complete_available_response_next" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0101_hearthandhome_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0902_0101_hearthandhome_complete_available_response_prompt">See? You get it! Why doesn't Constable Oakes? \n\nI do hope you'll stick around.</string>
<string key="0902_0101_hearthandhome_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0101_hearthandhome_InProgResponse" VO_Status="Recorded">It really is quite simple. Speak with Innkeep Fairfax to acquire a room. Unless you prefer to live in another settlement, I suppose!</string>
<string key="0902_0101_hearthandhome_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Speak with Innkeep Fairfax and bind yourself to the Settlement. Talk to Magistrate Bond in the First Light Settlement when your task is complete.</string>
<string key="0902_0102_intrototrader_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Trader's Market</string>
<string key="0902_0102_intrototrader_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What happened?"</string>
<string key="0902_0102_intrototrader_proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0102_intrototrader_ProposalResponse" VO_Status="Recorded">It's a… long story, but indeed, once our markets were packed solid.\n\n You should visit the Trading Post yourself to see the current state of things. Check out the storage space available to you as well.</string>
<string key="0902_0102_intrototrader_openUI_global_storage" comment="DO NOT TRANSLATE" speaker="UI">Open the Storage Shed</string>
<string key="0902_0102_intrototrader_open_tradingpost" comment="DO NOT TRANSLATE" speaker="UI">Open the Trading Post</string>
<string key="0902_0102_intrototrader_complete_available_response" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0102_intrototrader_AvailResponse" VO_Status="Recorded">As you see, it may have lost its luster, but we have everything one could need in First Light. \n\nWith decisive action, we can make this territory stronger than ever.</string>
<string key="0902_0102_intrototrader_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0102_intrototrader_InProgResponse" VO_Status="Recorded">Visit the Trading Post and the Storage Shed. Do be quick about it.</string>
<string key="0902_0102_intrototrader_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Visit the Trading Post and then view your available storage space in the Storage Shed. Talk to Magistrate Bond in the First Light Settlement when your task is complete.</string>
<string key="0902_0103_introtooverseer_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Constable's Orders</string>
<string key="0902_0103_introtooverseer_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Maybe she's got a plan now."</string>
<string key="0902_0103_introtooverseer_proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0103_introtooverseer_ProposalResponse" VO_Status="Recorded">I should certainly hope so! Sylvia's had enough time to develop her strategy. \n\nPlease, go and inquire as to her intentions. If she still has nothing to say, feel free to hover about until she does.</string>
<string key="0902_0103_introtooverseer_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0103_introtooverseer_InProgResponse" VO_Status="Recorded">Have you spoken with Constable Oakes yet? She rarely leaves the Town Hall, so she'll be simple to find. Up the stairs, and look for the building flying banners.</string>
<string key="0902_0103_introtooverseer_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">You should meet Constable Oakes in the First Light Settlement.</string>
<string key="0902_0103_introtooverseer_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Magistrate_0902_0103_introtooverseer_AvailResponse" VO_Status="Recorded" dialogue-next="@0902_0103_introtooverseer_complete_availaible_response_next">Ah, {playerName}! It's nice to see you again! \n\nI hope you're enjoying your time in First Light, despite all these fears about the Corruption.</string>
<string key="0902_0103_introtooverseer_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Do you have a plan?"</string>
<string key="0902_0103_introtooverseer_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Magistrate_0902_0103_introtooverseer_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0902_0103_introtooverseer_complete_availaible_response_prompt">Ha! Magistrate Bond is getting impatient, isn't she? \n\nAlways driven to action - it's one of her strengths. But sometimes, we need to think first.</string>
<string key="0904_0104_overseersettlement_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Slow and Steady</string>
<string key="0904_0104_overseersettlement_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I can help gather supplies."</string>
<string key="0904_0104_overseersettlement_proposal" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_0104_overseersettlement_ProposalResponse" VO_Status="Recorded">That's the spirit. Even under dire circumstances, slow and steady is the course. \n\nI would welcome your help. Gather wood, stone, and rawhide and then refine them. Every little bit helps.</string>
<string key="0904_0104_overseersettlement_questtrack_gather" comment="DO NOT TRANSLATE" speaker="UI">Complete Quest: Raw Materials</string>
<string key="0904_0104_overseersettlement_questtrack_refine" comment="DO NOT TRANSLATE" speaker="UI">Complete Quest: Refined Judgment</string>
<string key="0904_0104_overseersettlement_complete_available_response" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_0104_overseersettlement_AvailResponse" VO_Status="Recorded">From the first moment, I knew you'd prove to be an excellent addition to our community.\n\nTrust is the foundation for everything we do here.</string>
<string key="0904_0104_overseersettlement_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_0104_overseersettlement_InProgResponse" VO_Status="Recorded">It may seem insignificant, but I assure you that gathering and refining materials is the lifeblood of the First Light settlement.</string>
<string key="0904_0104_overseersettlement_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Gather and refine the materials requested by Constable Oakes. Report back to her in the First Light Settlement when your task is complete.</string>
<string key="0904_0104_overseersettlement_gather_stone" comment="DO NOT TRANSLATE" speaker="UI">Gather {itemName} by Mining Boulders</string>
<string key="0904_0104_overseersettlement_gather_rawhide" comment="DO NOT TRANSLATE" speaker="UI">Gather {itemName} by Skinning Boars and Wolves</string>
<string key="0904_0104_overseersettlement_gather_wood" comment="DO NOT TRANSLATE" speaker="UI">Gather {itemName} from Bushes or Trees</string>
<string key="0904_0104_overseersettlement_refine_timber" comment="DO NOT TRANSLATE" speaker="UI">Craft {itemName} at Woodshop</string>
<string key="0904_0104_overseersettlement_refine_blocks" comment="DO NOT TRANSLATE" speaker="UI">Craft {itemName} at Stonecutting Table</string>
<string key="0904_0104_overseersettlement_refine_leather" comment="DO NOT TRANSLATE" speaker="UI">Craft {itemName} at Tannery</string>
<string key="0904_0103_introtoartificer_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Finely Crafted</string>
<string key="0904_0103_introtoartificer_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Just point me in the right direction."</string>
<string key="0904_0103_introtoartificer_proposal" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_0103_introtoartificer_ProposalResponse" VO_Status="Recorded">Of course. In addition to your other fine... attributes, you seem to be good with your hands, and we could use more of that. \n\nTake these materials to Ji-hoon Kim, our resident Artificer. He'll show you what to do.</string>
<string key="0904_0103_introtoartificer_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_0103_introtoartificer_InProgResponse" VO_Status="Recorded">Did you talk to Artificer Kim? He usually spends his time near the Woodshop to the south.</string>
<string key="0904_0103_introtoartificer_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Artificer Kim" name="ArtificerKim" VO="Overseer_0904_0103_introtoartificer_AvailResponse" VO_Status="Recorded">Ah, {playerName}! It is very nice to meet you. If Sylvia believes you are good people, then that is good enough for me.</string>
<string key="0904_0103_introtoartificer_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Speak with Artificer Kim in the First Light Settlement.</string>
<string key="0905_0101_craftforartificer_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Forging Ahead</string>
<string key="0905_0101_craftforartificer_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"That makes sense."</string>
<string key="0905_0101_craftforartificer_proposal" comment="DO NOT TRANSLATE" speaker="Artificer Kim" name="ArtificerKim" VO="Artificer_0905_0101_craftforartificer_ProposalResponse" VO_Status="Recorded" dialogue-next="@0905_0101_craftforartificer_proposal_next">I've always thought so, and if rumors about a surge in Corruption are to be believed, the settlement will need to increase its weapon stores. \n\nIf you want to contribute to our defenses, this is one way you can do so.</string>
<string key="0905_0101_craftforartificer_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Yes. I want to learn."</string>
<string key="0905_0101_craftforartificer_proposal_next" comment="DO NOT TRANSLATE" speaker="Artificer Kim" name="ArtificerKim" VO="Artificer_0905_0101_craftforartificer_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0905_0101_craftforartificer_proposal_prompt">Then I shall teach you how to forge a simple blade.\n\nTake this satchel of ore, open it and smelt the ore into ingots. Then, take up the hammer and make yourself a sword.</string>
<string key="0905_0101_craftforartificer_incomplete" comment="DO NOT TRANSLATE" speaker="Artificer Kim" name="ArtificerKim" VO="Artificer_0905_0101_craftforartificer_InProgResponse" VO_Status="Recorded">Open the satchel of iron ore, melt the ore into ingots, then visit the forge.</string>
<string key="0905_0101_craftforartificer_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Visit the forge and craft an Iron Longsword. Talk to Artificer Kim in the First Light Settlement when your task is complete.</string>
<string key="0905_0101_craftforartificer_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Artificer Kim" name="ArtificerKim" VO="Artificer_0905_0101_craftforartificer_AvailResponse" VO_Status="Recorded">Well, what have we here? A fine blade indeed! \n\nI see the makings of an artisan in this already. Well done!</string>
<string key="0905_0101_d_01_task" comment="DO NOT TRANSLATE" speaker="UI">Gather Iron Ore</string>
<string key="0905_0101_d_02_task" comment="DO NOT TRANSLATE" speaker="UI">Craft {itemName}s at the Smelter</string>
<string key="0905_0101_d_03_task" comment="DO NOT TRANSLATE" speaker="UI">Craft an Iron Longsword at the Forge</string>
<string key="0905_0102_campingunlock_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Man About Town</string>
<string key="0905_0102_campingunlock_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I hope that's a good thing."</string>
<string key="0905_0102_campingunlock_proposal" comment="DO NOT TRANSLATE" speaker="Artificer Kim" name="ArtificerKim" VO="Artificer_0905_0102_campingunlock_ProposalResponse" VO_Status="Recorded">I do too. You know who you should speak with? Albert Riches - our resident Survivalist, but... so much more than that.\n\nYes. You should go introduce yourself.</string>
<string key="0905_0102_campingunlock_incomplete" comment="DO NOT TRANSLATE" speaker="Artificer Kim" name="ArtificerKim" VO="Artificer_0905_0102_campingunlock_InProgResponse" VO_Status="Recorded">Survivalist Riches should still be at his bench next to the ship. I think you two will get along.</string>
<string key="0905_0102_campingunlock_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Talk to Survivalist Riches in the First Light Settlement.</string>
<string key="0905_0102_campingunlock_complete_available_response" comment="DO NOT TRANSLATE" speaker="Survivalist Riches" name="SurvivalistRiches" VO="Artificer_0905_0102_campingunlock_AvailResponse" VO_Status="Recorded">Here's an intrepid young soul if ever I've seen one. \n\nA coincidence you show up on the same day as the Shattered Mountain erupts? I think not.</string>
<string key="0903_0201_survivalistquest_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">What it Takes</string>
<string key="0903_0201_survivalistquest_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"That's always a good idea."</string>
<string key="0903_0201_survivalistquest_proposal" comment="DO NOT TRANSLATE" speaker="Survivalist Riches" name="SurvivalistRiches" VO="Survivalist_0903_0201_survivalistquest_ProposalResponse" VO_Status="Recorded" dialogue-next="@0903_0201_survivalistquest_proposal_next">It is, isn't it? But here's a question for you, friend. \n\nIf this place comes crashing down, how do you see yourself handling it?</string>
<string key="0903_0201_survivalistquest_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I'll do what I can."</string>
<string key="0903_0201_survivalistquest_proposal_next" comment="DO NOT TRANSLATE" speaker="Survivalist Riches" name="SurvivalistRiches" VO="Survivalist_0903_0201_survivalistquest_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0903_0201_survivalistquest_proposal_prompt">Exactly. You survive. You go on. But do you have what it takes?\n\n Let's find out. What say you set yourself a camp outside these walls and hunt some wolves from the local dens. I'd like to see it.</string>
<string key="0903_0201_survivalistquest_incomplete" comment="DO NOT TRANSLATE" speaker="Survivalist Riches" name="SurvivalistRiches" VO="Survivalist_0903_0201_survivalistquest_InProgResponse" VO_Status="Recorded">Those wolves aren't going to hunt themselves, friend. \n\nHowling Falls is to the northwest, just west of Hatchburg Fishery, and Fullmoon Den is to the southeast, out toward the beach.</string>
<string key="0903_0201_survivalistquest_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Face down the wolves in Howling Falls and Fullmoon Den, and set up a Camp in the wilds. Talk to Survivalist Riches in the First Light Settlement when your task is complete.</string>
<string key="0903_0201_survivalistquest_skin_target" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName} to collect {itemName}</string>
<string key="0903_0201_survivalistquest_makecamp" comment="DO NOT TRANSLATE" speaker="UI">Make camp to set a respawn point in the wild</string>
<string key="0903_0201_survivalistquest_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Survivalist Riches" name="SurvivalistRiches" VO="Survivalist_0903_0201_survivalistquest_AvailResponse" VO_Status="Recorded">Here comes someone with a little swagger. And something from those wolves too, I suspect. \n\nYes, this one's got what it takes, sure enough. I had a feeling that would be the case.</string>
<string key="0903_0201_V2_TaskGoToPOITag_WolfDen01" comment="DO NOT TRANSLATE" speaker="UI">Collect musk from the wolves of {POITags}</string>
<string key="0903_0201_V2_TaskHaveAndReturnItems" comment="DO NOT TRANSLATE" speaker="UI">Slay {targetName} for {itemName}</string>
<string key="0903_0201_V2_TaskGoToPOITag_WolfDen02" comment="DO NOT TRANSLATE" speaker="UI">Continue to {POITags} in search of the finest of furs</string>
<string key="0903_0201_V2_TaskInteract_LureAlpha_Optional" comment="DO NOT TRANSLATE" speaker="UI">(Optional) Place the musk to lure out the Alpha of Howling Falls Den</string>
<string key="0903_0201_V2_TaskInteract_KillContribution_Alpha_Hidden" comment="DO NOT TRANSLATE" speaker="UI">Slay {targetName}</string>
<string key="0903_0201_V2_TaskHaveAndReturnItems_FineAlphaFur" comment="DO NOT TRANSLATE" speaker="UI">Survive the wolves' assault and claim {itemName} from {targetName}</string>
<string key="0903_0201_V2_Enc_Stage_01" comment="DO NOT TRANSLATE" speaker="UI">Place the musk to lure the alpha</string>
<string key="0903_0201_V2_Enc_Stage_02" comment="DO NOT TRANSLATE" speaker="UI">Hold out against the guardians of the Howling Falls Den</string>
<string key="0903_0201_V2_Enc_Stage_02_Intermission" comment="DO NOT TRANSLATE" speaker="UI">Intermission</string>
<string key="0903_0201_V2_Enc_Stage_03" comment="DO NOT TRANSLATE" speaker="UI">Defeat Greytooth</string>
<string key="0903_0202_returntomagistrate_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Rumors and Reactions</string>
<string key="0903_0202_returntomagistrate_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"That seems to be a common sentiment."</string>
<string key="0903_0202_returntomagistrate_proposal" comment="DO NOT TRANSLATE" speaker="Survivalist Riches" name="SurvivalistRiches" VO="Survivalist_0903_0202_returntomagistrate_ProposalResponse" VO_Status="Recorded">As it should be. If Magistrate Bond has heard about these 'breaches', she'll be half-mad with worry. Go ask if you can help. \n\nDon't be a stranger, though. I'll want to speak to you again.</string>
<string key="0903_0202_returntomagistrate_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Survivalist_0903_0202_returntomagistrate_AvailResponse" VO_Status="Recorded" dialogue-next="@0903_0202_returntomagistrate_complete_availaible_response_next">There you are! I was starting to worry.\n\nHave you heard these rumors of 'corruption breaches' opening up everywhere?</string>
<string key="0903_0202_returntomagistrate_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Survivalist Riches told me."</string>
<string key="0903_0202_returntomagistrate_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Survivalist_0903_0202_returntomagistrate_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0903_0202_returntomagistrate_complete_availaible_response_prompt">Of course. He probably 'foresaw' all this. That man is touched, I tell you.</string>
<string key="0903_0202_returntomagistrate_incomplete" comment="DO NOT TRANSLATE" speaker="Survivalist Riches" name="SurvivalistRiches" VO="Survivalist_0903_0202_returntomagistrate_InProgResponse" VO_Status="Recorded">Speak to Magistrate Bond when you have time, and if you leave the settlement, watch your back out there.</string>
<string key="0903_0202_returntomagistrate_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Speak to Magistrate Bond in the First Light Settlement.</string>
<string key="0902_0202_introtoallfactions_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">New Alliances</string>
<string key="0902_0202_introtoallfactions_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Where can we find more support?"</string>
<string key="0902_0202_introtoallfactions_proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0202_introtoallfactions_ProposalResponse" VO_Status="Recorded" dialogue-next="@0902_0202_introtoallfactions_proposal_next">You've surely noticed by now the presence of the Marauders, the Syndicate, and the Covenant in town.\n\nRecently, these groups have become quite influential.</string>
<string key="0902_0202_introtoallfactions_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"We should talk to them."</string>
<string key="0902_0202_introtoallfactions_proposal_next" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0202_introtoallfactions_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0902_0202_introtoallfactions_proposal_prompt">You're right, of course, whether the Constable approves or not.\n\nAfter you speak with them, you'll have to choose for yourself which one will make the best ally. Oh, and do make sure to check in with me again afterwards.</string>
<string key="0902_0202_introtoallfactions_speak_marauders" comment="DO NOT TRANSLATE" speaker="UI">Speak with the Marauders</string>
<string key="0902_0202_introtoallfactions_speak_syndicate" comment="DO NOT TRANSLATE" speaker="UI">Speak with the Syndicate</string>
<string key="0902_0202_introtoallfactions_speak_covenant" comment="DO NOT TRANSLATE" speaker="UI">Speak with the Covenant</string>
<string key="0902_0202_introtoallfactions_speak_magistrate" comment="DO NOT TRANSLATE" speaker="UI">Consult with the Magistrate</string>
<string key="0902_0202_introtoallfactions_choose" comment="DO NOT TRANSLATE" speaker="UI">Speak with all three Faction Representatives</string>
<string key="0902_0202_introtoallfactions_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0202_introtoallfactions_AvailResponse" VO_Status="Recorded">Perfect timing. I do hope you have spoken with the faction representatives. \n\nI'm interested to hear which of them has earned your allegiance.</string>
<string key="0902_0202_introtoallfactions_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0202_introtoallfactions_InProgResponse" VO_Status="Recorded">Meet with each of the three factions and decide which is best.</string>
<string key="0902_0202_introtoallfactions_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Meet with each faction's representative in the First Light Settlement to decide which faction you wish to join.</string>
<string key="0907_0101_marauderquest1_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Marauder Initiation: Hatchburg Fishery</string>
<string key="0907_0101_marauderquest1_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What kind of reward?"</string>
<string key="0907_0101_marauderquest1_proposal" comment="DO NOT TRANSLATE" speaker="Commander Edwin" name="CommanderEdwin" VO="Commander_0907_0101_marauderquest1_ProposalResponse" VO_Status="Recorded" dialogue-next="@0907_0101_marauderquest1_proposal_next">The kind that will make you stronger, smarter, and faster. You carry yourself like one who is no stranger to conflict.\n\nBut I wonder if you would dare to accept my challenge.</string>
<string key="0907_0101_marauderquest1_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I will accept the challenge."</string>
<string key="0907_0101_marauderquest1_proposal_next" comment="DO NOT TRANSLATE" speaker="Commander Edwin" name="CommanderEdwin" VO="Commander_0907_0101_marauderquest1_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0907_0101_marauderquest1_proposal_prompt">Good. The Lakecast of Hatchburg are vile, wretched creatures.\n\nReturn them to the mud and seize whatever treasures they keep there. To the victor go the spoils!</string>
<string key="0907_0101_marauderquest1_incomplete" comment="DO NOT TRANSLATE" speaker="Commander Edwin" name="CommanderEdwin" VO="Commander_0907_0101_marauderquest1_InProgResponse" VO_Status="Recorded">Do not doubt your abilities. Find the fortitude inside and prove your worth! This is something only you can do.</string>
<string key="0907_0101_marauderquest1_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Explore Hatchburg Fishery and prove your worth to the Marauders through combat and the treasure you recover. Talk to Commander Edwin in the First Light Settlement when your task is complete.</string>
<string key="0907_0101_marauderquest1_cull_enemy_group_withered" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName} Withered</string>
<string key="0907_0101_marauderquest1_search_container_for_item_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName}</string>
<string key="0907_0101_marauderquest1_recover_item_from_targets_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName} from {targetName}</string>
<string key="0907_0101_marauderquest1_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Commander Edwin" name="CommanderEdwin" VO="Commander_0907_0101_marauderquest1_AvailResponse" VO_Status="Recorded">Excelsior, my friend! You have proven your mettle this day.\n\nYou will make a fine addition to the ranks of the Marauders.</string>
<string key="0908_0101_syndicatequest1_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Syndicate Initiation: Dayspring Mills</string>
<string key="0908_0101_syndicatequest1_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I'm up for a challenge."</string>
<string key="0908_0101_syndicatequest1_proposal" comment="DO NOT TRANSLATE" speaker="Alchemist Long" name="AlchemistLong" VO="Alchemist_0908_0101_syndicatequest1_ProposalResponse" VO_Status="Recorded" dialogue-next="@0908_0101_syndicatequest1_proposal_next">We will see, won't we? You have joined the Syndicate because you do not wish to spend eternity wallowing in ignorance.\n\nThe only question that remains is whether you have stomach for it.</string>
<string key="0908_0101_syndicatequest1_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"The stomach for what?"</string>
<string key="0908_0101_syndicatequest1_proposal_next" comment="DO NOT TRANSLATE" speaker="Alchemist Long" name="AlchemistLong" VO="Alchemist_0908_0101_syndicatequest1_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0908_0101_syndicatequest1_proposal_prompt">The truth, of course, and the price it demands.\n\nOne of our number failed in Dayspring Mills, and many research notes were lost. Recover them and we will talk.</string>
<string key="0908_0101_syndicatequest1_search_container_for_item_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Search chests for {itemName} in {POITags}</string>
<string key="0908_0101_syndicatequest1_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Alchemist Long" name="AlchemistLong" VO="Alchemist_0908_0101_syndicatequest1_AvailResponse" VO_Status="Recorded" dialogue-next="@0908_0101_syndicatequest1_complete_availaible_response_next">You've got the notes? Let's see them. \n\nYes…yes! Using these, we can recreate our experiments.</string>
<string key="0908_0101_syndicatequest1_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What kind of experiments?"</string>
<string key="0908_0101_syndicatequest1_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Alchemist Long" name="AlchemistLong" VO="Alchemist_0908_0101_syndicatequest1_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0908_0101_syndicatequest1_complete_availaible_response_prompt">Oh, you will learn soon enough.\n\nYes, I believe you will be a fine addition to our circle.</string>
<string key="0908_0101_syndicatequest1_incomplete" comment="DO NOT TRANSLATE" speaker="Alchemist Long" name="AlchemistLong" VO="Alchemist_0908_0101_syndicatequest1_InProgResponse" VO_Status="Recorded">Alchemists carry the burden of truth, a responsibility for knowledge. \n\nRecover our research notes from Dayspring Mills.</string>
<string key="0908_0101_syndicatequest1_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Explore Dayspring Mills and prove yourself to the Syndicate by recovering the abandoned research notes. Talk to Alchemist Long in the First Light Settlement when your task is complete.</string>
<string key="0909_0101_covenantquest1_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Covenant Initiation: Hilltop Encampment</string>
<string key="0909_0101_covenantquest1_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I swear to protect the Spark."</string>
<string key="0909_0101_covenantquest1_proposal" comment="DO NOT TRANSLATE" speaker="Adjudicator Jeffrey" name="AdjudicatorJeffery" VO="Adjudicator_0909_0101_covenantquest1_ProposalResponse" VO_Status="Recorded" dialogue-next="@0909_0101_covenantquest1_proposal_next">And so you shall! I see the light in your eyes, the yearning for meaning and righteousness.\n\nYou have sworn, but now we must be certain you have the will to back your promise.</string>
<string key="0909_0101_covenantquest1_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I am to be tested?"</string>
<string key="0909_0101_covenantquest1_proposal_next" comment="DO NOT TRANSLATE" speaker="Adjudicator Jeffrey" name="AdjudicatorJeffery" VO="Adjudicator_0909_0101_covenantquest1_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0909_0101_covenantquest1_proposal_prompt">Yes. We are all tested every day, and soon enough, the Corruption will be coming. That will be the true test.\n\nFirst though, prove you have the conviction to stand against the Gristlerot of Hilltop Encampment.</string>
<string key="0909_0101_covenantquest1_cull_enemy_group_corrupted" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName} Corrupted</string>
<string key="0909_0101_covenantquest1_search_container_for_item_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Search containers for {itemName}s at {POITags}</string>
<string key="0909_0101_covenantquest1_recover_item_from_targets_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Recover {itemName} from {targetName}s in {POITags}</string>
<string key="0909_0101_covenantquest1_incomplete" comment="DO NOT TRANSLATE" speaker="Adjudicator Jeffrey" name="AdjudicatorJeffery" VO="Adjudicator_0909_0101_covenantquest1_InProgResponse" VO_Status="Recorded">By the Spark, I wish I could charge into battle at your side. But my duty is here, and here, I will stay.</string>
<string key="0909_0101_covenantquest1_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Adjudicator Jeffrey" name="AdjudicatorJeffery" VO="Adjudicator_0909_0101_covenantquest1_AvailResponse" VO_Status="Recorded">Yes, yes, I had faith you would return. Conviction such as yours is unshakeable.\n\nDestiny has called you to serve in our cause. There is not a doubt in my mind.</string>
<string key="0909_0101_covenantquest1_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Cleanse the Hilltop Encampment of Gristlerot Corrupted, and retrieve any supplies you find. Talk to Adjudicator Jeffrey in the First Light Settlement when your task is done.</string>
<string key="0909_0103_timetochoose_choice_marauders" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Join the Marauders\n OR</string>
<string key="0909_0103_timetochoose_choice_syndicate" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Join the Syndicate\n OR</string>
<string key="0909_0103_timetochoose_choice_covenant" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Join the Covenant</string>
<string key="0909_0103_timetochoose_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0909_0103_timetochoose_incomplete" VO_Status="Recorded">Very well. Only time will tell whether you've made the right choice.\n\nBut I'm of no mind to judge. The settlement needs assistance from whichever faction will give it.</string>
<string key="0909_0103_timetochoose_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0909_0103_timetochoose_incomplete" VO_Status="Recorded">I cannot make this decision for you.</string>
<string key="0909_0103_timetochoose_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Decide which Faction you wish to join, and then speak to the appropriate Faction Representative to enlist.</string>
<string key="0909_0103_timetochoose_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Choose Your Allegiance</string>
<string key="0909_0103_timetochoose_proposal" comment="DO NOT TRANSLATE" speaker="n/a">[BLANK]</string>
<string key="0902_0401_factionhandoff_faction_board_open" comment="DO NOT TRANSLATE" speaker="UI">Talk to your Faction Representative and Select a Mission</string>
<string key="0902_0401_factionhandoff_faction_mission_complete" comment="DO NOT TRANSLATE" speaker="UI">Complete a Faction Mission and report back the Magistrate</string>
<string key="0902_0401_factionhandoff_complete_available_response" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0401_factionhandoff_complete_available_response" VO_Status="Recorded">Well, {playerName}, I've been hearing good things about you and your new friends. \n\nI think you chose well in your allegiance.</string>
<string key="0902_0401_factionhandoff_incomplete" comment="DO NOT TRANSLATE" speaker="n/a">[BLANK]</string>
<string key="0902_0401_factionhandoff_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Speak to your Faction Representative to view and accept a Faction Mission. Once the mission is complete, return to Magistrate Bond.</string>
<string key="0902_0401_factionhandoff_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Commitment to the Cause</string>
<string key="0902_0401_factionhandoff_proposal" comment="DO NOT TRANSLATE" speaker="n/a">[BLANK]</string>
<string key="0904_0501_encroachingcorruption_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Encroaching Corruption</string>
<string key="0904_0501_encroachingcorruption_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Scour the areas near the First Light Settlement and destroy any Corruption nodules you find. Then report back to Constable Oakes in the Settlement.</string>
<string key="0904_0501_encroachingcorruption_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">N/A</string>
<string key="0904_0501_encroachingcorruption_proposal" comment="DO NOT TRANSLATE" speaker="n/a">N/A</string>
<string key="0904_0501_encroachingcorruption_incomplete" comment="DO NOT TRANSLATE" speaker="n/a">N/A</string>
<string key="0904_0501_TalktoConstable" comment="DO NOT TRANSLATE" speaker="UI - tracker text">Consult with Constable Oakes for an update on Corruption</string>
<string key="0904_0501_encroachingcorruption_complete" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="0904_0501_encroachingcorruption_complete" VO_Status="Recorded" dialogue-next="@0904_0501_encroachingcorruption_complete_next">Excellent timing. I was just about to dispatch someone to find out what had become of you.\n\nWere the reports true then? Pockets of Corruption manifesting closer to the settlement?</string>
<string key="0904_0501_encroachingcorruption_complete_next_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Yes, but I destroyed them."</string>
<string key="0904_0501_encroachingcorruption_complete_next" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="0904_0501_encroachingcorruption_complete_next" VO_Status="Recorded" dialogue-next="@0904_0501_encroachingcorruption_complete_next2" dialogue-prompt="@0904_0501_encroachingcorruption_complete_next_prompt">Well done. You've bought us more time, at the very least. Be careful now, lest I come to depend on you.\n\nOf course, I would suggest you consider purchasing a home here. It will be much easier to return when you head out again.</string>
<string key="0904_0501_encroachingcorruption_complete_next2_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I'm heading out again?"</string>
<string key="0904_0501_encroachingcorruption_complete_next2" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="0904_0501_encroachingcorruption_complete_next2" VO_Status="Recorded" dialogue-prompt="@0904_0501_encroachingcorruption_complete_next2_prompt">Possibly. Remember the old man who warned about Corruption? I've confirmed he's at a fishing shack in Monarch's Bluffs.\n\nIt's quite a journey, but a necessary one. See the Innkeep before you go - they needed a favor that way as well.</string>
<string key="0904_0501_encroachingcorruption_interact_nodes" comment="DO NOT TRANSLATE" speaker="UI - tracker text">Search the listed areas and eliminate any signs of Corruption:</string>
<string key="0904_0501_encroachingcorruption_nodeA" comment="DO NOT TRANSLATE" speaker="UI - tracker text">North of Hatchburg</string>
<string key="0904_0501_encroachingcorruption_nodeB" comment="DO NOT TRANSLATE" speaker="UI - tracker text">Near the Mountain Road</string>
<string key="0904_0501_encroachingcorruption_nodeC" comment="DO NOT TRANSLATE" speaker="UI - tracker text">On the Inlet Shoreline</string>
<string key="0910_0101_laidtorest_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Dayspring Barley</string>
<string key="0910_0101_laidtorest_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I'm sure it's not personal."</string>
<string key="0910_0101_laidtorest_proposal" comment="DO NOT TRANSLATE" speaker="Barkeep Rost" name="BarkeepRost" VO="Barkeep_0910_0101_laidtorest_ProposalResponse" VO_Status="Recorded" dialogue-next="@0910_0101_laidtorest_proposal_next">But it is! 'What can that daft barkeep contribute?' That's what they're saying.\n\nIt's not right. I got feelings too, you know?</string>
<string key="0910_0101_laidtorest_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"There must be a way."</string>
<string key="0910_0101_laidtorest_proposal_next" comment="DO NOT TRANSLATE" speaker="Barkeep Rost" name="BarkeepRost" VO="Barkeep_0910_0101_laidtorest_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0910_0101_laidtorest_proposal_prompt">Maybe. I've been thinking of making a special brew. \n\nThere's barley stores out in Dayspring Mills. It's good stuff. If you could get that barley, that'd be something.</string>
<string key="0910_0101_laidtorest_incomplete" comment="DO NOT TRANSLATE" speaker="Barkeep Rost" name="BarkeepRost" VO="Barkeep_0910_0101_laidtorest_InProgResponse" VO_Status="Recorded">If you can get that barley from Dayspring Mills, I can make a brew. I think so, at least.</string>
<string key="0910_0101_laidtorest_complete_available_response" comment="DO NOT TRANSLATE" speaker="Barkeep Rost" name="BarkeepRost" VO="Barkeep_0910_0101_laidtorest_AvailResponse" VO_Status="Recorded">Wait… you really waded through the Withered at Dayspring Mills just for my barley?\n\nThat's raw! You gotta be some kinda tough for that. Thanks!</string>
<string key="0910_0101_laidtorest_goto_dayspringmills" comment="DO NOT TRANSLATE" speaker="UI">Travel to Dayspring Mills and gather barley from the fields</string>
<string key="0910_0101_laidtorest_gather_item_from_IO" comment="DO NOT TRANSLATE" speaker="UI">Gather {itemName} in {POITags}</string>
<string key="0910_0101_laidtorest_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Retrieve the abandoned Heirlooms from Dayspring Mills. Talk to Barkeep Rost in the First Light Settlement when your task is complete.</string>
<string key="0910_0102_distillation_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Hilltop Hops</string>
<string key="0910_0102_distillation_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"It was my pleasure."</string>
<string key="0910_0102_distillation_proposal" comment="DO NOT TRANSLATE" speaker="Barkeep Rost" name="BarkeepRost" VO="Barkeep_0910_0102_distillation_ProposalResponse" VO_Status="Recorded" dialogue-next="@0910_0102_distillation_proposal_next">So... I hope it don't seem like I'm imposing if I ask one more teency-weency favor. \n\nThing is, my brewing recipe… well, it's just not well-suited to this amazing barley.</string>
<string key="0910_0102_distillation_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"How can I help?"</string>
<string key="0910_0102_distillation_proposal_next" comment="DO NOT TRANSLATE" speaker="Barkeep Rost" name="BarkeepRost" VO="Barkeep_0910_0102_distillation_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0910_0102_distillation_proposal_prompt">There was this Chef Giroux in Hilltop had the most amazing recipe. Hilltop's gone to the Corrupted now. \n\nBut if I could get that brew recipe and some Hilltop Hops, that would be like… the best thing ever.</string>
<string key="0910_0102_distillation_goto_hilltop" comment="DO NOT TRANSLATE" speaker="UI">Travel to the Hilltop Encampment and recover the Hops and Brews</string>
<string key="0910_0102_distillation_gather_item_from_IO" comment="DO NOT TRANSLATE" speaker="UI">Gather {itemName} in {POITags}</string>
<string key="0910_0102_distillation_recover_item_from_target_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Recover {itemName} from {targetName} in {POITags}</string>
<string key="0910_0102_distillation_incomplete" comment="DO NOT TRANSLATE" speaker="Barkeep Rost" name="BarkeepRost" VO="Barkeep_0910_0102_distillation_InProgResponse" VO_Status="Recorded">You're a real pal. The Hilltop Encampment is just up the mountain past Dayspring Mills. Go right at the fork, can't miss it.</string>
<string key="0910_0102_distillation_complete_available_response" comment="DO NOT TRANSLATE" speaker="Barkeep Rost" name="BarkeepRost" VO="Barkeep_0910_0102_distillation_AvailResponse" VO_Status="Recorded" dialogue-next="@0910_0102_distillation_complete_available_next">No way… no way! You really went up to Hilltop and got me the recipe and the hops?\n\nLet me see! I gotta brew some of this up right away!</string>
<string key="0910_0102_distillation_complete_available_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Here you go."</string>
<string key="0910_0102_distillation_complete_available_next" comment="DO NOT TRANSLATE" speaker="Barkeep Rost" name="BarkeepRost" VO="Barkeep_0910_0102_distillation_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0910_0102_distillation_complete_available_prompt">Oh no! This stuff doesn't mix at all! Some kinda residue on it! What a bummer! Maybe I'll ask Artificer Kim… if he has time for me. \n\nDon't mean to complain though… not after what you've done.</string>
<string key="0910_0102_distillation_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Recover Chef Giroux's Brew Recipe from Hilltop Encampment, and some infamous Hilltop Hops. Talk to Barkeep Rost in the First Light Settlement when your task is complete.</string>
<string key="0903_0301_avoidopenflame_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Powder Kegs</string>
<string key="0903_0301_avoidopenflame_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"We'll do our best."</string>
<string key="0903_0301_avoidopenflame_proposal" comment="DO NOT TRANSLATE" speaker="Survivalist Riches" name="SurvivalistRiches" VO="Survivalist_0903_0301_avoidopenflame_ProposalResponse" VO_Status="Recorded" dialogue-next="@0903_0301_avoidopenflame_proposal_next">Fair enough, but I'll let you in on a little secret - I had a dream, and it gave me a plan for the settlement's defense - a foolproof plan.\n\nSome people might call it crazy, but I think you might be up for it.</string>
<string key="0903_0301_avoidopenflame_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Tell me about your plan."</string>
<string key="0903_0301_avoidopenflame_proposal_next" comment="DO NOT TRANSLATE" speaker="Survivalist Riches" name="SurvivalistRiches" VO="Survivalist_0903_0301_avoidopenflame_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0903_0301_avoidopenflame_proposal_prompt">Alright then. We dig a trench around the settlement and fill it with gunpowder. Corrupted come… BOOM! \n\nYour part is just procuring the powder from the stores at Dayspring Mills. What do you say?</string>
<string key="0903_0301_avoidopenflame_goto_dayspringmills" comment="DO NOT TRANSLATE" speaker="UI">Travel to Dayspring Mills and find the abandoned Powder Kegs</string>
<string key="0903_0301_avoidopenflame_get_items_from_IO" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName}</string>
<string key="0903_0301_avoidopenflame_kill_harvestbane" comment="DO NOT TRANSLATE" speaker="UI">Destroy {targetName} Withered</string>
<string key="0903_0301_avoidopenflame_incomplete" comment="DO NOT TRANSLATE" speaker="Survivalist Riches" name="SurvivalistRiches" VO="Survivalist_0903_0301_avoidopenflame_InProgResponse" VO_Status="Recorded">Dayspring Mills is to the north, the large farming village. Get that gunpowder and I'll do the rest.</string>
<string key="0903_0301_avoidopenflame_complete_available_response" comment="DO NOT TRANSLATE" speaker="Survivalist Riches" name="SurvivalistRiches" VO="Survivalist_0903_0301_avoidopenflame_AvailResponse" VO_Status="Recorded">There's my co-conspirator. Yep, this will do the trick just fine. Good work. \n\nLet's just keep this plan between us for now. No need to ruffle any feathers.</string>
<string key="0903_0301_avoidopenflame_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Reduce the number of Harvestbane Withered in Dayspring Mills, and recover the stored gunpowder. Talk to Survivalist Riches in the First Light Settlement when your task is done.</string>
<string key="0904_0201_minerrequisition_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Siege Mentality</string>
<string key="0904_0201_minerrequisition_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I suppose that can be frustrating."</string>
<string key="0904_0201_minerrequisition_proposal" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_0201_minerrequisition_ProposalResponse" VO_Status="Recorded" dialogue-next="@0904_0201_minerrequisition_proposal_next">Of course. I am no fool, you know. I know what they're saying, but I must be guided by my conscience.\n\nRight now, it's telling me that first priority is to ensure that come what may, we can keep people fed.</string>
<string key="0904_0201_minerrequisition_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Is there anything I can do?"</string>
<string key="0904_0201_minerrequisition_proposal_next" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_0201_minerrequisition_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0904_0201_minerrequisition_proposal_prompt">There is. Long ago, the people of Forellac seeded their lakes with amazing fish - one fish will feed hundreds.\n\nIf we had enough fish and the charcoal to cook it, I would sleep a lot easier at night.</string>
<string key="0904_0201_minerrequisition_container_letum" comment="DO NOT TRANSLATE" speaker="UI">In Letum's Pick:</string>
<string key="0904_0201_minerrequisition_container_forellac" comment="DO NOT TRANSLATE" speaker="UI">In Forellac:</string>
<string key="0904_0201_minerrequisition_get_killtoken_from_target_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName} from {targetName} Corrupted</string>
<string key="0904_0201_minerrequisition_get_items_from_IO" comment="DO NOT TRANSLATE" speaker="UI">Gather {itemName} from abandoned Fish Traps</string>
<string key="0904_0201_minerrequisition_kill_bloatfish" comment="DO NOT TRANSLATE" speaker="UI">Eliminate the {targetName} Withered throughout the village</string>
<string key="0904_0201_minerrequisition_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_0201_minerrequisition_InProgResponse" VO_Status="Recorded">Well now, that was fast! …Oh, silly me. You haven't been yet. Fish from Forellac, charcoal from Letum's Pick.</string>
<string key="0904_0201_minerrequisition_complete_available_response" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_0201_minerrequisition_AvailResponse" VO_Status="Recorded">I can't tell you what a relief this is. These supplies will keep us fed, and that is no small thing. \n\nYou are a good citizen and a... loyal friend.</string>
<string key="0904_0201_minerrequisition_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Collect Batches of Charcoal from Ironslag Corrupted at Letum's Pick, and recover Jerked Fish from Forellac. Talk to Constable Oakes in the First Light Settlement when your task is done.</string>
<string key="0905_0302_theoryoldworld_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">In the Walls</string>
<string key="0905_0302_theoryoldworld_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Is there anything you need help with?"</string>
<string key="0905_0302_theoryoldworld_proposal" comment="DO NOT TRANSLATE" speaker="Artificer Kim" name="ArtificerKim" VO="Artificer_0905_0302_theoryoldworld_ProposalResponse" VO_Status="Recorded" dialogue-next="@0905_0302_theoryoldworld_proposal_next">Yes. The critical thing is that we work together to ensure our health and our safety.\n\nOakes is focused on procuring supplies for a siege, but that's only useful if the walls hold.</string>
<string key="0905_0302_theoryoldworld_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Are the walls strong enough?"</string>
<string key="0905_0302_theoryoldworld_proposal_next" comment="DO NOT TRANSLATE" speaker="Artificer Kim" name="ArtificerKim" VO="Artificer_0905_0302_theoryoldworld_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0905_0302_theoryoldworld_proposal_prompt">The timber is sound, but the iron bindings are many decades old and rusted.\n\nIf you could mine some magnetite from Letum's Pick, I can reinforce the walls.</string>
<string key="0905_0302_theoryoldworld_goto_letums" comment="DO NOT TRANSLATE" speaker="UI">Seek out the Magnetite deposits within {POITags}</string>
<string key="0905_0302_theoryoldworld_gather_item_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Gather {itemName}s from Magnetite deposits in {POITags}</string>
<string key="0905_0302_theoryoldworld_kill_ironslag" comment="DO NOT TRANSLATE" speaker="UI">Destroy the {targetName} miners</string>
<string key="0905_0302_theoryoldworld_incomplete" comment="DO NOT TRANSLATE" speaker="Artificer Kim" name="ArtificerKim" VO="Artificer_0905_0302_theoryoldworld_InProgResponse" VO_Status="Recorded">Magnetite. Letum's Pick. Be careful out there.</string>
<string key="0905_0302_theoryoldworld_complete_available_response" comment="DO NOT TRANSLATE" speaker="Artificer Kim" name="ArtificerKim" VO="Artificer_0905_0302_theoryoldworld_AvailResponse" VO_Status="Recorded">Excellent. I felt certain you would come through. \n\nWith this magnetite, I can make the walls hold… even if there happened to be an 'explosion' nearby.</string>
<string key="0905_0302_theoryoldworld_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Gather chunks of Magnetite from Letum's Pick. Talk to Artificer Kim in the First Light Settlement when your task is done.</string>
<string key="0902_0501_discardedmemories_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Unsolved Mysteries</string>
<string key="0902_0501_discardedmemories_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"You think she's failing as a leader?"</string>
<string key="0902_0501_discardedmemories_proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0501_discardedmemories_ProposalResponse" VO_Status="Recorded" dialogue-next="@0902_0501_discardedmemories_proposal_next">It certainly seems that way. I've had my suspicions about Sylvia for some time. She was Constable when First Light fell from grace. \n\nWe had an alliance with Nyhart's Anchorage, then one day, it all fell to the Lost.</string>
<string key="0902_0501_discardedmemories_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What happened?"</string>
<string key="0902_0501_discardedmemories_proposal_next" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0501_discardedmemories_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0902_0501_discardedmemories_proposal_prompt">Hmmph! It's a mystery! But Constable Oakes knew more than she let on.\n\nYou'll help me investigate the matter, won't you? Clearwater Bend and Campbell's Rest were the first to fall. Check there for clues.</string>
<string key="0902_0501_discardedmemories_searchforclues" comment="DO NOT TRANSLATE" speaker="UI">Investigate Clearwater Bend</string>
<string key="0902_0501_discardedmemories_searchforclues2" comment="DO NOT TRANSLATE" speaker="UI">Investigate Campbell's Rest</string>
<string key="0902_0501_discardedmemories_Travel" comment="DO NOT TRANSLATE" speaker="UI">Travel to Clearwater Bend</string>
<string key="0902_0501_discardedmemories_Travel2" comment="DO NOT TRANSLATE" speaker="UI">Travel to Campbell's Rest</string>
<string key="0902_0501_discardedmemories_Lore" comment="DO NOT TRANSLATE" speaker="UI">Discover the fate of the inhabitants of Clearwater Bend</string>
<string key="0902_0501_discardedmemories_Lore2" comment="DO NOT TRANSLATE" speaker="UI">Discover the fate of the inhabitants of Campbell's Rest</string>
<string key="0902_0501_discardedmemories_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0501_discardedmemories_InProgResponse" VO_Status="Recorded">You should be on your way to Clearwater Bend and Campbell's Rest. This is important.</string>
<string key="0902_0501_discardedmemories_complete_available_response" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0501_discardedmemories_AvailResponse" VO_Status="Recorded">Thank goodness you've returned. Let's see what you've uncovered.\n\nHmm. These writings suggest the towns fell only after Nyhart's Anchorage. That's not the story we were told.</string>
<string key="0902_0501_discardedmemories_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Determine the fate of the inhabitants of Clearwater Bend and Campbell's Rest. Talk to Magistrate Bond in the First Light Settlement when your task is complete.</string>
<string key="0905_0301_evolutioncorruption_pt1_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Hypothetical Explorations</string>
<string key="0905_0301_evolutioncorruption_pt1_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"It was simple enough."</string>
<string key="0905_0301_evolutioncorruption_pt1_proposal" comment="DO NOT TRANSLATE" speaker="Artificer Kim" name="ArtificerKim" VO="Artificer_0905_0301_evolutioncorruption_pt1_ProposalResponse" VO_Status="Recorded" dialogue-next="@0905_0301_evolutioncorruption_pt1_proposal_next">Gunter is not the brightest torch, but I help him when I can.\n\nThe failure of his new brew recipe is most perplexing, however.</string>
<string key="0905_0301_evolutioncorruption_pt1_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Could it be the ingredients?"</string>
<string key="0905_0301_evolutioncorruption_pt1_proposal_next" comment="DO NOT TRANSLATE" speaker="Artificer Kim" name="ArtificerKim" VO="Artificer_0905_0301_evolutioncorruption_pt1_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0905_0301_evolutioncorruption_pt1_proposal_prompt">Indeed, what if it's because the barley and hops come from place overrun by the Lost and Corrupted?\nWe must experiment! If you can get samples from Corrupted and Withered specimens, I will do the rest.</string>
<string key="0905_0301_evolutioncorruption_pt1_goto_hilltop" comment="DO NOT TRANSLATE" speaker="UI">Travel to {POITags} and obtain blood samples from the Gristlerot Corrupted</string>
<string key="0905_0301_evolutioncorruption_pt1_goto_campbells" comment="DO NOT TRANSLATE" speaker="UI">Travel to {POITags} and harvest flesh from the Skipstitch Withered</string>
<string key="0905_0301_evolutioncorruption_pt1_get_killtoken_from_target_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Obtain {itemName} from {targetName} at {POITags}</string>
<string key="0905_0301_evolutioncorruption_pt1_get_killtoken_from_target2_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Obtain {itemName} from {targetName} at {POITags}</string>
<string key="0905_0301_evolutioncorruption_pt1_incomplete" comment="DO NOT TRANSLATE" speaker="Artificer Kim" name="ArtificerKim" VO="Artificer_0905_0301_evolutioncorruption_pt1_InProgResponse" VO_Status="Recorded">For some reason, I can't get this matter out of my head. Please get those samples from the Corrupted at Hilltop Encampment and the Withered in Campbell's Rest.</string>
<string key="0905_0301_evolutioncorruption_pt1_complete_available_response" comment="DO NOT TRANSLATE" speaker="Artificer Kim" name="ArtificerKim" VO="Artificer_0905_0301_evolutioncorruption_pt1_AvailResponse" VO_Status="Recorded">Splendid! These samples will do perfectly.\n\nThe possibilities here are truly fascinating.</string>
<string key="0905_0301_evolutioncorruption_pt1_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Obtain blood samples from the Gristlerot Corrupted at the Hilltop Encampment, and flesh of the Skipstitch Withered from Campbell's Rest. Talk to Artificer Kim in the First Light Settlement when your task is complete.</string>
<string key="0902_0502_errorofways_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Nyhart's Anchorage</string>
<string key="0902_0502_errorofways_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"You think we should investigate further?"</string>
<string key="0902_0502_errorofways_proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0502_errorofways_ProposalResponse" VO_Status="Recorded" dialogue-next="@0902_0502_errorofways_proposal_next">I certainly do! The alliance with Nyhart's was never perfect, but it made the territory safer.\n\nI never understood why Sylvia wasn't more disturbed when the Anchorage was overrun by the Lost.</string>
<string key="0902_0502_errorofways_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"You think she was involved?"</string>
<string key="0902_0502_errorofways_proposal_next" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0502_errorofways_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0902_0502_errorofways_proposal_prompt">One thing living for centuries teaches you is that people are capable of anything, Corrupted or not.\n\nThe only way to be sure is for you to go to Nyhart's and look for clues. And be discreet about it.</string>
<string key="0902_0502_errorofways_goto_nyharts" comment="DO NOT TRANSLATE" speaker="UI">Investigate {POITags} for any clues about the Pirates' past plans</string>
<string key="0902_0502_errorofways_get_killtoken_from_target_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Recover clues from {targetName} Pirates in {POITags}</string>
<string key="0902_0502_errorofways_interact_with_IO" comment="DO NOT TRANSLATE" speaker="UI">Investigate the supplies in the docked ship's hold</string>
<string key="0902_0502_errorofways_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0502_errorofways_InProgResponse" VO_Status="Recorded">Return when you've finished investigating what happened at Nyhart's Anchorage.</string>
<string key="0902_0502_errorofways_complete_available_response" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0502_errorofways_AvailResponse" VO_Status="Recorded" dialogue-next="@0902_0502_errorofways_complete_available_response_next">Oh dear, it's about time you've returned. Let's see what you've found.\n\nGreat scott! Those damned pirates were planning to set sail, to leave Aeternum!</string>
<string key="0902_0502_errorofways_complete_available_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"How could they do that?"</string>
<string key="0902_0502_errorofways_complete_available_response_next" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0502_errorofways_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0902_0502_errorofways_complete_available_response_prompt">That's what I'd like to know! They planned to set sail right after the return of the expedition into the ruins of Saircor.\n\nNow that is very interesting. Our Constable was the one who organized that expedition!</string>
<string key="0902_0502_errorofways_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Investigate what proceeded the fall of Nyhart's Anchorage to the Lost. Talk to Magistrate Bond in the First Light Settlement when your task is complete.</string>
<string key="0904_0301_muzzleorthrus_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">One Threat at a Time</string>
<string key="0904_0301_muzzleorthrus_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What memories are you referring to?"</string>
<string key="0904_0301_muzzleorthrus_proposal" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_0301_muzzleorthrus_ProposalResponse" VO_Status="Recorded" dialogue-next="@0904_0301_muzzleorthrus_proposal_next">We once had an alliance with Nyhart's Anchorage, but… unfortunate events changed that. \n\nThe Lost pirates there are now a threat to our settlement's security.</string>
<string key="0904_0301_muzzleorthrus_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"More than the Corruption?"</string>
<string key="0904_0301_muzzleorthrus_proposal_next" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_0301_muzzleorthrus_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0904_0301_muzzleorthrus_proposal_prompt">No, but this one, we can eliminate. I should've done so long ago. \n\nSome Lost in Nyhart's retain a measure of sentience, and dark intent. Ambrose and Zebulon - destroy them and we will be safer.</string>
<string key="0904_0301_muzzleorthrus_goto_nyharts" comment="DO NOT TRANSLATE" speaker="UI">Explore {POITags} and eliminate the threat of the Pirate leaders</string>
<string key="0904_0301_muzzleorthrus_kill_target_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Eliminate {targetName}</string>
<string key="0904_0301_muzzleorthrus_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_0301_muzzleorthrus_InProgResponse" VO_Status="Recorded">The Lost in Nyhart's Anchorage may not be as dangerous as the Corruption, but they are a threat all the same.</string>
<string key="0904_0301_muzzleorthrus_complete_available_response" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_0301_muzzleorthrus_AvailResponse" VO_Status="Recorded">It's done then? Ambrose and Zebulon destroyed? Thank you.\n\nThey will return, of course, but they will lose the sentience that made them dangerous.</string>
<string key="0904_0301_muzzleorthrus_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Defeat Ambrose and Zebulon at Nyhart's Anchorage. Talk to Constable Oakes at the First Light Settlement when the foes are vanquished.</string>
<string key="0905_0305_evolutioncorruption_pt3_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Something Significant</string>
<string key="0905_0305_evolutioncorruption_pt3_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What exactly is your theory?"</string>
<string key="0905_0305_evolutioncorruption_pt3_proposal" comment="DO NOT TRANSLATE" speaker="Artificer Kim" name="ArtificerKim" VO="Artificer_0905_0305_evolutioncorruption_pt3_ProposalResponse" VO_Status="Recorded" dialogue-next="@0905_0305_evolutioncorruption_pt3_proposal_next">I'll explain as soon as I can actually test it. There is one problem, however. \n\nThe Withered samples from Campbell's Rest seem to be too weak, possibly from deterioration.</string>
<string key="0905_0305_evolutioncorruption_pt3_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Should I gather more?"</string>
<string key="0905_0305_evolutioncorruption_pt3_proposal_next" comment="DO NOT TRANSLATE" speaker="Artificer Kim" name="ArtificerKim" VO="Artificer_0905_0305_evolutioncorruption_pt3_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0905_0305_evolutioncorruption_pt3_proposal_prompt">Indeed, I hoped you might volunteer. This time however, try another location. \n\nPerhaps samples from from the Lost pirates at Nyhart's Anchorage will not deteriorate so quickly.</string>
<string key="0905_0305_evolutioncorruption_pt3_goto_nyharts" comment="DO NOT TRANSLATE" speaker="UI">Journey to {POITags} and obtain vials of Pirate blood</string>
<string key="0905_0305_evolutioncorruption_pt3_get_killtoken_from_target_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName} from {targetName} Pirates at {POITags}</string>
<string key="0905_0305_evolutioncorruption_pt3_incomplete" comment="DO NOT TRANSLATE" speaker="Artificer Kim" name="ArtificerKim" VO="Artificer_0905_0305_evolutioncorruption_pt3_InProgResponse" VO_Status="Recorded">Just a bit more... good, yes... and now we reseal. Phew! \n\nAny trouble with the blood samples from Nyhart's Anchorage? You know they won't just outright offer to give them to you? You'll have to take them by force.</string>
<string key="0905_0305_evolutioncorruption_pt3_complete_available_response" comment="DO NOT TRANSLATE" speaker="Artificer Kim" name="ArtificerKim" VO="Artificer_0905_0305_evolutioncorruption_pt3_AvailResponse" VO_Status="Recorded">Out to Nyhart's and back unscathed. You must be a skilled combatant.\n\nI am grateful to have your help.</string>
<string key="0905_0305_evolutioncorruption_pt3_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Obtain samples of Pirate blood from the Anchorshot Pirates of Nyhart's Anchorage. Talk to Artificer Kim in the First Light Settlement when your task is complete.</string>
<string key="0902_0503_abandonedresearch_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">The Expedition into Saircor</string>
<string key="0902_0503_abandonedresearch_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"How can we find out the truth?"</string>
<string key="0902_0503_abandonedresearch_proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0503_abandonedresearch_ProposalResponse" VO_Status="Recorded" dialogue-next="@0902_0503_abandonedresearch_proposal_next">If Sylvia and the traitors from Nyhart's were involved in the expedition to Saircor, perhaps that is why it failed.</string>
<string key="0902_0503_abandonedresearch_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What happened?"</string>
<string key="0902_0503_abandonedresearch_proposal_next" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0503_abandonedresearch_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0902_0503_abandonedresearch_proposal_prompt">The expedition never returned. So the answers we need lie in the ruins of Saircor.\n\nThe Guardians there are fierce, but I believe in you. Find whatever remains of the expedition, including anything they went there seeking.</string>
<string key="0902_0503_abandonedresearch_goto_saircorbridge" comment="DO NOT TRANSLATE" speaker="UI">Travel to {POITags} and search for any evidence of the lost expedition</string>
<string key="0902_0503_abandonedresearch_goto_saircor" comment="DO NOT TRANSLATE" speaker="UI">Journey into {POITags} and continue the work of the lost expedition</string>
<string key="0902_0503_abandonedresearch_find_lorepage_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Recover the expedition notes from Saircor Bridge</string>
<string key="0902_0503_abandonedresearch_find_lorepage_at_POI2" comment="DO NOT TRANSLATE" speaker="UI">Recover the expedition notes from Saircor</string>
<string key="0902_0503_abandonedresearch_get_killtoken_from_target_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Obtain {itemName} from {targetName} at {POITags}</string>
<string key="0902_0503_abandonedresearch_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0503_abandonedresearch_InProgResponse" VO_Status="Recorded">The ruins of Saircor. That's where the answers lie.</string>
<string key="0902_0503_abandonedresearch_complete_available_response" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0503_abandonedresearch_AvailResponse" VO_Status="Recorded" dialogue-next="@0902_0503_abandonedresearch_complete_available_next">To return from Saircor in one piece is no small feat.\n\nBut quickly now, let's see what you've discovered.</string>
<string key="0902_0503_abandonedresearch_complete_available_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Expedition Notes and a Relic."</string>
<string key="0902_0503_abandonedresearch_complete_available_next" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0902_0503_abandonedresearch_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0902_0503_abandonedresearch_complete_available_prompt">Goodness, me! They believed the Ancients knew a way they could break through the Corruption.\n\nThis relic might even be the key!</string>
<string key="0902_0503_abandonedresearch_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Recover any evidence left from the expedition to Saircor as well as whatever they were seeking. Talk to Magistrate Bond in the First Light Settlement when your task is complete.</string>
<string key="0903_0401_skininthegame_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Skin in the Game</string>
<string key="0903_0401_skininthegame_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"That might be for the best."</string>
<string key="0903_0401_skininthegame_proposal" comment="DO NOT TRANSLATE" speaker="Survivalist Riches" name="SurvivalistRiches" VO="Survivalist_0903_0401_skininthegame_ProposalResponse" VO_Status="Recorded" dialogue-next="@0903_0401_skininthegame_proposal_next">I have good news though! I've been gifted with another insight and another plan.\n\nThis time I spoke with Artificer Kim in advance, and he approves.</string>
<string key="0903_0401_skininthegame_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What's the plan?"</string>
<string key="0903_0401_skininthegame_proposal_next" comment="DO NOT TRANSLATE" speaker="Survivalist Riches" name="SurvivalistRiches" VO="Survivalist_0903_0401_skininthegame_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0903_0401_skininthegame_proposal_prompt">See, I knew you'd ask! We'll cover the settlement walls with impenetrable rawhide interlaced with the untearable cloth of the Ancients!\n\nJust need pelts from the Elder's Bluff area and cloth from the Guardians in Saircor. What do you say?</string>
<string key="0903_0401_skininthegame_goto_eldersbluff" comment="DO NOT TRANSLATE" speaker="UI">Venture into the Elder's Bluff area to begin your hunt</string>
<string key="0903_0401_skininthegame_goto_saircor" comment="DO NOT TRANSLATE" speaker="UI">Explore {POITags} and search for cloth remnants of the Ancients</string>
<string key="0903_0401_skininthegame_get_killtoken_from_target_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName}s from {targetName} Guardians in {POITags}</string>
<string key="0903_0401_skininthegame_get_item_from_container_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Retrieve an {itemName} from a container in {POITags}</string>
<string key="0903_0401_skininthegame_gather_items" comment="DO NOT TRANSLATE" speaker="UI">Gather {itemName}s from {targetName} in Elder's Bluff</string>
<string key="0903_0401_skininthegame_incomplete" comment="DO NOT TRANSLATE" speaker="Survivalist Riches" name="SurvivalistRiches" VO="Survivalist_0903_0401_skininthegame_InProgResponse" VO_Status="Recorded">The Lynx in Elder's Bluff have some of the sturdiest hides that you can find, which will make for some almost impenetrable barriers!</string>
<string key="0903_0401_skininthegame_complete_available_response" comment="DO NOT TRANSLATE" speaker="Survivalist Riches" name="SurvivalistRiches" VO="Survivalist_0903_0401_skininthegame_AvailResponse" VO_Status="Recorded">Back from the wilds of Elder's Bluff and the ruins of Saircor, are you?\n\nA tougher traveler you'll not find! Yes, this cloth and these skins will do nicely!</string>
<string key="0903_0401_skininthegame_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Gather Warden Lynx and Brown Rabbit Pelts from the Elder's Bluff area, and recover Guardian Cloth Fragments and Ancient Cloth strips from Saircor. Talk to Survivalist Riches in the First Light Settlement when your task is complete.</string>
<string key="0905_0306_brightazothflame_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Ancient Protections</string>
<string key="0905_0306_brightazothflame_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"That's nice to hear."</string>
<string key="0905_0306_brightazothflame_proposal" comment="DO NOT TRANSLATE" speaker="Survivalist Riches" name="SurvivalistRiches" VO="Survivalist_0905_0306_brightazothflame_ProposalResponse" VO_Status="Recorded" dialogue-next="@0905_0306_brightazothflame_proposal_next">Jihoon gave me some further ideas about our wall project as well. \n\nThe Ancient Guardians warded away harm with some kind of enchanted items.</string>
<string key="0905_0306_brightazothflame_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Where can I find them?"</string>
<string key="0905_0306_brightazothflame_proposal_next" comment="DO NOT TRANSLATE" speaker="Survivalist Riches" name="SurvivalistRiches" VO="Survivalist_0905_0306_brightazothflame_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0905_0306_brightazothflame_proposal_prompt">There's that can-do spirit! It's contagious, isn't it?\n\nHe mentioned Crests and a Prism of some sort in the Ancient Ruins to the west. I'll get started with the cloth and pelts.</string>
<string key="0905_0306_brightazothflame_goto_lightscrown" comment="DO NOT TRANSLATE" speaker="UI">Travel to the Light's Crown region and locate the Ancient relics</string>
<string key="0905_0306_brightazothflame_goto_elafry" comment="DO NOT TRANSLATE" speaker="UI">Enter {POITags}</string>
<string key="0905_0306_brightazothflame_get_killtoken_from_target_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Obtain {itemName}s from {targetName} Guardians around Light's Crown</string>
<string key="0905_0306_brightazothflame_get_item_from_container_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Obtain the {itemName} from a container in {POITags}</string>
<string key="0905_0306_brightazothflame_incomplete" comment="DO NOT TRANSLATE" speaker="Survivalist Riches" name="SurvivalistRiches" VO="Survivalist_0905_0306_brightazothflame_InProgResponse" VO_Status="Recorded">The Ancient ruins to the west - that's where we'll find the charms we need to protect our walls.</string>
<string key="0905_0306_brightazothflame_complete_available_response" comment="DO NOT TRANSLATE" speaker="Survivalist Riches" name="SurvivalistRiches" VO="Survivalist_0905_0306_brightazothflame_AvailResponse" VO_Status="Recorded">Even without channeling, I know you got everything - you always comes through.\n\nWith all this, I think we'll have the walls bound and protected in no time. Yes, indeed.</string>
<string key="0905_0306_brightazothflame_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Collect Crests from the Brightbeacon Guardians throughout Light's Crown, and search for Crystalline Prisms in Elafry Pyrgo. Talk to Survivalist Riches in the First Light Settlement when your task is complete.</string>
<string key="0904_0302_snuffingcandle_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">The Next Threat</string>
<string key="0904_0302_snuffingcandle_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"You're going to ask for something else, aren't you?"</string>
<string key="0904_0302_snuffingcandle_proposal" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_0302_snuffingcandle_ProposalResponse" VO_Status="Recorded" dialogue-next="@0904_0302_snuffingcandle_proposal_next">Indeed, I am compelled to ask your help in addressing another threat to our safety here.\n\nI am confident that by eliminating these dangers, we will have a better chance of fighting the Corruption.</string>
<string key="0904_0302_snuffingcandle_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I will help gladly."</string>
<string key="0904_0302_snuffingcandle_proposal_next" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_0302_snuffingcandle_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0904_0302_snuffingcandle_proposal_prompt">The Guardians to the west threaten our supply lines from Cutlass Keys.\n\nEliminate the Regent and Taskmaster in the ruins, and our western roads will be safe again.</string>
<string key="0904_0302_snuffingcandle_goto_elafry" comment="DO NOT TRANSLATE" speaker="UI">Venture into {POITags} and seek out the Ancient threats</string>
<string key="0904_0302_snuffingcandle_kill_target_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Defeat the {targetName} in {POITags}</string>
<string key="0904_0302_snuffingcandle_lore_approach" comment="DO NOT TRANSLATE" speaker="UI">Search for the 'Approaching the Tower' journal entry</string>
<string key="0904_0302_snuffingcandle_lore_hall" comment="DO NOT TRANSLATE" speaker="UI">Search for the 'The Empty Hall' journal entry</string>
<string key="0904_0302_snuffingcandle_lore_sphaera" comment="DO NOT TRANSLATE" speaker="UI">Search for the 'Sphaera Memoriae' journal entry</string>
<string key="0904_0302_snuffingcandle_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_0302_snuffingcandle_InProgResponse" VO_Status="Recorded">The leaders of the Ancient Guardians in Elafry Pyrgo threaten our supplies lines to the west. They must be dealt with.</string>
<string key="0904_0302_snuffingcandle_complete_available_response" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_0302_snuffingcandle_AvailResponse" VO_Status="Recorded">Well done. I wonder, were you such a hero in the Old World? \n\nOr has this side of you only become apparent in Aeternum? Either way, I am grateful.</string>
<string key="0904_0302_snuffingcandle_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Eliminate the Brightbeacon Taskmaster and Brightbeacon Regent at Elafry Pyrgo. Talk to Constable Oakes in the First Light Settlement when the foes are defeated.</string>
<string key="0902_0601_dispatchtothefront_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Truth and Consequences</string>
<string key="0902_0601_dispatchtothefront_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Does it bother you?"</string>
<string key="0902_0601_dispatchtothefront_proposal" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0902_0601_dispatchtothefront_ProposalResponse" VO_Status="Recorded" dialogue-next="@0902_0601_dispatchtothefront_proposal_next">It does. I have nothing to hide, but I do have regrets.\n\nThe fall of Nyhart's and our alliance was so dark and twisted, I fear I have avoided learning the whole truth.</string>
<string key="0902_0601_dispatchtothefront_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"It's not too late."</string>
<string key="0902_0601_dispatchtothefront_proposal_next" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0902_0601_dispatchtothefront_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0902_0601_dispatchtothefront_proposal_prompt">I know, and now is the time. I believe the Captain in charge of Coffman's Redoubt instigated something… unthinkable.\n\nPlease go to Coffman's and find out where the clues lead. Tell no one about this… for now.</string>
<string key="0902_0601_dispatchtothefront_final_IO" comment="DO NOT TRANSLATE" speaker="UI">Locate the end of the footprint trail</string>
<string key="0902_0601_dispatchtothefront_follow_IO" comment="DO NOT TRANSLATE" speaker="UI">Follow the footprints on the road south of Letum's Pick</string>
<string key="0902_0601_dispatchtothefront_search_for_IO" comment="DO NOT TRANSLATE" speaker="UI">Search Letum's Pick for evidence of foul play</string>
<string key="0902_0601_dispatchtothefront_goto_coffmans" comment="DO NOT TRANSLATE" speaker="UI">Travel to {POITags} and retrieve the Captain's Orders</string>
<string key="0902_0601_dispatchtothefront_goto_POI" comment="DO NOT TRANSLATE" speaker="UI">Travel to {POITags} and search for evidence of foul play</string>
<string key="0902_0601_dispatchtothefront_get_killtoken_from_target_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName} from {targetName} Pirates</string>
<string key="0902_0601_dispatchtothefront_collect_lore" comment="DO NOT TRANSLATE" speaker="UI">Search for the 'The Rigger's Plea' journal entry</string>
<string key="0902_0601_dispatchtothefront_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0902_0601_dispatchtothefront_InProgResponse" VO_Status="Recorded">Start at Coffman's Redoubt and follow the clues. Whatever horror occurred back then, we must now face it so that we can move forward.</string>
<string key="0902_0601_dispatchtothefront_complete_available_response" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0902_0601_dispatchtothefront_AvailResponse" VO_Status="Recorded" dialogue-next="@0902_0601_dispatchtothefront_complete_available_response_next">I'm glad to see you, but honestly, I dreaded your return. \n\nThe Captain and I had arranged for all our people to flee Aeternum together, but I refrained from telling the citizens here.</string>
<string key="0902_0601_dispatchtothefront_complete_available_response_next" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0902_0601_dispatchtothefront_CompleteNext2" VO_Status="Recorded" dialogue-next="@0902_0601_dispatchtothefront_complete_available_response_next2" dialogue-prompt="@0902_0601_dispatchtothefront_complete_available_response_prompt">I didn't want to raise their hopes. And I was right. \n\nThe Saircor expedition was a failure. As these orders indicate, it was then the Captain resorted to extreme measures. But where did they go?</string>
<string key="0902_0601_dispatchtothefront_complete_available_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Why not tell them?"</string>
<string key="0902_0601_dispatchtothefront_complete_available_response_next2" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0902_0601_dispatchtothefront_CompleteNext3" VO_Status="Recorded" dialogue-prompt="@0902_0601_dispatchtothefront_complete_available_response_prompt2">Oh dear, for the love of all things! Why, why did it have to be there? \n\nThis is exactly what I feared.</string>
<string key="0902_0601_dispatchtothefront_complete_available_response_prompt2" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"A place called Sleepy Tallow."</string>
<string key="0902_0601_dispatchtothefront_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Retrieve the Captain's Orders from the Cannonstorm Pirates of Coffman's Redoubt and follow the clues to find out where they went. Talk to Constable Oakes in the First Light Settlement when the task is complete.</string>
<string key="0910_0201_zoneofcontrol_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Bond's Gambit</string>
<string key="0910_0201_zoneofcontrol_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Have you learned anything new?"</string>
<string key="0910_0201_zoneofcontrol_proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0910_0201_zoneofcontrol_ProposalResponse" VO_Status="Recorded" dialogue-next="@0910_0201_zoneofcontrol_proposal_next">I have. Keep this quiet, but I've been poking around since we last spoke.\n\nI fear the welfare of our settlement may be in serious jeopardy.</string>
<string key="0910_0201_zoneofcontrol_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Then we must act."</string>
<string key="0910_0201_zoneofcontrol_proposal_next" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0910_0201_zoneofcontrol_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0910_0201_zoneofcontrol_proposal_prompt">With the research and relics from Saircor, I believe we can indeed sail away. The only threat is the Lost pirates in Coffman's Redoubt.\n\nIf you can sabotage the cannons up there, you'll be clearing the path for our escape.</string>
<string key="0910_0201_zoneofcontrol_goto_coffmans" comment="DO NOT TRANSLATE" speaker="UI">Travel to {POITags} and destroy the Pirate Cannons</string>
<string key="0910_0201_zoneofcontrol_interact_with_IO" comment="DO NOT TRANSLATE" speaker="UI">Sabotage the Cannons</string>
<string key="0910_0201_zoneofcontrol_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0910_0201_zoneofcontrol_InProgResponse" VO_Status="Recorded">Do whatever you must to sabotage the cannons in Coffman's redoubt. This may be our only hope.</string>
<string key="0910_0201_zoneofcontrol_complete_available_response" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0910_0201_zoneofcontrol_AvailResponse" VO_Status="Recorded" dialogue-next="@0910_0201_zoneofcontrol_complete_available_response_next">I've begun quietly making arrangements for our departure.\n\nYou said the ship is stocked, so there's just the cannons. Tell me you got them.</string>
<string key="0910_0201_zoneofcontrol_complete_available_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"They've been disabled."</string>
<string key="0910_0201_zoneofcontrol_complete_available_response_next" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0910_0201_zoneofcontrol_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0910_0201_zoneofcontrol_complete_available_response_prompt">Oh goodness, but this is so exciting!\n\nDon't tell anyone anything! I will let you know when our plans are in place.</string>
<string key="0910_0201_zoneofcontrol_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Eliminate Cannonstorm Pirates at Coffman's Redoubt, and sabotage their cannons. Talk to Magistrate Bond in the First Light Settlement when the task is complete.</string>
<string key="0904_0303_curseebonyhawk_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Curse of the Ebony Hawk</string>
<string key="0904_0303_curseebonyhawk_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"We need to know the truth."</string>
<string key="0904_0303_curseebonyhawk_proposal" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_0303_curseebonyhawk_ProposalResponse" VO_Status="Recorded">I know. Sleepy Tallow has always been a place of darkness for centuries. Their purpose there was undoubtedly dark as well.\n\nI hesitate to ask, but please, go back to Sleepy Tallow and find out how this ended.</string>
<string key="0904_0303_curseebonyhawk_goto_sleepytallow" comment="DO NOT TRANSLATE" speaker="UI">Seek out {POITags} and uncover the story of the Ebony Hawk</string>
<string key="0904_0303_curseebonyhawk_container" comment="DO NOT TRANSLATE" speaker="UI">Investigate the strange story of Sleepy Tallow</string>
<string key="0904_0303_curseebonyhawk_kill_target_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Kill {targetName} Faminegeists in {POITags}</string>
<string key="0904_0303_curseebonyhawk_searchforclues" comment="DO NOT TRANSLATE" speaker="UI">Search for a journal entry about the dark events of Sleepy Tallow</string>
<string key="0904_0303_curseebonyhawk_continuesearch" comment="DO NOT TRANSLATE" speaker="UI">Continue searching for another crewman's letter</string>
<string key="0904_0303_curseebonyhawk_get_killtoken_from_target_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Retrieve {itemName}s from {targetName} in {POITags}</string>
<string key="0904_0303_curseebonyhawk_completejournal" comment="DO NOT TRANSLATE" speaker="UI">Find the Captain's journal and complete the story of the Ebony Hawk</string>
<string key="0904_0303_curseebonyhawk_kill_target" comment="DO NOT TRANSLATE" speaker="UI">Destroy the {targetName}</string>
<string key="0904_0303_curseebonyhawk_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_0303_curseebonyhawk_InProgResponse" VO_Status="Recorded">The mystery leads to the town of Sleepy Tallow. It is there and only there that we will find our answers.</string>
<string key="0904_0303_curseebonyhawk_complete_available_response" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_0303_curseebonyhawk_AvailResponse" VO_Status="Recorded" dialogue-next="@0904_0303_curseebonyhawk_complete_available_response_next">You look rather pale, {playerName}. I would make a joke about seeing ghosts, but of course, it wouldn't be a joke.\n\nTell me - did you uncover the truth of what happened?</string>
<string key="0904_0303_curseebonyhawk_complete_available_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"These pages tell the story."</string>
<string key="0904_0303_curseebonyhawk_complete_available_response_next" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_0303_curseebonyhawk_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0904_0303_curseebonyhawk_complete_available_response_prompt">This… this is even worse than what I feared. In desperation, people can truly be capable of unthinkable things.\n\nI'm sorry this story had to even come to light.</string>
<string key="0904_0303_curseebonyhawk_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Solve the mystery of Sleepy Tallow. Talk to Constable Oakes in the First Light Settlement when the task is complete.</string>
<string key="0905_0307_evolutioncorruption_pt4_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">It's all about Ectoplasm</string>
<string key="0905_0307_evolutioncorruption_pt4_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"This could make a big difference."</string>
<string key="0905_0307_evolutioncorruption_pt4_proposal" comment="DO NOT TRANSLATE" speaker="Artificer Kim" name="ArtificerKim" VO="Artificer_0905_0307_evolutioncorruption_pt4_ProposalResponse" VO_Status="Recorded" dialogue-next="@0905_0307_evolutioncorruption_pt4_proposal_next">And I'm starting to think it will! Our experiments have yielded results.\n\nWe have proven that whatever energies course through the veins of the Lost, it is resistant to the Corruption.</string>
<string key="0905_0307_evolutioncorruption_pt4_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"How can we put it to use?"</string>
<string key="0905_0307_evolutioncorruption_pt4_proposal_next" comment="DO NOT TRANSLATE" speaker="Artificer Kim" name="ArtificerKim" VO="Artificer_0905_0307_evolutioncorruption_pt4_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0905_0307_evolutioncorruption_pt4_proposal_prompt">I have an idea - the most potent forms of the Lost in First Light are the Faminegeists of Sleepy Tallow. \n\nThe geists' Ectoplasm is just the thing. Get us some of that, and we'll use it to bolster the settlement's defenses!</string>
<string key="0905_0307_evolutioncorruption_pt4_goto_sleepytallow" comment="DO NOT TRANSLATE" speaker="UI">Travel to {POITags} and collect ectoplasm from the Faminegeists</string>
<string key="0905_0307_evolutioncorruption_pt4_get_killtoken_from_target_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Collect {itemName} from {targetName} Faminegeists</string>
<string key="0905_0307_evolutioncorruption_pt4_incomplete" comment="DO NOT TRANSLATE" speaker="Artificer Kim" name="ArtificerKim" VO="Artificer_0905_0307_evolutioncorruption_pt4_InProgResponse" VO_Status="Recorded">Ectoplasm from the geists in Sleepy Tallow. We're close now!</string>
<string key="0905_0307_evolutioncorruption_pt4_complete_available_response" comment="DO NOT TRANSLATE" speaker="Artificer Kim" name="ArtificerKim" VO="Overseer_0904_0801_reassuringmagistrate_AvailResponse" VO_Status="Recorded">Aha, a momentous occasion! You have done well. Very well. \n\nWe will spread this Ectoplasm across the barriers Albert Riches is making. Our settlement will be safe from the Corruption.</string>
<string key="0905_0307_evolutioncorruption_pt4_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Obtain samples of ectoplasm from the Ebony Hawk Faminegeists haunting Sleepy Tallow. Talk to Artificer Kim in the First Light Settlement when the task is complete.</string>
<string key="0904_0801_reassuringmagistrate_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Standing Down</string>
<string key="0904_0801_reassuringmagistrate_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I agree. Magistrate Bond in particular."</string>
<string key="0904_0801_reassuringmagistrate_proposal" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_0801_reassuringmagistrate_ProposalResponse" VO_Status="Recorded" dialogue-next="@0904_0801_reassuringmagistrate_proposal_next">Indeed. I made a mistake trying to keep the truth from everyone, and myself, frankly.\n\nDemoralizing as it may be, she deserves to know what happened.</string>
<string key="0904_0801_reassuringmagistrate_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I can take it to her."</string>
<string key="0904_0801_reassuringmagistrate_proposal_next" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_0801_reassuringmagistrate_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0904_0801_reassuringmagistrate_proposal_prompt">Yes, I think that's wise. She trusts you, {playerName}, as do I.\n\nShow her the documents, and ensure she realizes it's time to stand down.</string>
<string key="0904_0801_reassuringmagistrate_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Oakes" name="OverseerOakes" VO="Overseer_0904_0801_reassuringmagistrate_InProgResponse" VO_Status="Recorded">I appreciate you being the one to share these with Magistrate Bond.\n\nI'm glad that you, at least, still have her trust.</string>
<string key="0904_0801_reassuringmagistrate_complete_available_response" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0904_0801_reassuringmagistrate_complete_available_response" VO_Status="Recorded" dialogue-next="@0904_0801_reassuringmagistrate_complete_available_response_next">{playerName}! It's about time.\n\nI understand you've been speaking with Constable Oakes. Tell me - did you learn anything?</string>
<string key="0904_0801_reassuringmagistrate_complete_available_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"You should read this."</string>
<string key="0904_0801_reassuringmagistrate_complete_available_response_next" comment="DO NOT TRANSLATE" speaker="Magistrate Bond" name="MagistrateBond" VO="Magistrate_0904_0801_reassuringmagistrate_complete_available_response_next" VO_Status="Recorded" dialogue-prompt="@0904_0801_reassuringmagistrate_complete_available_response_prompt">Oh, should I? Let's see… goodness gracious! This is appalling? How dare he…?\n\nI suppose this means Oakes had only good intentions, after all. Very well, I was having doubts about our 'escape plan,' anyways.</string>
<string key="0904_0801_reassuringmagistrate_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Take the documents from Sleepy Tallow and show them to Magistrate Bond in the First Light Settlement so she will stand down on her plans.</string>
<string key="0905_0701_artificersgratitude_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Drinks on Me</string>
<string key="0905_0701_artificersgratitude_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Barkeep Rost deserves all the credit."</string>
<string key="0905_0701_artificersgratitude_proposal" comment="DO NOT TRANSLATE" speaker="Artificer Kim" name="ArtificerKim" VO="Artificer_0905_0701_artificersgratitude_ProposalResponse" VO_Status="Recorded" dialogue-next="@0905_0701_artificersgratitude_proposal_next">Ah, courage and humility! That's kind of you to say. I suspect Gunter would be surprised to learn the results of his inquiries.\n\nIt's true. None of this would've happened without him.</string>
<string key="0905_0701_artificersgratitude_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Should I tell him?"</string>
<string key="0905_0701_artificersgratitude_proposal_next" comment="DO NOT TRANSLATE" speaker="Artificer Kim" name="ArtificerKim" VO="Artificer_0905_0701_artificersgratitude_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0905_0701_artificersgratitude_proposal_prompt">Yes, our barkeep has immense respect for you.\n\nIt will mean that much more, and of course, drinks are on me!</string>
<string key="0905_0701_artificersgratitude_incomplete" comment="DO NOT TRANSLATE" speaker="Artificer Kim" name="ArtificerKim" VO="Artificer_0905_0701_artificersgratitude_InProgResponse" VO_Status="Recorded">Tell Gunter the news. I know he'll be quite happy to hear it.</string>
<string key="0905_0701_artificersgratitude_complete_available_response" comment="DO NOT TRANSLATE" speaker="Barkeep Rost" name="BarkeepRost" VO="Artificer_0905_0701_artificersgratitude_AvailResponse" VO_Status="Recorded" dialogue-next="@0905_0701_artificersgratitude_complete_available_response_next">Oh, {playerName}, it's so good to see you! \n\nI was just thinking about my brew recipe. Such a disappointment.</string>
<string key="0905_0701_artificersgratitude_complete_available_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Actually, it helped defend against Corruption."</string>
<string key="0905_0701_artificersgratitude_complete_available_response_next" comment="DO NOT TRANSLATE" speaker="Barkeep Rost" name="BarkeepRost" VO="Artificer_0905_0701_artificersgratitude_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0905_0701_artificersgratitude_complete_available_response_prompt">It did? Get outta here, really? I guess I did do my part then, didn't I?\n\nYou and me both, saving the settlement, like heroes. Yeah, I like the sound of that.</string>
<string key="0905_0701_artificersgratitude_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Tell Barkeep Gunter Rost in First Light about how his brew recipe wound up helping defend the settlement.</string>
<string key="0922_1501_intrototravel_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Between Innkeeps</string>
<string key="0922_1501_intrototravel_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I'm the venturing type."</string>
<string key="0922_1501_intrototravel_proposal" comment="DO NOT TRANSLATE" speaker="Innkeep Fairfax" name="InnkeeperFairfax" VO="Innkeep_0922_1501_intrototravel_ProposalResponse" VO_Status="Recorded" dialogue-next="@0922_1501_intrototravel_proposal_next">Perfect! Innkeep Biton over in Monarch's Bluffs owes me - I loaned him some azoth a while back.\n\nIf you'll go remind him of the debt, he'll pay the cost for you to fast travel back.</string>
<string key="0922_1501_intrototravel_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Fast travel back?"</string>
<string key="0922_1501_intrototravel_proposal_next" comment="DO NOT TRANSLATE" speaker="Innkeep Fairfax" name="InnkeeperFairfax" VO="Innkeep_0922_1501_intrototravel_CompleteNext" VO_Status="Recorded" dialogue-prompt="@0922_1501_intrototravel_proposal_prompt">Well yeah. It just costs a little azoth… like everything else, right?\n\nBut yes, if you will remind Innkeep Biton of the debt and return, I'll give you a little azoth myself.</string>
<string key="0922_1501_intrototravel_incomplete" comment="DO NOT TRANSLATE" speaker="Innkeep Fairfax" name="InnkeeperFairfax" VO="Innkeep_0922_1501_intrototravel_InProgResponse" VO_Status="Recorded">I do appreciate you taking my request to Innkeep Biton.\n\nHe'll give you enough azoth to fast travel back.</string>
<string key="0922_1501_intrototravel_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Innkeep Biton" name="InnkeepBiton" VO="Innkeep_0922_1501_intrototravel_AvailResponse" VO_Status="Recorded" dialogue-next="@0922_1501_intrototravel_complete_availaible_response_next">Greetings and welcome to Monarch's Bluffs! Wait, do I know you?\n\nOr have you come from First Light? I had a feeling Fairfax would send someone soon.</string>
<string key="0922_1501_intrototravel_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Yes, she wants her azoth."</string>
<string key="0922_1501_intrototravel_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Innkeep Biton" name="InnkeepBiton" VO="Innkeep_0922_1501_intrototravel_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@0922_1501_intrototravel_complete_availaible_response_prompt">And you can assure her that I will send it shortly. We've had an influx of new arrivals lately.\n\nAnd of course, before you ask… here is enough azoth for you to fast travel back to First Light. Godspeed!</string>
<string key="0922_1501_intrototravel_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Remind Innkeep Biton in Monarch's Bluffs of the debt he owes Innkeep Fairfax in First Light.</string>
<string key="0922_1502_returntravel_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Fast Travel Home</string>
<string key="0922_1502_returntravel_proposal" comment="DO NOT TRANSLATE" speaker="n/a">[BLANK]</string>
<string key="0922_1502_d_01_task" comment="DO NOT TRANSLATE" speaker="UI">Open the Map and (optional) Fast Travel to First Light</string>
<string key="0922_1502_returntravel_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Innkeep Fairfax" name="InnkeeperFairfax" VO="Innkeep_0922_1502_returntravel_complete_availaible_response" VO_Status="Recorded" dialogue-next="@0922_1502_returntravel_complete_availaible_response_next">Well now, that was quicker than I expected.\n\nTell me that rapscallion has the azoth he owes me…</string>
<string key="0922_1502_returntravel_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"He says he'll send it soon."</string>
<string key="0922_1502_returntravel_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Innkeep Fairfax" name="InnkeeperFairfax" VO="Innkeep_0922_1502_returntravel_complete_availaible_response_next" VO_Status="Recorded" dialogue-prompt="@0922_1502_returntravel_complete_availaible_response_prompt">He'd better, or I'll be sending you back!\n\nI appreciate you going all the way out there, {playerName}. As promised, here's a little more azoth. Oh, and you can keep your free room!</string>
<string key="0922_1502_returntravel_incomplete" comment="DO NOT TRANSLATE" speaker="n/a">[BLANK}</string>
<string key="0922_1502_returntravel_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Open your map and use the azoth from the Innkeep to fast travel back to the First Light Settlement.</string>
</resources>