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12_objectives.loc.xml
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12_objectives.loc.xml
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<resources xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<string key="12_task_transport_generic">Holding item to transport</string>
<string key="12_task_travelto_POITag_generic" speaker="UI">Travel to {POITags}</string>
<string key="12_task_search_chests_POITag_generic" speaker="UI">Search chests for {itemName}s</string>
<string key="12_task_kill_token_POITag_generic">Collect {itemName} from {targetName}</string>
<string key="12_task_acquire_generic">Acquire {itemName}</string>
<string key="12_task_craft_yourcamp_generic">Craft {itemName} at your camp</string>
<string key="12_task_destroy_enemies_generic" comment="DO NOT TRANSLATE">Defeat {targetName} at {POITags}</string>
<string key="12_complete_available_response_getoffbeach" comment="DO NOT TRANSLATE" speaker="Watcher Douglas" name="WatcherDouglas" gender="F" quest_id="S_getoffbeach" line_id="3" location="Beach" VO="Watcher_12_complete_available_response_getoffbeach" VO_Status="Recorded" dialogue-next="@12_complete_available_response_getoffbeach_next">Another survivor? Saints be praised! It's always good to find a live one.\n\nThat storm was fierce. I figured it would drown the lot of you.</string>
<string key="12_complete_available_response_getoffbeach_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt" quest_id="S_getoffbeach" line_id="3" location="Monarch’s Bluff Watchtower">"Who are you?"</string>
<string key="12_complete_available_response_getoffbeach_next" comment="DO NOT TRANSLATE" speaker="Watcher Douglas" name="WatcherDouglas" gender="F" quest_id="S_getoffbeach" line_id="3" location="Beach" VO="Watcher_12_complete_available_response_getoffbeach_next" VO_Status="Recorded" dialogue-next="@12_complete_available_response_getoffbeach_next_2" dialogue-prompt="@12_complete_available_response_getoffbeach_prompt">Me? Oh, I'm Charity, er, Watcher Douglas, from the Monarch’s Bluffs settlement.\n\nAnd who do I have the pleasure of meeting today?</string>
<string key="12_complete_available_response_getoffbeach_prompt_2" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt" gender="F" quest_id="S_getoffbeach" line_id="2" location="Beach">"My name is {playerName}."</string>
<string key="12_complete_available_response_getoffbeach_next_2" comment="DO NOT TRANSLATE" speaker="Watcher Douglas" name="WatcherDouglas" gender="F" quest_id="S_getoffbeach" line_id="3" location="Beach" VO="Watcher_12_complete_available_response_getoffbeach_next_2" VO_Status="Recorded" dialogue-prompt="@12_complete_available_response_getoffbeach_prompt_2">Well, {playerName}, I know this isn't the best way to make an acquaintance, but it's actually the way most people arrive here.\n\nI suppose you're still wondering where 'here' is.</string>
<string key="1201_0101_culldrowned_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="S_culldrowned">The Rest of the Crew</string>
<string key="1201_0101_culldrowned_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What's so different about Aeternum?"</string>
<string key="1201_0101_culldrowned_proposal" comment="DO NOT TRANSLATE" speaker="Watcher Douglas" name="WatcherDouglas" gender="F" quest_id="S_culldrowned" line_id="1" location="Beach" VO="Watcher_1201_0101_culldrowned_ProposalResponse" VO_Status="Recorded" dialogue-next="@1201_0101_culldrowned_proposal_next">On the good side, we generally don't ever age or die here, at least not in any natural way.\n\nOn the bad side, there's what happened with the rest of your crew.</string>
<string key="1201_0101_culldrowned_proposal_next_prompt" comment="DO NOT TRANSLATE" speaker="Watcher Douglas" gender="F" quest_id="S_culldrowned" line_id="1" location="Beach">"What happened to them?"</string>
<string key="1201_0101_culldrowned_proposal_next" comment="DO NOT TRANSLATE" speaker="Watcher Douglas" name="WatcherDouglas" gender="F" quest_id="S_culldrowned" line_id="1" location="Beach" VO="Watcher_1201_0101_culldrowned_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1201_0101_culldrowned_proposal_next_prompt">Well, see, they came back to life, but without their souls. They're wandering around the beach all aimless like. \n\nThe kind thing is to at least try and put them down for good. Would you mind?</string>
<string key="1201_0101_culldrowned_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Quest Description" gender="F" quest_id="S_culldrowned">Defeat the Drowned wandering around the shipwreck on the beach, and then return to Watcher Douglas at the Monarch's Bluff Watchtower.</string>
<string key="1201_0101_culldrowned_incomplete" comment="DO NOT TRANSLATE" speaker="Watcher Douglas" name="WatcherDouglas" gender="F" quest_id="S_culldrowned" line_id="2" location="Beach" VO="Watcher_1201_0101_culldrowned_InProgResponse" VO_Status="Recorded">It's an icky task, isn't it? But it's part of life here on Aeternum.\n\nMay as well get used to it!</string>
<string key="1201_0101_d_01_task" comment="DO NOT TRANSLATE" speaker="UI">Open the Map</string>
<string key="1201_0101_d_02_task" comment="DO NOT TRANSLATE" speaker="UI">Investigate the Shipwreck marked on your map</string>
<string key="1201_0101_d_03_task" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName}</string>
<string key="generic_killquest" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName}</string>
<string key="1201_0101_culldrowned_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Watcher Douglas" name="WatcherDouglas" gender="F" quest_id="S_culldrowned" line_id="3" location="Beach" VO="Watcher_1201_0101_culldrowned_AvailResponse" VO_Status="Recorded">I know you didn't enjoy that. But once their souls are gone, it's the most you can do for them.\n\nI wish I could say you eventually get used to it, but you don't, not really.</string>
<string key="1201_0102_campandtools_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="S_campandtools" location="Beach">A Skinning Knife</string>
<string key="1201_0102_campandtools_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Are there any supplies here?"</string>
<string key="1201_0102_campandtools_proposal" comment="DO NOT TRANSLATE" speaker="Watcher Douglas" name="WatcherDouglas" gender="F" quest_id="S_campandtools" line_id="1" location="Beach" VO="Watcher_1201_0102_campandtools_ProposalResponse" VO_Status="Recorded">Oh dear, where are your manners, Charity? I'm sorry, {playerName}.\n\nAfter everything you've been through today, you're probably starving, aren't you?</string>
<string key="1201_0102_campandtools_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Do you have something to eat?"</string>
<string key="1201_0102_campandtools_proposal_next" comment="DO NOT TRANSLATE" speaker="Watcher Douglas" name="WatcherDouglas" gender="F" quest_id="S_campandtools" line_id="1" location="Beach" VO="Watcher_1201_0102_campandtools_CompleteNext" VO_Status="Recorded">I didn't think to bring anything, but I can show you how to make do.\n\nGet some flint and wood, then make yourself a skinning knife at the fire. That's a start, at least.</string>
<string key="1201_0102_campandtools_incomplete" comment="DO NOT TRANSLATE" speaker="Watcher Douglas" name="WatcherDouglas" gender="F" quest_id="S_campandtools" line_id="2" location="Beach" VO="Watcher_1201_0102_campandtools_InProgResponse" VO_Status="Recorded">Get to it. That skinning knife's not going to make itself.</string>
<string key="1201_0102_campandtools_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="S_campandtools" location="Beach">Gather Flint and Wood nearby, then interact with the Watcher's campfire to craft a Flint Skinning Knife, then talk to Watcher Douglas.</string>
<string key="1201_0102_d_01_task" comment="DO NOT TRANSLATE" speaker="UI">Collect Materials</string>
<string key="1201_0102_d_02_task" comment="DO NOT TRANSLATE" speaker="UI" quest_id="S_campandtools" location="Beach">Gather {itemName} from the ground</string>
<string key="1201_0102_d_03_task" comment="DO NOT TRANSLATE" speaker="UI" quest_id="S_campandtools" location="Beach">Gather {itemName} from a bush</string>
<string key="1201_0102_d_04_task" comment="DO NOT TRANSLATE" speaker="UI" quest_id="S_campandtools" location="Beach">Craft a {itemName} at the Watcher's campfire</string>
<string key="1201_0102_campandtools_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Watcher Douglas" name="WatcherDouglas" gender="F" quest_id="S_campandtools" line_id="3" location="Beach" VO="Watcher_1201_0102_campandtools_AvailResponse" VO_Status="Recorded">Got your skinning knife, eh? It's not exactly pretty, but it'll do the job. \n\nI mean, don't feel bad. I've certainly seen worse.</string>
<string key="1201_0103_boarproblem_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="S_boarproblem">Rustle Up a Meal</string>
<string key="1201_0103_boarproblem_proposal" comment="DO NOT TRANSLATE" speaker="Watcher Douglas" name="WatcherDouglas" gender="F" quest_id="S_boarproblem" line_id="1" location="Beach" VO="Watcher_1201_0103_boarproblem_ProposalResponse" VO_Status="Recorded">Oh, Right! Now that you got your little knife, you can rustle up a meal.\n\nThere's lots of boar about. Hunt one down, skin it, roast the meat on the fire, and that should tide you over.</string>
<string key="1201_0103_boarproblem_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Sounds like a plan."</string>
<string key="1201_0103_boarproblem_incomplete" comment="DO NOT TRANSLATE" speaker="Watcher Douglas" name="WatcherDouglas" gender="F" quest_id="S_boarproblem" line_id="2" location="Beach" VO="Watcher_1201_0103_boarproblem_InProgResponse" VO_Status="Recorded">Pick yourself a fat one, if you can. This is actually a good hunting spot.</string>
<string key="1201_0103_boarproblem_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="S_boarproblem">Hunt and Butcher a Boar, then craft a Light Ration at the Watcher's campfire, and then talk to Watcher Douglas.</string>
<string key="1201_0103_d_01_task" comment="DO NOT TRANSLATE" speaker="UI">Hunt {targetName} for a meal</string>
<string key="1201_0103_d_02_task" comment="DO NOT TRANSLATE" speaker="UI">Equip a Skinning Knife</string>
<string key="1201_0103_d_03_task" comment="DO NOT TRANSLATE" speaker="UI">Skin a Boar to Collect {itemName}</string>
<string key="1201_0103_d_04_task" comment="DO NOT TRANSLATE" speaker="UI">Cook a Light Ration at the Campfire</string>
<string key="1201_0103_boarproblem_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Watcher Douglas" name="WatcherDouglas" gender="F" quest_id="S_boarproblem" line_id="3" location="Beach" VO="Watcher_1201_0103_boarproblem_AvailResponse" VO_Status="Recorded">Cold beach like this? Nothing like a warm meal by the fire.\n\nI bet you’re glad you took the time.</string>
<string key="1201_0104_xmarksthespot_p1_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Stories Among Ships</string>
<string key="1201_0104_xmarksthespot_p1_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Anything else you need help with?</string>
<string key="1201_0104_xmarksthespot_p1_proposal" comment="DO NOT TRANSLATE" speaker="Watcher Douglas" name="WatcherDouglas" gender="F" quest_id="S_xmarksthespot_p1" line_id="1" location="Beach" VO="Watcher_1201_0104_xmarksthespot_p1_ProposalResponse" VO_Status="Recorded" dialogue-next="@1201_0104_xmarksthespot_p1_proposal_next">I'm afraid so. That was a freak storm that wrecked your ship, all these ships.\n\nI mean, it's Corruption that causes storms off the coast all the time, but that was the worst I've ever seen.</string>
<string key="1201_0104_xmarksthespot_p1_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What is the Corruption?"</string>
<string key="1201_0104_xmarksthespot_p1_proposal_next" comment="DO NOT TRANSLATE" speaker="Watcher Douglas" name="WatcherDouglas" gender="F" quest_id="S_xmarksthespot_p1" line_id="1" location="Beach" VO="Watcher_1201_0104_xmarksthespot_p1_CompleteNext" VO_Status="Recorded" dialogue-next="@1201_0104_xmarksthespot_p1_proposal_next2" dialogue-prompt="@1201_0104_xmarksthespot_p1_proposal_prompt">It's that nasty red stuff, kind of... an evil magic. Being Corrupted is even worse than being Lost. \n\nThe Corruption forms a ring around Aeternum and smashes any ships approaching and any that try to leave.</string>
<string key="1201_0104_xmarksthespot_p1_proposal_prompt2" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Is there any way to fight it?"</string>
<string key="1201_0104_xmarksthespot_p1_proposal_next2" comment="DO NOT TRANSLATE" speaker="Watcher Douglas" name="WatcherDouglas" gender="F" quest_id="S_xmarksthespot_p1" line_id="1" location="Beach" VO="Watcher_1201_0104_xmarksthespot_p1_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@1201_0104_xmarksthespot_p1_proposal_prompt2">The storms are just a fact of life here. The best we can do is keep records of all the ships the Corruption claims.\n\nIn fact, if you could scrub these wrecks for any keepsakes, the settlement will want them.</string>
<string key="1201_0104_xmarksthespot_p1_incomplete" comment="DO NOT TRANSLATE" speaker="Watcher Douglas" name="WatcherDouglas" gender="F" quest_id="S_xmarksthespot_p1" line_id="2" location="Beach" VO="Watcher_1201_0104_xmarksthespot_p1_InProgResponse" VO_Status="Recorded">I should've mentioned it before, but if you see any Corruption lingering about, I'd say avoid it at all costs.</string>
<string key="1201_0104_xmarksthespot_p1_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Search for survivors and bring back any records or remnant items from the shipwrecks. Watch for signs of Corruption as well. Then return to Watcher Douglas at the Monarch's Bluff Watchtower.</string>
<string key="1201_0104_xmarksthespot_p1_GoTo_POI_search" comment="DO NOT TRANSLATE" speaker="UI">Search Shipwrecks for Records and Remnants</string>
<string key="1201_0104_xmarksthespot_p1_POIRef_drowned_shipwreck_1" comment="DO NOT TRANSLATE" speaker="UI">From Capili's Coronation:</string>
<string key="1201_0104_xmarksthespot_p1_collect_shipsroster" comment="DO NOT TRANSLATE" speaker="UI">Collect Ship's Roster</string>
<string key="1201_0104_xmarksthespot_p1_collect_shipsmanifest" comment="DO NOT TRANSLATE" speaker="UI">Collect Ship's Manifest</string>
<string key="1201_0104_xmarksthespot_p1_collect_shipslog" comment="DO NOT TRANSLATE" speaker="UI">Collect Ship's Log</string>
<string key="1201_0104_xmarksthespot_p1_search_IO_at_POI" comment="DO NOT TRANSLATE" speaker="UI">Search Ship's Locker at wreck of {POITags}</string>
<string key="1201_0104_xmarksthespot_p1_POIRef_drowned_shipwreck_4" comment="DO NOT TRANSLATE" speaker="UI">From Bounty of Boehm:</string>
<string key="1201_0104_xmarksthespot_p1_collect_sternflag" comment="DO NOT TRANSLATE" speaker="UI">Collect the {itemName} from the Stern</string>
<string key="1201_0104_xmarksthespot_p1_collect_bowflag" comment="DO NOT TRANSLATE" speaker="UI">Collect the {itemName} from the Bow</string>
<string key="1201_0104_xmarksthespot_p1_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Watcher Douglas" name="WatcherDouglas" gender="F" quest_id="S_xmarksthespot_p1" line_id="3" location="Beach" VO="Watcher_1201_0104_xmarksthespot_p1_AvailResponse" VO_Status="Recorded">That's nice. You found a fair amount of records, I'd say.\n\nThe Monarch's Bluffs settlement keeps all this, as a kind of memorial, I guess.</string>
<string key="1201_0107_preciouscargo_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="S_preciouscargo">One Last Thing</string>
<string key="1201_0107_preciouscargo_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What else do you need?"</string>
<string key="1201_0107_preciouscargo_proposal" comment="DO NOT TRANSLATE" speaker="Watcher Douglas" name="WatcherDouglas" gender="F" quest_id="S_preciouscargo" line_id="1" location="Beach" VO="Watcher_1201_0107_preciouscargo_ProposalResponse" VO_Status="Recorded" dialogue-next="@1201_0107_preciouscargo_proposal_next">I can't leave until I'm sure that any Corruption down here has been dealt with.\n\nYou can probably tell I don't actually savour this kind of thing. I was wondering… maybe you could help me out?</string>
<string key="1201_0107_preciouscargo_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Of course. What can I do?"</string>
<string key="1201_0107_preciouscargo_proposal_next" comment="DO NOT TRANSLATE" speaker="Watcher Douglas" name="WatcherDouglas" gender="F" quest_id="S_preciouscargo" line_id="1" location="Beach" VO="Watcher_1201_0107_preciouscargo_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1201_0107_preciouscargo_proposal_prompt">I know the Corruption that remains is coming from the sea cave - Turtlespit, we call it.\n\nIf you could go in there and just… deal with it, it would make my day. But {playerName}… do be careful.</string>
<string key="1201_0107_preciouscargo_incomplete" comment="DO NOT TRANSLATE" speaker="Watcher Douglas" name="WatcherDouglas" gender="F" quest_id="S_preciouscargo" line_id="2" location="Beach" VO="Watcher_1201_0107_preciouscargo_InProgResponse" VO_Status="Recorded">Before we can leave here, we have to deal with any Corruption. Of course, that doesn't mean taking unnecessary risks.</string>
<string key="1201_0107_preciouscargo_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="S_preciouscargo">Explore Turtlespit Cave and root out the source of the lingering Corruption, and then return to Watcher Douglas at the Monarch's Bluff Watchtower.</string>
<string key="1201_0107_d_01_task" comment="DO NOT TRANSLATE" speaker="UI">Investigate Turtlespit Cave</string>
<string key="1201_0107_d_02_task" comment="DO NOT TRANSLATE" speaker="UI">Search for the Source of the Corruption</string>
<string key="1201_0107_d_03_task" comment="DO NOT TRANSLATE" speaker="UI">Defeat the {targetName}</string>
<string key="1201_0107_preciouscargo_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Watcher Douglas" name="WatcherDouglas" gender="F" quest_id="S_preciouscargo" line_id="3" location="Settlement" VO="Watcher_1201_0107_preciouscargo_AvailResponse" VO_Status="Recorded">Did you destroy it? Whatever it was in Turtlespit? Oh, saints be praised! That's a relief.\n\nSeriously, if we left some source of Corruption down here, it would spread all over Monarch's Bluffs in a matter of days.</string>
<string key="1201_0108_introtosettlement_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="S_introtosettlement">Storm Warning</string>
<string key="1201_0108_introtosettlement_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I'm glad I could help."</string>
<string key="1201_0108_introtosettlement_proposal" comment="DO NOT TRANSLATE" speaker="Watcher Douglas" name="WatcherDouglas" gender="F" quest_id="S_introtosettlement" line_id="1" location="Settlement" VO="Watcher_1201_0108_introtosettlement_ProposalResponse" VO_Status="Recorded" dialogue-next="@1201_0108_introtosettlement_proposal_next">The thing is, even with the source of Corruption gone, this is still a really bad sign.\n\nOne of us needs to take word back to the Monarch's Bluffs settlement. We need to warn them.</string>
<string key="1201_0108_introtosettlement_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Which do you prefer?"</string>
<string key="1201_0108_introtosettlement_proposal_next" comment="DO NOT TRANSLATE" speaker="Watcher Douglas" name="WatcherDouglas" gender="F" quest_id="S_introtosettlement" line_id="1" location="Settlement" VO="Watcher_1201_0108_introtosettlement_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1201_0108_introtosettlement_proposal_prompt">I prefer we go back together, but it's my duty to stay. \n\nYou go. Take this message to Constable Saville. We've been worried about Corruption surging like this for a long time.</string>
<string key="1201_0108_introtosettlement_incomplete" comment="DO NOT TRANSLATE" speaker="Watcher Douglas" name="WatcherDouglas" gender="F" quest_id="S_introtosettlement" line_id="2" location="Settlement" VO="Watcher_1201_0108_introtosettlement_InProgResponse" VO_Status="Recorded">Like I said, I really did enjoy your company, but that message needs to get to Constable Saville. \n\nI'll see you around the settlement later at least, I hope.</string>
<string key="1201_0108_introtosettlement_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="S_introtosettlement">Travel to the Monarch's Bluffs settlement and talk to Constable Saville.</string>
<string key="1201_0108_introtosettlement_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" quest_id="S_introtosettlement" line_id="3" location="Settlement" VO="Watcher_1201_0108_introtosettlement_AvailResponse" VO_Status="Recorded" dialogue-next="@1201_0108_introtosettlement_complete_availaible_response_next">With every new face, I wonder, will those eyes soon glow red with Corruption?\n\nThat storm, then Shattered Mountain erupting? I think the moment we've dreaded has come.</string>
<string key="1201_0108_introtosettlement_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I have Watcher Douglas's Report."</string>
<string key="1201_0108_introtosettlement_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" quest_id="S_introtosettlement" line_id="3" location="Settlement" VO="Watcher_1201_0108_introtosettlement_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@1201_0108_introtosettlement_complete_availaible_response_prompt">Let me see… yes, Charity reports the Corruption nearly got a foothold on the beach.\n\nYou must be the {playerName} she mentions here. Very well, you're welcome to Monarch's Bluffs.</string>
<string key="1204_0102_warnmagistrate_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="S_introtosettlement">Warn the Magistrate</string>
<string key="1204_0799_TheHermitMB_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What happened to the madman?"</string>
<string key="1204_0799_TheHermitMB_proposal" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" quest_id="MSQ_00_Init" line_id="1" location="Monarch's Bluffs Settlement" VO="Overseer_1204_0799_TheHermitMB_ProposalResponse" VO_Status="Recorded" dialogue-next="@1204_0102_warnmagistrate_proposal">Oh, he wandered off, disappointed and angry, well on his way to becoming Lost, I suspect.\n\nI heard rumors of a creepy old man fishing by the western river. Could be the same one. Who knows?</string>
<string key="1204_0102_warnmagistrate_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"You think the Corruption will come here?"</string>
<string key="1204_0102_warnmagistrate_proposal" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" quest_id="S_introtosettlement" line_id="1" location="Settlement" VO="Overseer_1204_0102_warnmagistrate_ProposalResponse" VO_Status="Recorded" dialogue-prompt="@1204_0102_warnmagistrate_start_prompt">Most likely. The time has come for us to batten down the hatches and seal the settlement off.\n\nTake Charity's report to Magistrate Bixford. He and I have discussed this possibility. He knows what must be done.</string>
<string key="1204_0102_warnmagistrate_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" quest_id="S_introtosettlement" line_id="2" location="Settlement" VO="Overseer_1204_0102_warnmagistrate_InProgResponse" VO_Status="Recorded">Take the report to Magistrate Bixford. He can take it from there.</string>
<string key="1204_0102_warnmagistrate_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="S_introtosettlement">Take the Watcher's Report to Magistrate Bixford.</string>
<string key="1204_0102_warnmagistrate_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" quest_id="S_introtosettlement" line_id="3" location="Settlement" VO="Overseer_1204_0102_warnmagistrate_AvailResponse" VO_Status="Recorded" dialogue-next="@1204_0102_warnmagistrate_complete_availaible_response_next">Let me guess - you've brought back the Watcher's report, have you not?\n\nI knew it as soon as you passed by, you see.</string>
<string key="1204_0102_warnmagistrate_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Yes. I have the report here."</string>
<string key="1204_0102_warnmagistrate_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" quest_id="S_introtosettlement" line_id="3" location="Settlement" VO="Overseer_1204_0102_warnmagistrate_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1204_0102_warnmagistrate_complete_availaible_response_prompt">I don't need to read it. The storm, the eruption of Shattered Mountain. None of it's a surprise to me.\n\nYou, I had not anticipated, however. This is an ominous day to arrive on Aeternum.</string>
<string key="1206_0103_a_Title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" gender="M" quest_id="1206_0103_hearthwohome">Make Yourself at Home</string>
<string key="1206_0103_b_Description" comment="DO NOT TRANSLATE" speaker="UI" quest_id="1206_0103_hearthwohome">Visit the Inn and reserve a room to bind yourself to it, and then talk to Magistrate Bixford.</string>
<string key="1206_0103_a1_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"It's not like I planned it."</string>
<string key="1206_0103_c_Proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" quest_id="1206_0103_hearthwohome" VO="Magistrate_1206_0103_hearthwohome_ProposalResponse" VO_Status="Recorded">Of course not, and I must not forget my role as a gracious host.\n\nYou should check in at the inn, and make yourself at home here. Return later, and we shall talk more.</string>
<string key="1206_0103_e_Incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" quest_id="1206_0103_hearthwohome" VO="Magistrate_1206_0103_hearthwohome_InProgResponse" VO_Status="Recorded">Visit the innkeep and let him know you will need a room. It will cost you nothing.</string>
<string key="1206_0103_d_01_Container_hearthwohome_OpenUIScreenInn" comment="DO NOT TRANSLATE" speaker="UI" quest_id="1206_0103_hearthwohome">Talk to Innkeep Biton and Check in at the Inn</string>
<string key="1206_0103_f_Complete" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" quest_id="1206_0103_hearthwohome" VO="Magistrate_1206_0103_hearthwohome_AvailResponse" VO_Status="Recorded">There now, even in a strange land, one must get situated.\n\nI read Charity's report - {playerName} - you're quite a hero... by her account.</string>
<string key="1202_0102_intrototrader_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="1202_0102_intrototrader">Supplies and Storage</string>
<string key="1202_0102_intrototrader_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I'll help if I can."</string>
<string key="1202_0102_intrototrader_proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" quest_id="1202_0102_intrototrader" VO="Magistrate_1202_0102_intrototrader_ProposalResponse" VO_Status="Recorded">Indeed. I will put all of the town's resources at your disposal. \n\nYou can acquire supplies - or sell them - at the Trading Post, and I have allotted you a Storage Space. Go and see them for yourself.</string>
<string key="1202_0102_intrototrader_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="1202_0102_intrototrader">Visit the Trading Post and the Storage Shed, and then return to Magistrate Bixford.</string>
<string key="1202_0102_intrototrader_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" quest_id="1202_0102_intrototrader" VO="Magistrate_1202_0102_intrototrader_InProgResponse" VO_Status="Recorded">You must learn your way about town if you mean to stay. Visit the Trading Post and the Storage Shed.</string>
<string key="1206_0101_d_01_open_tradingpost" comment="DO NOT TRANSLATE" speaker="UI">Open the Trading Post</string>
<string key="1206_0103_d_02_Container_hearthwohome_OpenUIScreenStor" comment="DO NOT TRANSLATE" speaker="UI" quest_id="1206_0103_hearthwohome">Open a Storage Shed</string>
<string key="1202_0102_intrototrader_complete_available_response" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" quest_id="1202_0102_intrototrader" VO="Magistrate_1202_0102_intrototrader_AvailResponse" VO_Status="Recorded">Well, {playerName}, I believe I've helped you become acquainted with the settlement. \n\nWe are... very happy to have you here.</string>
<string key="1203_0102_introtooverseer_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="S_introtooverseer">Settlement Priorities</string>
<string key="1203_0102_introtooverseer_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Is there anything else I should do?"</string>
<string key="1203_0102_introtooverseer_proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" quest_id="S_introtooverseer" line_id="1" location="Settlement" VO="Magistrate_1203_0102_introtooverseer_ProposalResponse" VO_Status="Recorded">Yes. Constable Saville has begun shaping her plans for securing the settlement against Corruption. \n\nShe asked specifically for your assistance in the work. You should speak with her as soon as you can.</string>
<string key="1203_0102_introtooverseer_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" quest_id="S_introtooverseer" line_id="2" location="Settlement" VO="Magistrate_1203_0102_introtooverseer_InProgResponse" VO_Status="Recorded">Constable Saville is in the Town Hall. It's a rare moment when that's not the case.</string>
<string key="1203_0102_introtooverseer_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="S_introtooverseer">Talk to Constable Saville in the Monarch's Bluffs Settlement.</string>
<string key="1203_0102_introtooverseer_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" quest_id="S_introtooverseer" line_id="3" location="Settlement" VO="Magistrate_1203_0102_introtooverseer_AvailResponse" VO_Status="Recorded">{playerName}, how nice it is to see you again.\n\nI was thinking about whom to appoint as the architect of the settlement's defense, and your name came to mind.</string>
<string key="1204_0101_overseersettlement_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Order of Business</string>
<string key="1204_0101_overseersettlement_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Complete various tasks for Constable Saville to shore up the settlement's defenses in Monarch's Bluffs.</string>
<string key="1204_0101_overseersettlement_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What can I do for the settlement?"</string>
<string key="1204_0101_overseersettlement_proposal" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" VO="Overseer_1204_0101_overseersettlement_ProposalResponse" VO_Status="Recorded">The first order of business is to gather raw materials and refine them at one of the workshops about town.\n\nIf your hands are not calloused yet, they soon will be.</string>
<string key="1204_0101_overseersettlement_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" VO="Overseer_1204_0101_overseersettlement_InProgResponse" VO_Status="Recorded">You'll have to leave the safety of the settlement to gather wood, stone, and rawhide. \n\nThe wilderness has these in bulk. Then you must refine the resources in the workshops around town.</string>
<string key="1204_0101_overseersettlement_complete_available_response" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" VO="Overseer_1204_0101_overseersettlement_AvailResponse" VO_Status="Recorded">Well done, {playerName}. Your willingness and practicality are… refreshing.\n\nEven I myself struggle at times with a sense of resignation.</string>
<string key="1204_0101_overseersettlement_questtrack_gather" comment="DO NOT TRANSLATE" speaker="UI">Complete Marshalling Resources</string>
<string key="1204_0101_overseersettlement_questtrack_refine" comment="DO NOT TRANSLATE" speaker="UI">Complete Refined Tastes</string>
<string key="1204_0101_overseersettlement_goto_townprojectboard" comment="DO NOT TRANSLATE" speaker="UI">Interact with the Monarch's Bluffs Town Projects board</string>
<string key="1204_0101_d_01_task" comment="DO NOT TRANSLATE" speaker="UI">Gather {itemName} by Mining Boulders</string>
<string key="1204_0101_d_02_task" comment="DO NOT TRANSLATE" speaker="UI">Gather {itemName} by Skinning Wolves and Boars</string>
<string key="1204_0101_d_03_task" comment="DO NOT TRANSLATE" speaker="UI">Gather {itemName} by Chopping Down Trees</string>
<string key="1204_0101_gatherforoverseer_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" quest_id="S_gatherforoverseer" line_id="3" location="Settlement" VO="Overseer_1204_0101_gatherforoverseer_complete_availaible_response" VO_Status="Recorded">Wood, stone, and rawhide. Exactly what was requested.\n\nThis is good, but it's only a beginning.</string>
<string key="1204_0101_gatherforoverseer_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" quest_id="S_gatherforoverseer" line_id="2" location="Settlement" VO_Status="Recorded">BLANK</string>
<string key="1204_0101_gatherforoverseer_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="S_gatherforoverseer">Gather wood, stone, and rawhide. Then bring them back to Constable Saville.</string>
<string key="1204_0101_gatherforoverseer_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="S_gatherforoverseer">Marshalling Resources</string>
<string key="1204_0101_gatherforoverseer_proposal" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" quest_id="S_gatherforoverseer" line_id="1" location="Settlement" VO_Status="Recorded">BLANK</string>
<string key="1204_0102_d_01_task" comment="DO NOT TRANSLATE" speaker="UI">Craft {itemName} at the Woodshop</string>
<string key="1204_0102_d_02_task" comment="DO NOT TRANSLATE" speaker="UI">Craft {itemName} at the Stonecutting Table</string>
<string key="1204_0102_d_03_task" comment="DO NOT TRANSLATE" speaker="UI">Craft {itemName} at the Tannery</string>
<string key="1204_0102_refineforoverseer_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" quest_id="S_refineforoverseer" line_id="3" location="Settlement" VO="Overseer_1204_0102_refineforoverseer_complete_availaible_response" VO_Status="Recorded">There now. If your hands were not calloused before, I am certain they are now.\n\nTimber, Stone Blocks, and Leather - it's amazing what humans can accomplish with a few simple items.</string>
<string key="1204_0102_refineforoverseer_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" quest_id="S_refineforoverseer" line_id="2" location="Settlement" VO_Status="Recorded">BLANK</string>
<string key="1204_0102_refineforoverseer_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="S_refineforoverseer">Visit the workshops and use the equipment to refine your raw resources.</string>
<string key="1204_0102_refineforoverseer_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="S_refineforoverseer">Refined Tastes</string>
<string key="1204_0102_refineforoverseer_proposal" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" quest_id="S_refineforoverseer" line_id="1" location="Settlement" VO_Status="Recorded">BLANK</string>
<string key="1204_0103_introtoartificer_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="S_introtoartificer">Artificer Gomes</string>
<string key="1204_0103_introtoartificer_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I'll do whatever I can."</string>
<string key="1204_0103_introtoartificer_proposal" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" quest_id="S_introtoartificer" line_id="1" location="Settlement" VO="Overseer_1204_0103_introtoartificer_ProposalResponse" VO_Status="Recorded">I know you will. In fact, there is someone else you should speak with, Estebanita. You would know her as Artificer Gomes. \n\nThough her confidence can be abrasive, it does not exceed her skill - she is a master smith. And she is expecting you.</string>
<string key="1204_0103_introtoartificer_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" quest_id="S_introtoartificer" line_id="2" location="Settlement" VO="Overseer_1204_0103_introtoartificer_InProgResponse" VO_Status="Recorded">You'll find Artificer Gomes near the forge. It is truly her element.</string>
<string key="1204_0103_introtoartificer_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="S_introtoartificer">Speak to Artificer Gomes in the Monarch's Bluffs Settlement.</string>
<string key="1204_0103_introtoartificer_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Artificer Gomes" name="ArtificerGomes" gender="F" quest_id="S_introtoartificer" line_id="3" location="Settlement" VO="Overseer_1204_0103_introtoartificer_AvailResponse" VO_Status="Recorded">Here is the one I have heard so much about.\n\nThe fabled warrior Heloise has deputized to help in the settlement's defense.</string>
<string key="1205_0101_craftforartificer_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="S_craftforartificer">Forging Ahead</string>
<string key="1205_0101_craftforartificer_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"You think we need allies?"</string>
<string key="1205_0101_craftforartificer_proposal" comment="DO NOT TRANSLATE" speaker="Artificer Gomes" name="ArtificerGomes" gender="F" quest_id="S_craftforartificer" line_id="1" location="Settlement" VO="Artificer_1205_0101_craftforartificer_ProposalResponse" VO_Status="Recorded" dialogue-next="@1205_0101_craftforartificer_proposal_next">Exactly. My reputation commands a great deal of respect across all the territories.\n\nI suggested Heloise send me to broker an alliance with the other settlements, but she refused.</string>
<string key="1205_0101_craftforartificer_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Why would she refuse?"</string>
<string key="1205_0101_craftforartificer_proposal_next" comment="DO NOT TRANSLATE" speaker="Artificer Gomes" name="ArtificerGomes" gender="F" quest_id="S_craftforartificer" line_id="1" location="Settlement" VO="Artificer_1205_0101_craftforartificer_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1205_0101_craftforartificer_proposal_prompt">She believes it's every settlement for itself, and she will not be persuaded otherwise.\n\nThat being the case, we will need extra blades. Show me your skill - open this bag of ore, smelt it, and forge an iron sword. I will judge its merits.</string>
<string key="1205_0101_craftforartificer_incomplete" comment="DO NOT TRANSLATE" speaker="Artificer Gomes" name="ArtificerGomes" gender="F" quest_id="S_craftforartificer" line_id="2" location="Settlement" VO="Artificer_1205_0101_craftforartificer_InProgResponse" VO_Status="Recorded">I gave you a full satchel of ore. Smelt it and forge us a sword.\n\nWe will see if your talent extends to the hammer and anvil.</string>
<string key="1205_0101_craftforartificer_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="S_craftforartificer">Open the satchel, smelt the ore, and forge an Iron Longsword. Then talk to Artificer Gomes.</string>
<string key="1205_0101_craftforartificer_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Artificer Gomes" name="ArtificerGomes" gender="F" quest_id="S_craftforartificer" line_id="3" location="Settlement" VO="Artificer_1205_0101_craftforartificer_AvailResponse" VO_Status="Recorded">Let us see your work! Ah, yes, the blade is sleek, with just the right edge. \n\nIt could use more polish but I see potential here, {playerName}. I am glad to have you in Monarch's Bluffs.</string>
<string key="1205_0101_d_01_task" comment="DO NOT TRANSLATE" speaker="UI">Gather Iron Ore</string>
<string key="1205_0101_d_02_task" comment="DO NOT TRANSLATE" speaker="UI">Craft {itemName}s at the Smelter</string>
<string key="1205_0101_d_03_task" comment="DO NOT TRANSLATE" speaker="UI">Craft an Iron Longsword at the Forge</string>
<string key="1205_0102_campingunlock_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="S_campingskills">The Lone Wolf</string>
<string key="1205_0102_campingunlock_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Is there anything else you want my help with?"</string>
<string key="1205_0102_campingunlock_proposal" comment="DO NOT TRANSLATE" speaker="Artificer Gomes" name="ArtificerGomes" gender="F" quest_id="S_campingskills" line_id="1" location="Settlement" VO="Artificer_1205_0102_campingunlock_ProposalResponse" VO_Status="Recorded" dialogue-next="@1205_0102_campingunlock_proposal_next">Indeed. You are sharp, aren't you? \n\nI fear we are also at risk of losing the loyalty of some right here in Monarch's Bluffs. I wonder if you might help me ensure this does not happen.</string>
<string key="1205_0102_campingunlock_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"That sounds like a worthy cause."</string>
<string key="1205_0102_campingunlock_proposal_next" comment="DO NOT TRANSLATE" speaker="Artificer Gomes" name="ArtificerGomes" gender="F" quest_id="S_campingskills" line_id="1" location="Settlement" VO="Artificer_1205_0102_campingunlock_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1205_0102_campingunlock_proposal_prompt">There is one here whose skill matches my own in her discipline - Survivalist Thornton. \n\nShe is very much a 'lone wolf,' and she may be tempted to leave the pack right now. Please speak to her and convince her to stay.</string>
<string key="1205_0102_campingunlock_incomplete" comment="DO NOT TRANSLATE" speaker="Artificer Gomes" name="ArtificerGomes" gender="F" quest_id="S_campingskills" line_id="2" location="Settlement" VO="Artificer_1205_0102_campingunlock_InProgResponse" VO_Status="Recorded">I do hope you will speak to Survivalist Thornton. Losing her would be a death blow to this settlement.</string>
<string key="1205_0102_campingunlock_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="S_campingskills">Talk to Survivalist Thornton in the Monarch's Bluffs Settlement.</string>
<string key="1205_0102_campingunlock_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Survivalist Thornton" name="SurvivalistThorton" gender="F" quest_id="S_campingskills" line_id="3" location="Settlement" VO="Artificer_1205_0102_campingunlock_AvailResponse" VO_Status="Recorded" dialogue-next="@1205_0102_campingunlock_complete_availaible_response_next">Sorry, not so much in the mood for conversation right now.\n\nBags to pack, places to be, you understand.</string>
<string key="1205_0102_campingunlock_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"You're leaving the settlement?"</string>
<string key="1205_0102_campingunlock_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Survivalist Thornton" name="SurvivalistThorton" gender="F" quest_id="S_campingskills" line_id="3" location="Settlement" VO="Artificer_1205_0102_campingunlock_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@1205_0102_campingunlock_complete_availaible_response_prompt">So what if I am? No business of yours, is it?\n\nWait a minute - Gomes sent you, didn't she? Not much escapes her eye.</string>
<string key="1202_0201_magistratequest_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="S_magistratequest">Baring Teeth</string>
<string key="1202_0201_magistratequest_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"That's understandable."</string>
<string key="1202_0201_magistratequest_proposal" comment="DO NOT TRANSLATE" speaker="Survivalist Thornton" name="SurvivalistThorton" gender="F" quest_id="S_magistratequest" line_id="1" location="Settlement" VO="Survivalist_1203_0201_survivalistquest_ProposalResponse" VO_Status="Recorded" dialogue-next="@1202_0201_magistratequest_proposal_next">I'm not going anywhere just yet, but it's nice to know I can.\n\nWhat about you, friend? You got what it takes to survive out there on your own?</string>
<string key="1202_0201_magistratequest_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I can protect myself."</string>
<string key="1202_0201_magistratequest_proposal_next" comment="DO NOT TRANSLATE" speaker="Survivalist Thornton" name="SurvivalistThorton" gender="F" quest_id="S_magistratequest" line_id="1" location="Settlement" VO="Survivalist_1203_0201_survivalistquest_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1202_0201_magistratequest_proposal_prompt">Sure you can. You know what? Since you and Gomes want to meddle, how about you step up and do a little hunting?\n\nHead out into the wilds and make camp and visit the local wolf dens. I'll wait for you right here.</string>
<string key="1202_0201_magistratequest_incomplete" comment="DO NOT TRANSLATE" speaker="Survivalist Thornton" name="SurvivalistThorton" gender="F" quest_id="S_magistratequest" line_id="2" location="Settlement" VO="Survivalist_1203_0201_survivalistquest_InProgResponse" VO_Status="Recorded">I don't see any wolf pelts. I think you still have some traveling to do.</string>
<string key="1202_0201_magistratequest_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="S_magistratequest">Make camp to set respawn point in the wilds and hunt Wolves in Monarch's Bluffs, then return to Survivalist Thornton in the settlement.</string>
<string key="1203_0201_survivalistquest_makecamp" comment="DO NOT TRANSLATE" speaker="UI">Make camp to set a respawn point in the wilds</string>
<string key="1203_0201_survivalistquest_skin_target" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName} to collect {itemName}</string>
<string key="1203_0201_V2_TaskGoToPOITag_WolfDen01" comment="DO NOT TRANSLATE" speaker="UI">Collect musk from the wolves of {POITags}</string>
<string key="1203_0201_V2_TaskHaveAndReturnItems" comment="DO NOT TRANSLATE" speaker="UI">Slay {targetName} for {itemName}</string>
<string key="1203_0201_V2_TaskGoToPOITag_WolfDen02" comment="DO NOT TRANSLATE" speaker="UI">Continue to {POITags} in search of the finest of furs</string>
<string key="1203_0201_V2_TaskInteract_LureAlpha_Optional" comment="DO NOT TRANSLATE" speaker="UI">(Optional) Place the musk to lure out the Alpha of Bayhowl Burrow</string>
<string key="1203_0201_V2_TaskInteract_KillContribution_Alpha_Hidden" comment="DO NOT TRANSLATE" speaker="UI">Slay {targetName}</string>
<string key="1203_0201_V2_TaskHaveAndReturnItems_FineAlphaFur" comment="DO NOT TRANSLATE" speaker="UI">Survive the wolves' assault and claim {itemName} from {targetName}</string>
<string key="1203_0201_V2_Enc_Stage_01" comment="DO NOT TRANSLATE" speaker="UI">Place the musk to lure the alpha</string>
<string key="1203_0201_V2_Enc_Stage_02" comment="DO NOT TRANSLATE" speaker="UI">Hold out against the guardians of Bayhowl Burrow</string>
<string key="1203_0201_V2_Enc_Stage_02_Intermission" comment="DO NOT TRANSLATE" speaker="UI">Intermission</string>
<string key="1203_0201_V2_Enc_Stage_03" comment="DO NOT TRANSLATE" speaker="UI">Defeat Bayhowl</string>
<string key="1203_0101_d_02_kill_5_Wolf" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName}</string>
<string key="1202_0201_magistratequest_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Survivalist Thornton" name="SurvivalistThorton" gender="F" quest_id="S_magistratequest" line_id="3" location="Settlement" VO="Survivalist_1203_0201_survivalistquest_AvailResponse" VO_Status="Recorded">Been out to those wolf dens, have you? You're tougher than you look.\n\nAlright, you made your point. Not like I really wanted to leave the settlement anyways.</string>
<string key="1205_0102_returntomagistrate_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="S_returntomagistrate">Magistrate's Focus</string>
<string key="1205_0102_returntomagistrate_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"So you'll help defend the settlement?"</string>
<string key="1205_0102_returntomagistrate_proposal" comment="DO NOT TRANSLATE" speaker="Survivalist Thornton" name="SurvivalistThorton" gender="F" quest_id="S_returntomagistrate" line_id="1" location="Settlement" VO="Survivalist_1203_0202_returntomagistrate_ProposalResponse" VO_Status="Recorded" dialogue-next="@1205_0102_returntomagistrate_proposal_next">I will, but I can't say Magistrate Bixford does much to inspire confidence around here.\n\nHe's a strange bird, isn't he? And with this Corruption bearing down on us, we need him to be sharp.</string>
<string key="1205_0102_returntomagistrate_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Maybe he needs help."</string>
<string key="1205_0102_returntomagistrate_proposal_next" comment="DO NOT TRANSLATE" speaker="Survivalist Thornton" name="SurvivalistThorton" gender="F" quest_id="S_returntomagistrate" line_id="1" location="Settlement" VO="Survivalist_1203_0202_returntomagistrate_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1205_0102_returntomagistrate_proposal_prompt">Don't we all, though? I don't know. Bixford's decent enough. Just… weird.\n\nYou're so eager to help him - you should go check in. Make sure he's keeping focused, if you catch my drift.</string>
<string key="1205_0102_returntomagistrate_incomplete" comment="DO NOT TRANSLATE" speaker="Survivalist Thornton" name="SurvivalistThorton" gender="F" quest_id="S_returntomagistrate" line_id="2" location="Settlement" VO="Survivalist_1203_0202_returntomagistrate_InProgResponse" VO_Status="Recorded">See what Bixford's up to. With that one, you never know.</string>
<string key="1205_0102_returntomagistrate_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="S_returntomagistrate">Talk to Magistrate Bixford in the Monarch's Bluffs Settlement.</string>
<string key="1205_0102_returntomagistrate_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" quest_id="S_returntomagistrate" line_id="3" location="Settlement" VO="Survivalist_1203_0202_returntomagistrate_AvailResponse" VO_Status="Recorded">{playerName}. Just the one I was looking for.\n\nI see you flitting about town, getting to know everyone. It’s exactly what I was hoping for.</string>
<string key="1202_0202_introtoallfactions_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="S_introtomarauders">Contact the Factions</string>
<string key="1202_0202_introtoallfactions_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Agreed. We need to take action."</string>
<string key="1202_0202_introtoallfactions_proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" quest_id="S_introtomarauders" line_id="1" location="Settlement" VO="Magistrate_1202_0202_introtoallfactions_ProposalResponse" VO_Status="Recorded" dialogue-next="@1202_0202_introtoallfactions_proposal_next">So how best to do that? You've seen the Marauders, the Syndicate, and the Covenant, right? \n\nWhether we want to admit it or not, they're the ones best suited to defend Monarch's Bluffs.</string>
<string key="1202_0202_introtoallfactions_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Then we should talk to them."</string>
<string key="1202_0202_introtoallfactions_proposal_next" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" quest_id="S_introtomarauders" line_id="1" location="Settlement" VO="Magistrate_1202_0202_introtoallfactions_proposal_next" VO_Status="Recorded" dialogue-prompt="@1202_0202_introtoallfactions_proposal_prompt">Indeed, and we should welcome their presence here. \n\nYou should speak with representatives from each faction, and then choose to which you will pledge your allegiance. Choose well and good luck.</string>
<string key="1202_0202_introtoallfactions_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" quest_id="S_introtomarauders" line_id="2" location="Settlement" VO="Magistrate_1202_0202_introtoallfactions_InProgResponse" VO_Status="Recorded">Speak with the Factions. They're the ones best suited to defend the settlement.</string>
<string key="1202_0202_introtoallfactions_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="S_introtomarauders">Talk to representatives from each of the factions, and then speak to Magistrate Bixford.</string>
<string key="1202_0202_introtoallfactions_choose" comment="DO NOT TRANSLATE" speaker="UI">Speak with representatives from each faction</string>
<string key="1202_0202_introtoallfactions_speak_marauders" comment="DO NOT TRANSLATE" speaker="UI">Speak to the Marauders</string>
<string key="1202_0202_introtoallfactions_speak_syndicate" comment="DO NOT TRANSLATE" speaker="UI">Speak to the Syndicate</string>
<string key="1202_0202_introtoallfactions_speak_covenant" comment="DO NOT TRANSLATE" speaker="UI">Speak to the Covenant</string>
<string key="1202_0202_d_04_talkedtoMagistrate" comment="DO NOT TRANSLATE">Consult with the Magistrate</string>
<string key="1202_0202_introtoallfactions_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" quest_id="S_introtomarauders" line_id="3" location="Settlement" VO="Magistrate_1202_0202_introtoallfactions_AvailResponse" VO_Status="Recorded" dialogue-next="@1202_0202_introtoallfactions_complete_availaible_response_next">Well, {playerName}. I hope you've given this some thought.\n\nThe faction you choose to join… if they're the ones in control, it will make or break the settlement.</string>
<string key="1202_0202_introtoallfactions_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"It's all up to me."</string>
<string key="1202_0202_introtoallfactions_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" quest_id="S_introtomarauders" line_id="3" location="Settlement" VO="Magistrate_1202_0202_introtoallfactions_complete_next" VO_Status="Recorded" dialogue-prompt="@1202_0202_introtoallfactions_complete_availaible_response_prompt">In a way, yes.\n\nNo pressure, though. Heh.</string>
<string key="1207_0101_marauderquest1_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="S_marauderquest1">Marauder Initiation: Reedgill Fishery</string>
<string key="1207_0101_marauderquest1_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I'm ready to accept it."</string>
<string key="1207_0101_marauderquest1_proposal" comment="DO NOT TRANSLATE" speaker="Commander Purcell" name="CommanderPurcell" gender="M" quest_id="S_marauderquest1" line_id="1" location="Settlement" VO="Commander_1207_0101_marauderquest1_ProposalResponse" VO_Status="Recorded" dialogue-next="@1207_0101_marauderquest1_proposal_next">The Withered of Reedgill Fishery are the some of the most savage in the region.\n\nWe often hone our combat skills by practicing there.</string>
<string key="1207_0101_marauderquest1_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Should I go then?"</string>
<string key="1207_0101_marauderquest1_proposal_next" comment="DO NOT TRANSLATE" speaker="Commander Purcell" name="CommanderPurcell" gender="M" quest_id="S_marauderquest1" line_id="1" location="Settlement" VO="Commander_1207_0101_marauderquest1_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1207_0101_marauderquest1_proposal_prompt">Yes. Test your mettle at Reedgill Fishery.\n\nIf you find anything of value there, you are welcome to keep it. To the victor go the spoils, as they say.</string>
<string key="1207_0101_marauderquest1_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Commander Purcell" name="CommanderPurcell" gender="M" quest_id="S_marauderquest1" line_id="3" location="Settlement" VO="Commander_1207_0101_marauderquest1_AvailResponse" VO_Status="Recorded">Yes, you return a more formidable combatant.\n\nFrom now on you will carry yourself as a true warrior, as a Marauder.</string>
<string key="1207_0101_marauderquest1_incomplete" comment="DO NOT TRANSLATE" speaker="Commander Purcell" name="CommanderPurcell" gender="M" quest_id="S_marauderquest1" line_id="2" location="Settlement" VO="Commander_1207_0101_marauderquest1_InProgResponse" VO_Status="Recorded">The Withered at Reedgill Fishery. They will provide a suitable challenge.</string>
<string key="1207_0101_marauderquest1_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="S_marauderquest1">Purge Reedgill Fishery of the Withered and pillage what you find in crates in the area. Then return to Commander Purcell in the Monarch's Bluffs Settlement.</string>
<string key="1207_0101_d_01_TaskGoToPOITag_witheredfarm_1_30118" comment="DO NOT TRANSLATE">Purge Reedgill Fishery of the Withered and pillage from crates in the area</string>
<string key="1208_0101_syndicatequest1_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="S_syndicatequest1">Syndicate Initiation: Abadier's Anger</string>
<string key="1208_0101_syndicatequest1_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I'm up for a challenge."</string>
<string key="1208_0101_syndicatequest1_proposal" comment="DO NOT TRANSLATE" speaker="Alchemist Tuit" name="AlchemistTuit" gender="M" quest_id="S_syndicatequest1" line_id="1" location="Settlement" VO="Alchemist_1208_0101_syndicatequest1_ProposalResponse" VO_Status="Recorded" dialogue-next="@1208_0101_syndicatequest1_proposal_next">There is a ship wrecked nearby by a pirate named Abadier. He was driven mad by his pursuits in alchemy.\n\nHis crew expanded as he claimed he could turn metal to gold. Go to Abadier's Anger and return with what you find.</string>
<string key="1208_0101_syndicatequest1_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What do you expect to find?"</string>
<string key="1208_0101_syndicatequest1_proposal_next" comment="DO NOT TRANSLATE" speaker="Alchemist Tuit" name="AlchemistTuit" gender="M" quest_id="S_syndicatequest1" line_id="1" location="Settlement" VO="Alchemist_1208_0101_syndicatequest1_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1208_0101_syndicatequest1_proposal_prompt">We know gold transmutation to be a pipe dream, but his stock of alchemic components is invaluable to the Syndicate. \n\nIt's those components we're really after.</string>
<string key="1208_0101_syndicatequest1_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Alchemist Tuit" name="AlchemistTuit" gender="M" quest_id="S_syndicatequest1" line_id="3" location="Settlement" VO="Alchemist_1208_0101_syndicatequest1_AvailResponse" VO_Status="Recorded" dialogue-next="@1208_0101_syndicatequest1_complete_availaible_response_next">I have to applaud Abadier's stockpile of alchemic goods.\n\nWe alchemists are known for hoarding various chemicals. We can make good use of the catalyst, but this Azoth Oil leads to so many questions!</string>
<string key="1208_0101_syndicatequest1_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What kind of questions?"</string>
<string key="1208_0101_syndicatequest1_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Alchemist Tuit" name="AlchemistTuit" gender="M" quest_id="S_syndicatequest1" line_id="3" location="Settlement" VO="Alchemist_1208_0101_syndicatequest1_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@1208_0101_syndicatequest1_complete_availaible_response_prompt">Why are we here, why does azoth grant us such feats, and what makes this island immortal?\n\nYour skills and intellect belong with the Syndicate. I welcome you into our ranks.</string>
<string key="1208_0101_syndicatequest1_incomplete" comment="DO NOT TRANSLATE" speaker="Alchemist Tuit" name="AlchemistTuit" gender="M" quest_id="S_syndicatequest1" line_id="2" location="Settlement" VO="Alchemist_1208_0101_syndicatequest1_InProgResponse" VO_Status="Recorded">Go to the shipwreck, recover the alchemical components, and return.</string>
<string key="1208_0101_syndicatequest1_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="S_syndicatequest1">Explore Abadier's Anger and return any spoils you find to Syndicate Alchemist Tuit in the Monarch's Bluffs Settlement.</string>
<string key="1208_0101_d_01_TaskGoToPOITag_undead_shipwreck_30102" comment="DO NOT TRANSLATE">Explore Abadier's Anger and loot any spoils you find</string>
<string key="1209_0101_covenantquest1_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="S_covenantquest1">Covenant Initiation: Crone's Rest</string>
<string key="1209_0101_covenantquest1_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I am fully committed."</string>
<string key="1209_0101_covenantquest1_proposal" comment="DO NOT TRANSLATE" speaker="Adjudicator Owgan" name="AdjudicatorOwgan" gender="F" quest_id="S_covenantquest1" line_id="1" location="Settlement" VO="Adjudicator_1209_0101_covenantquest1_ProposalResponse" VO_Status="Recorded" dialogue-next="@1209_0101_covenantquest1_proposal_next">The Lost are a scourge upon the living, an eternal reminder of our failures. \n\nThey haunt the streets of Crone's Rest, where many of this town's citizens once called home.</string>
<string key="1209_0101_covenantquest1_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"That's terrible."</string>
<string key="1209_0101_covenantquest1_proposal_next" comment="DO NOT TRANSLATE" speaker="Adjudicator Owgan" name="AdjudicatorOwgan" VO="Adjudicator_1209_0101_covenantquest1_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1209_0101_covenantquest1_proposal_prompt">It would bring comfort to the people of Monarch's Bluffs if you were to go and lay their loved ones to rest. \n\nGo then, help us end their torment.</string>
<string key="1209_0101_covenantquest1_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Adjudicator Owgan" name="AdjudicatorOwgan" gender="F" quest_id="S_covenantquest1" line_id="3" location="Settlement" VO="Adjudicator_1209_0101_covenantquest1_AvailResponse" VO_Status="Recorded" dialogue-next="@1209_0101_covenantquest1_complete_availaible_response_next">You've defeated those Lost souls? Thank you, truly.\n\nIt can't have been easy, but the people here will sleep easier for your efforts.</string>
<string key="1209_0101_covenantquest1_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Glad I could help."</string>
<string key="1209_0101_covenantquest1_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Adjudicator Owgan" name="AdjudicatorOwgan" VO="Adjudicator_1209_0101_covenantquest1_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@1209_0101_covenantquest1_complete_availaible_response_prompt">I sense the Spark strongly in you. Your kindness could lead many people to the light.\n\nKeep faith, friend. Goodbye.</string>
<string key="1209_0101_covenantquest1_incomplete" comment="DO NOT TRANSLATE" speaker="Adjudicator Owgan" name="AdjudicatorOwgan" gender="F" quest_id="S_covenantquest1" line_id="2" location="Settlement" VO="Adjudicator_1209_0101_covenantquest1_InProgResponse" VO_Status="Recorded">Have you faced the Lost of Crone's Rest? Have you shown them the light of the Spark?</string>
<string key="1209_0101_covenantquest1_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="S_covenantquest1">Go to Crone's Rest, defeat some Lost, and return to Adjudicator Owgan in the Monarch's Bluffs Settlement.</string>
<string key="1209_0101_d_01_TaskGoToPOITag_witheredfarm_2_30104" comment="DO NOT TRANSLATE">Go to Crone's Rest and defeat the Lost</string>
<string key="1209_0103_timetochoose_choice_marauders" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="S_timetochoose">Join the Marauders\n OR</string>
<string key="1209_0103_timetochoose_choice_syndicate" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="S_timetochoose">Join the Syndicate\n OR</string>
<string key="1209_0103_timetochoose_choice_covenant" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="S_timetochoose">Join the Covenant</string>
<string key="1209_0103_timetochoose_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" quest_id="S_timetochoose" line_id="3" location="Settlement" VO="Magistrate_1209_0103_timetochoose_complete_availaible_response" VO_Status="Recorded">Well then, that's that. Only time will tell if you've chosen wisely. \n\nOf course, here on Aeternum, time can be a mysterious thing.</string>
<string key="1209_0103_timetochoose_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" quest_id="S_timetochoose" line_id="2" location="Settlement" VO="Magistrate_1209_0103_timetochoose_incomplete" VO_Status="Recorded">Seriously, it's your choice.</string>
<string key="1209_0103_timetochoose_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="S_timetochoose">Select your faction by speaking to the Faction Representative of your choice.</string>
<string key="1209_0103_timetochoose_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="S_timetochoose">Choose Your Allegiance</string>
<string key="1209_0103_timetochoose_proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" quest_id="S_timetochoose" line_id="1" location="Settlement" VO_Status="Recorded">[BLANK]</string>
<string key="1202_0403_factionhandoff_objective_title" comment="DO NOT TRANSLATE" speaker="UI">Commitment to the Cause</string>
<string key="1202_0403_factionhandoff_objective_desc" comment="DO NOT TRANSLATE" speaker="UI">Report back to Constable Saville and let her know your Faction is committed to protecting Monarch's Bluffs</string>
<string key="1202_0403_factionhandoff_m_start_prompt" comment="DO NOT TRANSLATE" speaker="UI">"What about the Corruption?"</string>
<string key="1202_0403_factionhandoff_m_proposal" speaker="Commander Purcell" name="CommanderPurcell" VO_Status="Needs Recording">Of course! We will defend this settlement against any threats, whether they come from the other factions or Corruption itself.\n\nI know the local officials are quite anxious, so indeed, you can be the one to reassure the Constable.</string>
<string key="1202_0403_factionhandoff_m_incomplete" speaker="Commander Purcell" name="CommanderPurcell" VO_Status="Needs Recording">Tell the Constable she can count on the blades of the Marauders, come what may.</string>
<string key="1202_0403_factionhandoff_s_start_prompt" comment="DO NOT TRANSLATE" speaker="UI">"What about the Corruption?"</string>
<string key="1202_0403_factionhandoff_s_proposal" speaker="Alchemist Tuit" name="AlchemistTuit" VO_Status="Needs Recording">Assuming we can secure our operations here, we will most certainly defend the settlement from whatever threats arise.\n\nI understand the local officials are quite ancy, so indeed, go ahead and reassure the Constable.</string>
<string key="1202_0403_factionhandoff_s_incomplete" speaker="Alchemist Tuit" name="AlchemistTuit" VO_Status="Needs Recording">Tell the Constable she can count on the Syndicate ensure everything in the Settlement remains safe, and in good order.</string>
<string key="1202_0403_factionhandoff_c_start_prompt" comment="DO NOT TRANSLATE" speaker="UI">"What about the Corruption?"</string>
<string key="1202_0403_factionhandoff_c_proposal" speaker="Adjudicator Owgan" name="AdjudicatorOwgan" VO_Status="Needs Recording">Does your faith waiver so soon? The defense of this settlement is paramount - whether the threat is from the other factions or Corruption itself.\n\nI know the local officials have their doubts, so yes, you can be the one to reassure the Constable.</string>
<string key="1202_0403_factionhandoff_c_incomplete" speaker="Adjudicator Owgan" name="AdjudicatorOwgan" VO_Status="Needs Recording">Tell the Constable she can count on the Covenant to defend this place, come what may.</string>
<string key="1202_0403_factionhandoff_complete_available_response_new" speaker="Constable Saville" name="OverseerSaville" VO_Status="Needs Recording">Ah, {playerName}. I am pleased to hear to that you have joined with one of the factions.\n\nWith your assurance, I feel more secure that they will indeed come to the settlement's defense.</string>
<string key="1202_0403_factionhandoff_proposal" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" VO="Magistrate_1202_0403_factionhandoff_proposal" VO_Status="Recorded">I suggest you speak to your faction representative once again, and take whatever assignments they have to offer.\n\nKeep me posted on your progress.</string>
<string key="1202_0403_factionhandoff_incomplete" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" VO="Magistrate_1202_0403_factionhandoff_incomplete" VO_Status="Recorded">Speak to your faction representative, and take whatever assignments they have to offer. I'll be here.</string>
<string key="1202_0403_factionhandoff_complete_available_response" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" VO="Magistrate_1202_0403_factionhandoff_complete_available_response" VO_Status="Recorded">Ah, {playerName}. I was wondering when you'd stop by to say 'hello' again.\n\nI hear good things about the work you and your new allies have been doing. Keep it up.</string>
<string key="1202_0403_factionhandoff_faction_board_open" speaker="UI">Talk to your Faction Representative and View the Faction Board</string>
<string key="1202_0403_factionhandoff_faction_mission_complete" speaker="UI">Complete One Faction Mission from the Faction Board, then report to the Magistrate</string>
<string key="1204_0501_encroachingcorruption_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Encroaching Corruption</string>
<string key="1204_0501_encroachingcorruption_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Scour the areas near the Monarch's Bluffs Settlement and destroy any Corruption nodules you find. Then report back to Constable Saville in the Settlement.</string>
<string key="1204_Constable_EncroachingCorruption_prompt" comment="DO NOT TRANSLATE" speaker="UI - player prompt">"You wouldn't come to their aid?"</string>
<string key="1204_Constable_EncroachingCorruption" speaker="Constable Saville" name="OverseerSaville" VO="1204_Constable_EncroachingCorruption_next" VO_Status="Recorded" dialogue-next="@1204_Constable_EncroachingCorruption_next">No. If the Corruption spreads to Everfall, that's their problem.\n\nWe have to fortify our defenses first, especially with these new reports of Corruption taking hold closer to the settlement.</string>
<string key="1204_Constable_EncroachingCorruption_next_prompt" speaker="UI - player prompt">"How close?"</string>
<string key="1204_Constable_EncroachingCorruption_next" speaker="Constable Saville" name="OverseerSaville" VO="1204_Constable_EncroachingCorruption" VO_Status="Recorded" dialogue-prompt="@1204_Constable_EncroachingCorruption_next_prompt">Close enough that we can't afford to ignore it. In fact, I'd like to entrust you with this responsibility.\n\nSearch the area near the settlement for any new Corruption emerging, and if you find any, destroy it.</string>
<string key="1204_0501_encroachingcorruption_incomplete" speaker="Constable Saville" name="OverseerSaville" VO_Status="Needs Recording">If the Corruption is indeed getting a foothold near the settlement, we must stamp it out with haste.</string>
<string key="1204_0501_TalktoConstable" speaker="UI - tracker text">Consult with Constable Saville for an update on Corruption</string>
<string key="1204_0501_encroachingcorruption_complete" speaker="Constable Saville" name="OverseerSaville" VO="1204_0501_encroachingcorruption_complete" VO_Status="Recorded" dialogue-next="@1204_0501_encroachingcorruption_complete_next">I hope you're returning with good tidings - I've had just about all of the bad kind I can take.\n\nIs it true - were there new manifestations of Corruption near the settlement?</string>
<string key="1204_0501_encroachingcorruption_complete_next_prompt" speaker="UI - Player Prompt">"Yes, but I destroyed them."</string>
<string key="1204_0501_encroachingcorruption_complete_next" speaker="Constable Saville" name="OverseerSaville" VO="1204_0501_encroachingcorruption_complete_next" VO_Status="Recorded" dialogue-prompt="@1204_0501_encroachingcorruption_complete_next_prompt">I suppose that's a relief, then. I feel sorry for the other settlements if they don't have someone like you around.\n\nYou should consider buying a home here in the Bluffs. It'll make it easier to return after you head out again.</string>
<string key="1204_0501_encroachingcorruption_interact_nodes" speaker="UI - tracker text">Search the listed areas and eliminate any signs of Corruption:</string>
<string key="1204_0501_encroachingcorruption_nodeA" speaker="UI - tracker text">Near the Coastal Passage</string>
<string key="1204_0501_encroachingcorruption_nodeB" speaker="UI - tracker text">Along the Eastern Road</string>
<string key="1204_0501_encroachingcorruption_nodeC" speaker="UI - tracker text">In the Devil's Foothills</string>
<string key="1204_0799_TheHermitMB_objective_title" speaker="UI - Journal - Quest Title" gender="F" quest_id="MSQ_00_Init" line_id="1" location="Monarch's Bluffs Settlement">The Old Man at the River</string>
<string key="1204_0799_TheHermitMB_objective_desc" speaker="UI - Journal - Quest Description" gender="F" quest_id="MSQ_00_Init" line_id="1" location="Monarch's Bluffs Settlement">Search for the old man along the river in Monarch’s Bluffs. He may know more about the Corruption.</string>
<string key="1204_0501_encroachingcorruption_complete_next2_prompt" speaker="UI - Player Prompt">"This is why I'm headed out again?"</string>
<string key="1204_0501_encroachingcorruption_complete_next2" speaker="Constable Saville" name="OverseerSaville" VO="1204_0501_encroachingcorruption_complete_next2" VO_Status="Recorded">Yes, I'm afraid so. You recall that old man who knew about Corruption? He's been sighted fishing at the eastern river.\n\nIt's a dangerous journey, but he might know something. Talk to the Innkeep before you go - they need a favor down south as well.</string>
<string key="1204_0799_TheHermitMB_incomplete" speaker="Constable Saville" name="OverseerSaville" gender="F" quest_id="MSQ_00_Init" line_id="1" location="Monarch's Bluffs Settlement" VO="Overseer_1204_0799_TheHermitMB_InProgResponse" VO_Status="Recorded">You still looking for that old madman? It's true he might know something, if he's got his wits.\n\nI doubt that, however.</string>
<string key="1204_0799_FinishOnboarding" speaker="UI">Complete Quests to Help the Settlement before Seeking the Old Man</string>
<string key="1204_0799_TheHermitMB_optional_FTP" speaker="UI">(Optional) Use Your Map to Fast Travel to the Spirit Shrine</string>
<string key="1204_0799_TheHermitMB_GoToPOI" speaker="UI">Search for the Mysterious Old Man in {POITags}</string>
<string key="9812_M_0001_RankUp_start" speaker="UI">"How do I advance in rank?"</string>
<string key="9812_M_0001_RankUp_proposal" speaker="Commander Purcell" name="CommanderPurcell" VO_Status="Needs Recording">I knew I saw that spark of ambition. You are Marauder through and through, Soldier.\n\nYou seek to become a Gladiator then? Complete missions to earn reputation, then you can face the Trial of the Gladiator in Cutlass Keys.</string>
<string key="9812_S_0001_RankUp_start" speaker="UI">"How do I advance in rank?"</string>
<string key="9812_S_0001_RankUp_proposal" speaker="Alchemist Tuit" name="AlchemistTuit" VO_Status="Needs Recording">There are no shortcuts in the Syndicate; it will take time and considerable effort to advance. \n\nTo become a Scrivener, you will complete missions to earn reputation, then you can face the Trial of the Scrivener in Brightwood.</string>
<string key="9812_C_0001_RankUp_start" speaker="UI">"How do I advance in rank?"</string>
<string key="9812_C_0001_RankUp_proposal" speaker="Adjudicator Owgan" name="AdjudicatorOwgan" VO_Status="Needs Recording">It will take great heart and great courage should you wish to rise within the order.\n\nTo become a Templar, you'll need to complete missions to earn reputation, and then face the Trial of the Templar in Brightwood.</string>
<string key="1205_0302_indigestion_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="1205_0302_indigestion">Between Settlements</string>
<string key="1205_0302_indigestion_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="1205_0302_indigestion">Search for the missing brooch among the Withered at Mines de Miclot. Then return to Magistrate Bixford in the Monarch's Bluffs Settlement.</string>
<string key="1205_0302_indigestion_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"It's civilized, at least."</string>
<string key="1205_0302_indigestion_proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" quest_id="1205_0302_indigestion" location="Settlement" VO="Magistrate_1205_0302_indigestion_ProposalResponse" VO_Status="Recorded" dialogue-next="@1205_0302_indigestion_proposal_next">Yes! You understand - that's why we have to protect this settlement, whatever it takes.\n\nWe've had a bit of a misunderstanding with the settlement in Windsward, but we need to look after ourselves first.</string>
<string key="1205_0302_indigestion_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What happened?"</string>
<string key="1205_0302_indigestion_proposal_next" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" quest_id="1205_0302_indigestion" location="Settlement" VO="Magistrate_1205_0302_indigestion_CompleteNext" VO_Status="Recorded" dialogue-next="@1205_0302_indigestion_proposal_next2" dialogue-prompt="@1205_0302_indigestion_proposal_prompt">There's a brooch, an heirloom of sorts. We had agreed to give it to them as a gesture of goodwill.\n\nBut the courier carrying the brooch was waylaid by the Withered, and the brooch was lost.</string>
<string key="1205_0302_indigestion_proposal_next2_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Someone should go and reclaim it."</string>
<string key="1205_0302_indigestion_proposal_next2" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" quest_id="1205_0302_indigestion" location="Settlement" VO="Magistrate_1205_0302_indigestion_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@1205_0302_indigestion_proposal_next2_prompt">Exactly. I hoped you'd volunteer. The courier took the north road, so check the Withered at the Mines de Miclot.\n\nGo and reclaim it, but then… bring it back here. It's a 'finders-keepers' situation at that point.</string>
<string key="1205_0302_indigestion_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" quest_id="1205_0302_indigestion" location="Settlement" VO="Magistrate_1205_0302_indigestion_InProgResponse" VO_Status="Recorded">You'll find the brooch at the Mines de Miclot.</string>
<string key="1205_0302_indigestion_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" quest_id="1205_0302_indigestion" location="Settlement" VO="Magistrate_1205_0302_indigestion_AvailResponse" VO_Status="Recorded">Ah, {playerName}. I knew you'd come through. \n\nThe brooch is now safe and sound in Monarch's Bluffs where it belongs. Whether Windsward likes it or not.</string>
<string key="1205_0302_d_01_TaskGoToPOITag_Mines_de_Miclot" comment="DO NOT TRANSLATE" speaker="UI - Tracker Text">Search for the missing brooch at the Mines de Miclot</string>
<string key="1205_0302_d_02a_Task" comment="DO NOT TRANSLATE" speaker="UI - Tracker Text">Defeat {targetName} Withered</string>
<string key="1205_0302_d_02b_CollectBroochfromTarget" comment="DO NOT TRANSLATE" speaker="UI" quest_id="1205_0302_indigestion">Collect {itemName} from the {targetName} Withered</string>
<string key="1204_0301_a_Title" comment="DO NOT TRANSLATE" speaker="UI">True Horrors</string>
<string key="1204_0301_b_Description" comment="DO NOT TRANSLATE" speaker="UI">Defeat The Abberation in the Mines de Miclot and return to Constable Saville in the Monarch's Bluffs Settlement.</string>
<string key="1204_0301_a1_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"You wouldn't come to their aid?"</string>
<string key="1204_0301_c_Proposal" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" VO="Overseer_1204_0301_topplinggiants_ProposalResponse" VO_Status="Recorded" dialogue-next="@1204_0301_c_Proposal_next">No. If the Corruption spreads to Everfall, that's their problem.\n\nWe have enough horrors of our own to deal with right here in Monarch's Bluffs.</string>
<string key="1204_0301_c_Proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What kind of horrors?"</string>
<string key="1204_0301_c_Proposal_next" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" VO="Overseer_1204_0301_topplinggiants_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1204_0301_c_Proposal_prompt">The kind that remind us of what might happen if we become Lost.\n\nThere are rumors of some kind of Aberration. If you will go and destroy it, I will see you rewarded generously.</string>
<string key="1204_0301_e_Incomplete" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" VO="Overseer_1204_0301_topplinggiants_InProgResponse" VO_Status="Recorded">The Aberration must be destroyed as soon as possible.</string>
<string key="1204_0301_f_Complete" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" VO="Overseer_1204_0301_topplinggiants_AvailResponse" VO_Status="Recorded">{playerName}, it is a relief to see you. I must confess - I have been having nightmares about that… thing out there.\n\nI think many here in Monarch's Bluffs will sleep better now that you have destroyed it. Thank you.</string>
<string key="1204_0301_d_01_Task" comment="DO NOT TRANSLATE" speaker="UI">Defeat The Abberation in the Mines de Miclot</string>
<string key="1204_0301_d_02_Task" comment="DO NOT TRANSLATE" speaker="UI">Defeat {targetName} Withered</string>
<string key="1204_0301_d_03_Task" comment="DO NOT TRANSLATE" speaker="UI">Destroy {targetName}</string>
<string key="1210_0101_devilhoney_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="1210_0101_devilhoney">Taste of Honey</string>
<string key="1210_0101_devilhoney_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="1210_0101_devilhoney">Get combs of Devil's Honey from Barkeep Lother's private reserve in the Devil's Pit and return to the Barkeep in the Monarch's Bluffs Settlement.</string>
<string key="1210_0101_devilhoney_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What do people say, exactly?"</string>
<string key="1210_0101_devilhoney_proposal" comment="DO NOT TRANSLATE" speaker="Barkeeper Lother" name="BarkeepLother" gender="F" quest_id="1210_0101_devilhoney" location="Settlement" VO="Barkeep_1210_0101_devilhoney_ProposalResponse" VO_Status="Recorded" dialogue-next="@1210_0101_devilhoney_proposal_next">They say you've been quite a help, and I was like, 'well, why haven't they helped me?'\n\nBut then I realized, silly Geertie, it's because you haven't asked!</string>
<string key="1210_0101_devilhoney_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Is there something you need help with?"</string>
<string key="1210_0101_devilhoney_proposal_next" comment="DO NOT TRANSLATE" speaker="Barkeeper Lother" name="BarkeepLother" gender="F" quest_id="1210_0101_devilhoney" location="Settlement" VO="Barkeep_1210_0101_devilhoney_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1210_0101_devilhoney_proposal_prompt">Yes! Honey! Honey so delicious it's called 'Devil's Honey'... It also comes from Devil's Gorge.\n\nCollect my honeycombs, and I'll give you a taste. But whatever you do, don't touch ANYTHING in Devil's Gorge except those apiaries.</string>
<string key="1210_0101_devilhoney_incomplete" comment="DO NOT TRANSLATE" speaker="Barkeeper Lother" name="BarkeepLother" gender="F" quest_id="1210_0101_devilhoney" location="Settlement" VO="Barkeep_1210_0101_devilhoney_InProgResponse" VO_Status="Recorded">Just wait until you taste this honey.</string>
<string key="1210_0101_devilhoney_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Barkeeper Lother" name="BarkeepLother" gender="F" quest_id="1210_0101_devilhoney" location="Settlement" VO="Barkeep_1210_0101_devilhoney_AvailResponse" VO_Status="Recorded">Aha! There's my honey… I mean my honeycombs. I wasn't calling you 'my honey'. That would be... absurd.\n\nBut yes, this is fantastic! I'm going to whip us up some honeycakes right away.</string>
<string key="1210_0101_d_01_TaskGoToPOITag_BearDen" comment="DO NOT TRANSLATE">Collect combs of Devil's Honey from the Devil's Pit</string>
<string key="12_task_TaskGatherItems_BearDen_DevilHoney" comment="DO NOT TRANSLATE" speaker="UI" quest_id="1210_0101_devilhoney">Collect Devil's Honey</string>
<string key="1210_0201_a_Title" comment="DO NOT TRANSLATE" speaker="UI">Dagger in the Mist</string>
<string key="1210_0201_b_Description" comment="DO NOT TRANSLATE" speaker="UI">Search The Grey Mist and The Dagger for jars of wine and return to Barkeep Lother.</string>
<string key="1210_0201_a1_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Depends on the favor."</string>
<string key="1210_0201_c_Proposal" comment="DO NOT TRANSLATE" speaker="Barkeeper Lother" name="BarkeepLother" gender="F" VO="Barkeep_1210_0201_daggermist_ProposalResponse" VO_Status="Recorded" dialogue-next="@1210_0201_c_Proposal_next">Seeing as how everyone is talking about 'battening down the hatches' here to protect against Corruption. I think we need to stock up on booze.\n\nAnd I think I might know a spot to get our hands on some perfectly aged wine from the Old World.</string>
<string key="1210_0201_c_Proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Where would this wine be?"</string>
<string key="1210_0201_c_Proposal_next" comment="DO NOT TRANSLATE" speaker="Barkeeper Lother" name="BarkeepLother" gender="F" VO="Barkeep_1210_0201_daggermist_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1210_0201_c_Proposal_prompt">Couple of shipwrecks out on the coast - the Dagger and the Grey Mist. \n\nIf you'll go there and grab as many jars of wine as you can find, we'll shack up and ride this thing out… I mean, not just the two of us, but everyone in the settlement, of course.</string>
<string key="1210_0201_e_Incomplete" comment="DO NOT TRANSLATE" speaker="Barkeeper Lother" name="BarkeepLother" gender="F" VO="Barkeep_1210_0201_daggermist_InProgResponse" VO_Status="Recorded">Oh man, the Old World wine from those shipwrecks... I can't wait.</string>
<string key="1210_0201_f_Complete" comment="DO NOT TRANSLATE" speaker="Barkeeper Lother" name="BarkeepLother" gender="F" VO="Barkeep_1210_0201_daggermist_AvailResponse" VO_Status="Recorded">Oh yeah, I can feel the party coming on already!\n\nWe got wine and honeycakes - it's gonna be a feast! Just let me finish making preparations.</string>
<string key="1210_0201_d_01_Task" comment="DO NOT TRANSLATE" speaker="UI">Travel to {POITags}</string>
<string key="1210_0201_d_02_Task" comment="DO NOT TRANSLATE" speaker="UI">Collect jars of Dagger Wine</string>
<string key="1210_0201_d_03_Task" comment="DO NOT TRANSLATE" speaker="UI">Search the Wrecks of the Grey Mist and the Dagger for Jars of Wine</string>
<string key="1210_0201_d_04_Task" comment="DO NOT TRANSLATE" speaker="UI">Collect jars of Grey Mist Wine</string>
<string key="1205_0301_broken_weapons_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="1205_0301_broken_weapons">Traitorous Weaponry</string>
<string key="1205_0301_broken_weapons_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="1205_0301_broken_weapons">Retrieve broken weapons from Turncoat Pirates around Traitor's Hold and bring them to Artificer Gomes along the roads to the Southeast.</string>
<string key="1205_0301_broken_weapons_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I've been working with the {playerFaction}"</string>
<string key="1205_0301_broken_weapons_proposal" comment="DO NOT TRANSLATE" speaker="Artificer Gomes" name="ArtificerGomes" gender="F" quest_id="1205_0301_broken_weapons" location="Settlement" VO="Artificer_1205_0301_broken_weapons_ProposalResponse" VO_Status="Recorded" dialogue-next="@1205_0301_broken_weapons_proposal_next">That's a good start, but Saville should be prioritizing further alliances as well.\n\nWithout allies, we will certainly need more weapons to fully stock the arsenal, more weapons than even I can forge.</string>
<string key="1205_0301_broken_weapons_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Where can we find more weapons?"</string>
<string key="1205_0301_broken_weapons_proposal_next" comment="DO NOT TRANSLATE" speaker="Artificer Gomes" name="ArtificerGomes" gender="F" quest_id="1205_0301_broken_weapons" location="Settlement" VO="Artificer_1205_0301_broken_weapons_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1205_0301_broken_weapons_proposal_prompt">There is one possibility - the Lost Pirates of Traitor's Hold bear weapons fresh enough to still be useful.\n\nIf you will collect as many weapons as you can from Traitor's Hold, then we will at least have a fighting chance.</string>
<string key="1205_0301_broken_weapons_incomplete" comment="DO NOT TRANSLATE" speaker="Artificer Gomes" name="ArtificerGomes" gender="F" quest_id="1205_0301_broken_weapons" location="Settlement" VO="Artificer_1205_0301_broken_weapons_InProgResponse" VO_Status="Recorded">The weapons from Traitor's Hold may be our only way to properly stock the arsenal.</string>
<string key="1205_0301_broken_weapons_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Artificer Gomes" name="ArtificerGomes" gender="F" quest_id="1205_0301_broken_weapons" location="Settlement" VO="Artificer_1205_0301_broken_weapons_AvailResponse" VO_Status="Recorded">Ah, {playerName}. I am glad you've returned. Now, let me see these weapons.\n\nHm. They are useable, but the steel is less durable than I had hoped. Either way, they will have to suffice for now.</string>
<string key="1205_0301_d_01_TaskGoToPOITag_Undead_Bastion" comment="DO NOT TRANSLATE">Retrieve broken weapons from Turncoat Pirates around Traitor's Hold</string>
<string key="12_task_kill_token_POITag_generic_BrokenWeapon" comment="DO NOT TRANSLATE" speaker="UI" quest_id="1205_0301_broken_weapons">Collect {itemName} from Turncoat Pirates</string>
<string key="1203_0401_fashion_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="1203_0401_fashion">Friends in Fashion</string>
<string key="1203_0401_fashion_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="1203_0401_fashion">Find pieces of tattered silk from skeletons in the Divine Rise and return them to Survivalist Lee in the Everfall Settlement.</string>
<string key="1203_0401_fashion_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What do you propose?"</string>
<string key="1203_0401_fashion_proposal" comment="DO NOT TRANSLATE" speaker="Survivalist Thornton" name="SurvivalistThorton" gender="F" quest_id="1203_0401_fashion" location="Settlement" VO="Survivalist_1203_0401_fashion_ProposalResponse" VO_Status="Recorded" dialogue-next="@1203_0401_fashion_proposal_next">Hate to say it, but Gomes is right. We need to be finding allies.\n\nI got an idea - it's a little out there, but it might at least earn us a friend.</string>
<string key="1203_0401_fashion_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"We should give it a shot."</string>
<string key="1203_0401_fashion_proposal_next" comment="DO NOT TRANSLATE" speaker="Survivalist Thornton" name="SurvivalistThorton" gender="F" quest_id="1203_0401_fashion" location="Settlement" VO="Survivalist_1203_0401_fashion_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1203_0401_fashion_proposal_prompt">So, Survivalist Lee is influential over in Everfall. He's also got an obsession with fashion, er, clothes, you know.\n\nI know, right? But bring him some Ancient textiles as a gift, and we'll have at least one ally out there.</string>
<string key="1203_0401_fashion_incomplete" comment="DO NOT TRANSLATE" speaker="Survivalist Thornton" name="SurvivalistThorton" gender="F" quest_id="1203_0401_fashion" location="Settlement" VO="Survivalist_1203_0401_fashion_InProgResponse" VO_Status="Recorded">It's worth a shot with Survivalist Lee. I'm telling you, he really goes wild for the Ancients' silk and textiles. I've heard of weirder things.</string>
<string key="1203_0401_fashion_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Survivalist Lee" name="SurvivalistLee" gender="M" quest_id="1203_0401_fashion" location="Settlement" VO="Survivalist_1203_0401_fashion_AvailResponse" VO_Status="Recorded" dialogue-next="@1203_0401_fashion_complete_availaible_response_next">What's this? Ooh! Such fine silk, and quite a familiar quality… timeless both in durability and in style.\n\nTell me, where did you find these, and what do you want in exchange? Name your price.</string>
<string key="1203_0401_fashion_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"A gift from Monarch's Bluffs."</string>
<string key="1203_0401_fashion_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Survivalist Lee" name="SurvivalistLee" gender="M" quest_id="1203_0401_fashion" location="Settlement" VO="Survivalist_1203_0401_fashion_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@1203_0401_fashion_complete_availaible_response_prompt">A gift? For me? How generous… someone knows my tastes too. Comes with the territory.\n\nWell, do tell Monarch's Bluffs that everyone in the settlement has earned a friend in Survivalist Lee. I mean it.</string>
<string key="1203_0401_d_01_TaskGoToPOITag_Achernar" comment="DO NOT TRANSLATE" speaker="UI">Find pieces of tattered silk from skeletons at Antares and Achernar</string>
<string key="12_task_kill_token_POITag_Fashion" comment="DO NOT TRANSLATE" speaker="UI">Collect Tattered Silk from Celestial Ancient Guardians in Achernar or Antares</string>
<string key="1209_0101_d_02_Task" comment="DO NOT TRANSLATE" speaker="UI">Destroy {targetName}</string>
<string key="1209_0101_d_03_Task" comment="DO NOT TRANSLATE" speaker="UI">Destroy {targetName}</string>
<string key="1209_0101_d_04_Task" comment="DO NOT TRANSLATE" speaker="UI">Search {targetName} for a {itemName}</string>
<string key="1205_0501_a_Title" comment="DO NOT TRANSLATE" speaker="UI">Ancient Craftsmanship</string>
<string key="1205_0501_b_Description" comment="DO NOT TRANSLATE" speaker="UI">Collect Ancient Artifacts from Antares and Achernar so Artificer Gomes can extract azoth and use it to strengthen the arsenal's armors in Monarch's Bluffs.</string>
<string key="1205_0501_a1_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Is it something I can help with?"</string>
<string key="1205_0501_c_Proposal" comment="DO NOT TRANSLATE" speaker="Artificer Gomes" name="ArtificerGomes" gender="F" VO="Artificer_1205_0501_ancientcraft_ProposalResponse" VO_Status="Recorded" dialogue-next="@1205_0501_c_Proposal_next">Yes. Magistrate Bixford, for all his shortcomings, often has genius insights, and such is the case today.\n\nOver the years we have learned that armors of the Ancient Guardians are incredibly strong, and seem not to have aged at all.</string>
<string key="1205_0501_c_Proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"You want to use the Ancient Guardians' armor?"</string>
<string key="1205_0501_c_Proposal_next" comment="DO NOT TRANSLATE" speaker="Artificer Gomes" name="ArtificerGomes" gender="F" VO="Artificer_1205_0501_ancientcraft_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1205_0501_c_Proposal_prompt">Not so much the armors themselves, but there are azoth-infused artifacts in the ruins of Antares and Archenar.\n\nRecover these artifacts, and I can extract what we need to strengthen our own armors against Corruption.</string>
<string key="1205_0501_e_Incomplete" comment="DO NOT TRANSLATE" speaker="Artificer Gomes" name="ArtificerGomes" gender="F" VO="Artificer_1205_0501_ancientcraft_InProgResponse" VO_Status="Recorded">If we are able to extract what we need from the Ancients' artifacts, I begin to hope we can fight the Corruption when it comes.</string>
<string key="1205_0501_f_Complete" comment="DO NOT TRANSLATE" speaker="Artificer Gomes" name="ArtificerGomes" gender="F" VO="Artificer_1205_0501_ancientcraft_AvailResponse" VO_Status="Recorded">Aha! {playerName}, my friend, you have done it again. Just look at these artifacts!\n\nI will get to work on the extractions right away, and with luck, I will use it to fortify the armor we have in the arsenal.</string>
<string key="1205_0501_d_TaskGoTo" comment="DO NOT TRANSLATE" speaker="UI">Collect Ancient Artifacts from Antares and Achernar</string>
<string key="1205_0501_d_01_Task" comment="DO NOT TRANSLATE">Search chests in Achernar for the {itemName}</string>
<string key="1205_0501_d_02_Task" comment="DO NOT TRANSLATE" speaker="UI">Search chests in Antares for the {itemName}</string>
<string key="1203_0301_failed_harvest_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="1203_0301_failed_harvest">Spoiled Feast</string>
<string key="1203_0301_failed_harvest_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="1203_0301_failed_harvest">Go to the Farside Township and harvest a Squash for Barkeep Lother in the Monarch's Bluffs Settlement.</string>
<string key="1203_0301_failed_harvest_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What happened?"</string>
<string key="1203_0301_failed_harvest_proposal" comment="DO NOT TRANSLATE" speaker="Barkeeper Lother" name="BarkeepLother" gender="F" quest_id="1203_0301_failed_harvest" location="Settlement" VO="Barkeep_1203_0301_failed_harvest_ProposalResponse" VO_Status="Recorded" dialogue-next="@1203_0301_failed_harvest_proposal_next">I was all set, had the stew brewing and everything, and then I go to add the vegatables, and they're spoiled.\n\nIt's the third time this season. I'm beginning to think all the crops in the region are ruined.</string>
<string key="1203_0301_failed_harvest_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"How can we find out?"</string>
<string key="1203_0301_failed_harvest_proposal_next" comment="DO NOT TRANSLATE" speaker="Barkeeper Lother" name="BarkeepLother" gender="F" quest_id="1203_0301_failed_harvest" location="Settlement" VO="Barkeep_1203_0301_failed_harvest_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1203_0301_failed_harvest_proposal_prompt">I'm not sure. There's a theory that the spoiled crops might have something to do with the Withered.\n\nSuppose it's worth a check. Farside Township - it's overrun these days. If you can find some squash growing, bring it back and I'll take a look.</string>
<string key="1203_0301_failed_harvest_incomplete" comment="DO NOT TRANSLATE" speaker="Barkeeper Lother" name="BarkeepLother" gender="F" quest_id="1203_0301_failed_harvest" location="Settlement" VO="Barkeep_1203_0301_failed_harvest_InProgResponse" VO_Status="Recorded">If you can get us a squash from Farside Township, hopefully we can start to figure out what's spoiling all our crops.</string>
<string key="1203_0301_failed_harvest_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Barkeeper Lother" name="BarkeepLother" gender="F" quest_id="1203_0301_failed_harvest" location="Settlement" VO="Barkeep_1203_0301_failed_harvest_AvailResponse" VO_Status="Recorded">Well, look at that! That squash is about as healthy as any I've ever seen!\n\nWhat gives, then? Our crops are all getting spoiled, while the ones on the farm overrun by the Withered are fine?</string>
<string key="1203_0301_d_01_TaskGoToPOITag_Farside" comment="DO NOT TRANSLATE">Harvest a Healthy Squash from Farside Township</string>
<string key="12_task_TaskGatherItems_Farside_Healthy_Squash" comment="DO NOT TRANSLATE" speaker="UI" quest_id="1203_0301_failed_harvest">Harvest some Healthy Squash</string>
<string key="1203_0302_root_problem_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="1203_0302_root_problem">Root of the Problem</string>
<string key="1203_0302_root_problem_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="1203_0302_root_problem">Collect evidence of the spoiled crops in Lakeside Farm and bring it to Constable Saville in the Monarch's Bluffs Settlement.</string>
<string key="1203_0302_root_problem_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"We'll find a solution."</string>
<string key="1203_0302_root_problem_proposal" comment="DO NOT TRANSLATE" speaker="Survivalist Thornton" name="SurvivalistThorton" gender="F" quest_id="1203_0302_root_problem" location="Settlement" VO="Survivalist_1203_0302_root_problem_ProposalResponse" VO_Status="Recorded" dialogue-next="@1203_0302_root_problem_proposal_next">Perhaps. I've half a mind to strike out on my own at this point.\n\nIf I'm gonna stay, you're gonna have to help me convince Saville to do something.</string>
<string key="1203_0302_root_problem_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"How should I accomplish that?"</string>
<string key="1203_0302_root_problem_proposal_next" comment="DO NOT TRANSLATE" speaker="Survivalist Thornton" name="SurvivalistThorton" gender="F" quest_id="1203_0302_root_problem" location="Settlement" VO="Survivalist_1203_0302_root_problem_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1203_0302_root_problem_proposal_prompt">I don't know. You're the genius here - I'm just a common survivalist. \n\nI'd say gather some spoiled crops from the Lakeside Farm, then deliver them to Saville. Worth a shot, I say.</string>
<string key="1203_0302_root_problem_incomplete" comment="DO NOT TRANSLATE" speaker="Survivalist Thornton" name="SurvivalistThorton" gender="F" quest_id="1203_0302_root_problem" location="Settlement" VO="Survivalist_1203_0302_root_problem_InProgResponse" VO_Status="Recorded">Get some spoiled crops from from the Lakeside Farm and give them to Saville. Good luck - we need it!</string>
<string key="1203_0302_root_problem_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" quest_id="1203_0302_root_problem" location="Settlement" VO="Survivalist_1203_0302_root_problem_AvailResponse" VO_Status="Recorded" dialogue-next="@1203_0302_root_problem_complete_availaible_response_next">{playerName}, it's excellent to see you, as always.\n\nI hear you're investigating our spoiled crops. Have we found any that aren't ruined?</string>
<string key="1203_0302_root_problem_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"This corn from the Lakeside Farm."</string>
<string key="1203_0302_root_problem_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" quest_id="1203_0302_root_problem" location="Settlement" VO="Survivalist_1203_0302_root_problem_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@1203_0302_root_problem_complete_availaible_response_prompt">Let me see… oh yes, this seems to be quite healthy.\n\nThat means we do have a significant quantity of food, perhaps more than we need…</string>
<string key="1203_0302_d_01_TaskGoToPOITag_Lakeside_Farm" comment="DO NOT TRANSLATE">Collect evidence of spoiled crops from Lakeside Farm</string>
<string key="12_task_TaskGatherItems_Lakeside_Healthy_Corn" comment="DO NOT TRANSLATE" speaker="UI" quest_id="1203_0302_root_problem">Harvest Corn from Lakeside Farm</string>
<string key="1204_0201_goodwill_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="1204_0201_goodwill">Goodwill Squashing</string>
<string key="1204_0201_goodwill_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="1204_0201_goodwill">Harvest a Prize Squash from Tres Campos, then deliver it to Barkeeper Cormack as proof that the crops from Withered Farms are unspoilt.</string>
<string key="1204_0201_goodwill_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"That's understandable."</string>
<string key="1204_0201_goodwill_proposal" comment="DO NOT TRANSLATE" speaker="Barkeeper Lother" name="BarkeepLother" gender="F" quest_id="1204_0201_goodwill" location="Settlement" VO="Barkeep_1204_0201_goodwill_ProposalResponse" VO_Status="Recorded" dialogue-next="@1204_0201_goodwill_proposal_next">I've heard the crops in Windsward are all coming up spoilt, too.\n\nI wonder if they've realized the Withered farms crops are alright.</string>
<string key="1204_0201_goodwill_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"We should tell them."</string>
<string key="1204_0201_goodwill_proposal_next" comment="DO NOT TRANSLATE" speaker="Barkeeper Lother" name="BarkeepLother" gender="F" quest_id="1204_0201_goodwill" location="Settlement" VO="Barkeep_1204_0201_goodwill_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1204_0201_goodwill_proposal_prompt">I don't know... Saville isn't keen on us sharing secrets with other settlements.\n\nBut it's the right thing. Alright. There were amazing Squashes at Tres Campos. Snatch one and take it to Barkeep Cormack in Windsward. Our secret though.</string>
<string key="1204_0201_goodwill_incomplete" comment="DO NOT TRANSLATE" speaker="Barkeeper Lother" name="BarkeepLother" gender="F" quest_id="1204_0201_goodwill" location="Settlement" VO="Barkeep_1204_0201_goodwill_InProgResponse" VO_Status="Recorded">Gotta admit, sharing this knowledge with Windsward makes me nervous, but it's the right thing. Good luck.</string>
<string key="1204_0201_goodwill_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Barkeeper Cormack" name="BarkeepCormack" gender="M" quest_id="1204_0201_goodwill" location="Settlement" VO="Barkeep_1204_0201_goodwill_AvailResponse" VO_Status="Recorded" dialogue-next="@1204_0201_goodwill_complete_availaible_response_next">Now that is a squash! Is that from Monarch's Bluffs? \n\nHow in tarnation… I thought you all had the same problem as us - everything's spoiled.</string>
<string key="1204_0201_goodwill_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"The Withered farms are healthy."</string>
<string key="1204_0201_goodwill_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Barkeeper Cormack" name="BarkeepCormack" gender="M" quest_id="1204_0201_goodwill" location="Settlement" VO="Barkeep_1204_0201_goodwill_complete_availaible_response_next" VO_Status="Recorded" dialogue-prompt="@1204_0201_goodwill_complete_availaible_response_prompt">So that's the trick, then? Harvest from the Withered farms… that's a hot tip.\n\nThis'll really help us out. Maybe I got the folks from Monarch's Bluffs all wrong after all.</string>
<string key="1204_0201_d_01_TaskGoToPOITag_Tres_Campos" comment="DO NOT TRANSLATE">Harvest a Prize Squash from Tres Campos</string>
<string key="12_task_TaskGatherItems_Tres_Campos_Prize_Squash" comment="DO NOT TRANSLATE" speaker="UI" quest_id="1204_0201_goodwill">Harvest a Squash</string>
<string key="1204_0202_a_Title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title">Arruda Jam</string>
<string key="1204_0202_b_Description" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description">Clear Withered from Arruda Ranch and look for Arruda Jam Jars to replenish stock in the Monarch's Bluffs settlement.</string>
<string key="1204_0202_a1_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Leverage for what?"</string>
<string key="1204_0202_c_Proposal" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" VO="Overseer_1204_0202_stores_ProposalResponse" VO_Status="Recorded" dialogue-next="@1204_0202_c_Proposal_next">Think about it - if the crops are failing in the territories of our neighbors, they're desperate.\n\nWe can supply them with our healthy crops, and they'll thank us for it.</string>
<string key="1204_0202_c_Proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"It could win us some allies."</string>
<string key="1204_0202_c_Proposal_next" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" VO="Overseer_1204_0202_stores_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1204_0202_c_Proposal_prompt">Better yet, an obscene profit! In fact, the old Arruda Ranch was famous for its delicious jam.\n\nGo clear the Withered there and see if you can find some unspoiled jam. It would be quite a boon.</string>
<string key="1204_0202_e_Incomplete" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" VO="Overseer_1204_0202_stores_InProgResponse" VO_Status="Recorded">Visit Arruda Ranch and try to find some of that famous jam they made. If it's unspoiled, we're in luck.</string>
<string key="1204_0202_f_Complete" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" VO="Overseer_1204_0202_stores_AvailResponse" VO_Status="Recorded">Oh my goodness, look at this! Arruda Jam! The most delicious.\n\nAnd this stuff goes a long way. This will keep our settlement fed and then some!</string>
<string key="1204_0202_d_01_Task" comment="DO NOT TRANSLATE" speaker="UI">Clear Withered from Arruda Ranch and look for Arruda Jam</string>
<string key="12_task_Kill_Arruda_Withered" comment="DO NOT TRANSLATE" speaker="UI">Destroy Bileblight Withered</string>
<string key="1204_0202_d_03_Task" comment="DO NOT TRANSLATE" speaker="UI">Collect Arruda Jam</string>
<string key="1202_0501_rightofway_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="1202_0501_rightofway">Time Will Tell</string>
<string key="1202_0501_rightofway_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="1202_0501_rightofway">Defeat Bloodheart Pirates in Brigand Bastion and loot their supplies to weaken their grip on the pass. Then report to Magistrate Korrapati in the Windsward Settlement.</string>
<string key="1202_0501_rightofway_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Isn't that a good thing?"</string>
<string key="1202_0501_rightofway_proposal" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" quest_id="1202_0501_rightofway" location="Settlement" VO="Magistrate_1202_0501_rightofway_ProposalResponse" VO_Status="Recorded" dialogue-next="@1202_0501_rightofway_proposal_next">Only time will tell. I'm grateful, however, if this means that we may finally deal with the Bloodheart Pirates. \n\nConstable Saville has her own agenda, but I have mine as well.</string>
<string key="1202_0501_rightofway_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"I can help both of you."</string>
<string key="1202_0501_rightofway_proposal_next" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" quest_id="1202_0501_rightofway" location="Settlement" VO="Magistrate_1202_0501_rightofway_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1202_0501_rightofway_proposal_prompt">I hoped as much. Heloise has her sights on the Bloodheart's leader. \n\nBut weakening their hold on Brigand Bastion will help Windsward more. Assault the Bastion and report your success to Magistrate Korrapati in Windsward. She will be pleased - I am sure of it.</string>
<string key="1202_0501_rightofway_incomplete" comment="DO NOT TRANSLATE" speaker="Magistrate Bixford" name="MagistrateBixford" gender="M" quest_id="1202_0501_rightofway" location="Settlement" VO="Magistrate_1202_0501_rightofway_InProgResponse" VO_Status="Recorded">The logistics of conflict and engagement become murky when both you and your enemy are immortal. Could Sun Tzu have envisioned an island on which no one truly dies?</string>
<string key="1202_0501_rightofway_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" gender="F" quest_id="1202_0501_rightofway" location="Settlement" VO="Magistrate_1202_0501_rightofway_AvailResponse" VO_Status="Recorded" dialogue-next="@1202_0501_rightofway_complete_availaible_next">Are the rumors true, then? You went and sorted out the Bloodheart Pirates in Brigand Bastion?\n\nI must confess - I am still uncertain of Magistrate Bixford's intentions.</string>
<string key="1202_0501_rightofway_complete_availaible_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Yes, I attacked the Bastion at his request."</string>
<string key="1202_0501_rightofway_complete_availaible_next" comment="DO NOT TRANSLATE" speaker="Magistrate Korrapati" name="MagistrateKorrapati" gender="F" quest_id="1202_0501_rightofway" location="Settlement" VO="Magistrate_1202_0501_rightofway_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@1202_0501_rightofway_complete_availaible_prompt">Then I suppose I will have put my skepticism aside henceforth.\n\nI thank you for your part in helping bridge the divide between Windsward and Monarch's Bluffs.</string>
<string key="1202_0501_d_01_Task" comment="DO NOT TRANSLATE" speaker="UI" quest_id="1202_0501_rightofway">Defeat Bloodheart Pirates in Brigand Bastion and loot their supplies</string>
<string key="1202_0501_d_02_Task" comment="DO NOT TRANSLATE" speaker="UI" quest_id="1202_0501_rightofway">Destroy {targetName} Pirates</string>
<string key="1202_0501_d_03_Task" comment="DO NOT TRANSLATE" speaker="UI" quest_id="1202_0501_rightofway">Search chests for {itemName} at {POITags}</string>
<string key="1205_0303_crownjewels_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="1205_0303_crownjewels">Bloody History</string>
<string key="1205_0303_crownjewels_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="1205_0303_crownjewels">Collect gems from caches in the wreckage of the Montore Expedition, but beware of Madman Montore and his band of Bloodhearts. Then report to Constable Saville in the Monarch's Bluffs Settlement.</string>
<string key="1205_0303_crownjewels_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"What changed your mind?"</string>
<string key="1205_0303_crownjewels_proposal" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" quest_id="1205_0303_crownjewels" location="Settlement" VO="Overseer_1205_0303_crownjewels_ProposalResponse" VO_Status="Recorded" dialogue-next="@1205_0303_crownjewels_proposal_next">You should know. I received a message, thanking us for telling them how to find healthy crops.\n\nI think perhaps I've been looking at this situation all wrong.</string>
<string key="1205_0303_crownjewels_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Monarch's Bluffs and Windsward could be allies."</string>
<string key="1205_0303_crownjewels_proposal_next" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" quest_id="1205_0303_crownjewels" location="Settlement" VO="Overseer_1205_0303_crownjewels_CompleteNext" VO_Status="Recorded" dialogue-next="@1205_0303_crownjewels_proposal_next2" dialogue-prompt="@1205_0303_crownjewels_proposal_prompt">Indeed, and as a gesture of goodwill, I've sent back their Heirloom Brooch. \n\nI would like to go even further however, and deal with a problem that plagues both territories.</string>
<string key="1205_0303_crownjewels_proposal_next2_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"That sounds like a good start."</string>
<string key="1205_0303_crownjewels_proposal_next2" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" quest_id="1205_0303_crownjewels" location="Settlement" VO="Overseer_1205_0303_crownjewels_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@1205_0303_crownjewels_proposal_next2_prompt">Indeed, with your support. The Bloodheart Pirates have raided the roads for years, and they're sitting on a cache of valuable gems.\n\nDestroy their leader and steal their gems. We will share the spoils with Windsward.</string>
<string key="1205_0303_crownjewels_incomplete" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" quest_id="1205_0303_crownjewels" location="Settlement" VO="Overseer_1205_0303_crownjewels_InProgResponse" VO_Status="Recorded">Madman Montore is no one to trifle with. You'd best prepare if you would go to Deadman's Cove by yourself.</string>
<string key="1205_0303_crownjewels_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" quest_id="1205_0303_crownjewels" location="Settlement" VO="Overseer_1205_0303_crownjewels_AvailResponse" VO_Status="Recorded" dialogue-next="@1205_0303_crownjewels_complete_availaible_response_next">You're back… and you have the gems. My goodness, they are indeed stunning.\n\nTell me, did you face Madman Montore? Will he still raid our supply caravans?</string>
<string key="1205_0303_crownjewels_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt">"Montore has been defeated."</string>
<string key="1205_0303_crownjewels_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Constable Saville" name="OverseerSaville" gender="F" quest_id="1205_0303_crownjewels" location="Settlement" VO="Overseer_1205_0303_crownjewels_CompleteNext3" VO_Status="Recorded" dialogue-prompt="@1205_0303_crownjewels_complete_availaible_response_prompt">Excellent! Our new allies will be as relieved as I am, I am sure.\n\nI will make arrangements to send half… or perhaps a little more than half of these gemstones to Windsward as well.</string>
<string key="1205_0303_d_01_TaskGoToPOITag_Montore" comment="DO NOT TRANSLATE">Collect gems from caches in the wreckage of the Montore Expedition</string>
<string key="1205_0303_d_02_KillContribution_15_Undead_CrownJewels" comment="DO NOT TRANSLATE" speaker="UI" quest_id="1205_0303_crownjewels">Defeat {targetName} Pirates</string>
<string key="1205_0303_d_03_TaskHaveAndReturnItems_1_Bloody_Heart_Montore" comment="DO NOT TRANSLATE" speaker="UI" quest_id="1205_0303_crownjewels">Collect {itemName}s from chests</string>
<string key="1222_1501_intrototravel_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="S_intrototravel">Between Innkeeps</string>
<string key="1222_1501_intrototravel_start_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt" quest_id="S_intrototravel">"I'm the venturing type."</string>
<string key="1222_1501_intrototravel_proposal" comment="DO NOT TRANSLATE" speaker="Innkeep Biton" name="InnkeepBiton" gender="M" quest_id="S_intrototravel" line_id="1" VO="Innkeep_1222_1501_intrototravel_ProposalResponse" VO_Status="Recorded" dialogue-next="@1222_1501_intrototravel_proposal_next">Fantastic! I've run up a little debt with Innkeep Fairfax over in First Light - she loaned me some azoth.\n\nIf you'll go tell her the azoth is coming soon, she'll pay the cost for you to fast travel back.</string>
<string key="1222_1501_intrototravel_proposal_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt" quest_id="S_intrototravel">"Fast travel back?"</string>
<string key="1222_1501_intrototravel_proposal_next" comment="DO NOT TRANSLATE" speaker="Innkeep Biton" name="InnkeepBiton" gender="M" quest_id="S_intrototravel" line_id="1" VO="Innkeep_1222_1501_intrototravel_CompleteNext" VO_Status="Recorded" dialogue-prompt="@1222_1501_intrototravel_proposal_prompt">Well, yes. It just costs a little azoth… like everything else, right?\n\nBut yes, if you'll give her my message and return, I'll give you a little azoth myself.</string>
<string key="1222_1501_intrototravel_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Innkeep Fairfax" name="InnkeeperFairfax" gender="F" quest_id="S_intrototravel" line_id="3" VO="Innkeep_1222_1501_intrototravel_AvailResponse" VO_Status="Recorded" dialogue-next="@1222_1501_intrototravel_complete_availaible_response_next">Hello there. Welcome to First Light! Wait, do I know you?\n\nOr have you come from Monarch's Bluffs? Innkeep Biton sent you, didn't he?</string>
<string key="1222_1501_intrototravel_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt" quest_id="S_intrototravel">"Yes, he'll send your azoth soon."</string>
<string key="1222_1501_intrototravel_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Innkeep Fairfax" name="InnkeeperFairfax" gender="F" quest_id="S_intrototravel" line_id="3" VO="Innkeep_1222_1501_intrototravel_CompleteNext2" VO_Status="Recorded" dialogue-prompt="@1222_1501_intrototravel_complete_availaible_response_prompt">Oh, he'd better. I heard he's had an influx of new arrivals lately.\n\nBastard was probably too cheap to give you azoth to fast travel back, wasn't he? Fine, fine. Here you go.</string>
<string key="1222_1501_intrototravel_incomplete" comment="DO NOT TRANSLATE" speaker="Innkeep Biton" name="InnkeepBiton" gender="M" quest_id="S_intrototravel" line_id="2" VO="Innkeep_1222_1501_intrototravel_InProgResponse" VO_Status="Recorded">I do appreciate you delivering my message to Innkeep Fairfax.\n\nShe'll give you enough azoth to fast travel back.</string>
<string key="1222_1501_intrototravel_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="S_intrototravel">Inform Innkeep Fairfax in First Light that Innkeep Biton in Monarch's Bluffs will repay her azoth soon.</string>
<string key="1222_1502_returntravel_objective_title" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Title" quest_id="S_returntravel">Fast Travel Home</string>
<string key="1222_1502_returntravel_proposal" comment="DO NOT TRANSLATE" speaker="n/a" quest_id="S_returntravel" line_id="1">[BLANK]</string>
<string key="1222_1502_d_01_task" comment="DO NOT TRANSLATE" speaker="UI" quest_id="S_returntravel">Open the Map and (optional) Fast Travel back to Monarch's Bluffs</string>
<string key="1222_1502_returntravel_complete_availaible_response" comment="DO NOT TRANSLATE" speaker="Innkeep Biton" name="InnkeepBiton" gender="M" quest_id="S_returntravel" line_id="3" VO="Innkeep_1222_1502_returntravel_complete_availaible_response" VO_Status="Recorded" dialogue-next="@1222_1502_returntravel_complete_availaible_response_next">Well now, that was quicker than I expected.\n\nI hope it went alright. She wasn't too irritated, was she?</string>
<string key="1222_1502_returntravel_complete_availaible_response_prompt" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt" quest_id="S_returntravel">"She wasn't happy."</string>
<string key="1222_1502_returntravel_complete_availaible_response_next" comment="DO NOT TRANSLATE" speaker="Innkeep Biton" name="InnkeepBiton" gender="M" quest_id="S_returntravel" line_id="3" VO="Innkeep_1222_1502_returntravel_complete_availaible_response_next" VO_Status="Recorded" dialogue-prompt="@1222_1502_returntravel_complete_availaible_response_prompt">Of course not, but perhaps no broken legs coming my way.\n\nThank you for going all the way out there, {playerName}. As promised, here's a little more azoth. Oh, and you can keep your free room!</string>
<string key="1222_1502_returntravel_incomplete" comment="DO NOT TRANSLATE" speaker="n/a" quest_id="S_returntravel" line_id="2">[BLANK}</string>
<string key="1222_1502_returntravel_objective_desc" comment="DO NOT TRANSLATE" speaker="UI - Journal - Quest Description" quest_id="S_returntravel">Open your map and use the azoth from the Innkeep to fast travel back to Monarch's Bluffs.</string>
<string key="1225_0101_downpayment_objective_title" speaker="UI - Journal - Quest Title" quest_id="1225_0101_downpayment" rel_version="Quest_Progression_Housing">Down Payment</string>
<string key="1225_0101_downpayment_objective_desc" speaker="UI - Journal - Quest Description" quest_id="1225_0101_downpayment" rel_version="Quest_Progression_Housing">Track down the workers who betrayed Giacomo</string>
<string key="1225_0101_downpayment_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_Progression_Housing">"Traveler's Rest? What's that?"</string>
<string key="1225_0101_downpayment_proposal" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0101_downpayment" location="Settlement" VO="1225_0101_downpayment_proposal" VO_Status="Recorded" dialogue-next="@1225_0101_downpayment_proposal_next" rel_version="Quest_Progression_Housing">A place of rest for weary travelers, of course! I am Giacomo Altoviti, architect. Perhaps you have heard of me? No? \n\nWell, you would have if my workmen hadn't stabbed me in the back - literally - and run off with my design notebook and tools.</string>
<string key="1225_0101_downpayment_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_Progression_Housing">"What's so important about these designs?"</string>
<string key="1225_0101_downpayment_proposal_next" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0101_downpayment" location="Settlement" VO="1225_0101_downpayment_proposal_next" VO_Status="Recorded" dialogue-next="@1225_0101_downpayment_proposal_next2" dialogue-prompt="@1225_0101_downpayment_proposal_prompt" rel_version="Quest_Progression_Housing">So many survivors on this island have no home, no roots. I long to provide that for them. \n\nSafety is always the biggest concern. I can create that safety, on a much smaller scale.</string>
<string key="1225_0101_downpayment_proposal_next2_prompt" speaker="UI - Player Prompt" rel_version="Quest_Progression_Housing">"Is that why your workmen betrayed you?"</string>
<string key="1225_0101_downpayment_proposal_next2" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0101_downpayment" location="Settlement" VO="1225_0101_downpayment_proposal_next2" VO_Status="Recorded" dialogue-prompt="@1225_0101_downpayment_proposal_next2_prompt" rel_version="Quest_Progression_Housing">The bastardi left me with nothing. But you're here, so there's hope! \n\nThe Innkeep saw workers a few days ago discussing a notebook of 'secrets.' Suspicious, no? \n\nIf you begin the hunt, I'll finish business here and follow!</string>
<string key="1225_0101_downpayment_incomplete" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0101_downpayment" location="Settlement" VO="1225_0101_downpayment_incomplete" VO_Status="Recorded" rel_version="Quest_Progression_Housing">Your aid is welcome, friend. Once we have my notebook, I have such plans. It will change all of Aeternum! \nAnd you will be greatly rewarded, fear not!</string>
<string key="1225_0101_downpayment_complete_available_response" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0101_downpayment" location="Chason Steep" VO="1225_0101_downpayment_complete_available_response" VO_Status="Needs Recording (Changed "coglioni" to "bastardi"" dialogue-next="@1225_0101_downpayment_complete_available_response_next" rel_version="Quest_Progression_Housing">Is that my notebook? Oh, grazie! \n\nAnd what of those bastardi who stabbed me and stole it? The one who had it was Corrupted! Hah! A fitting end to his greed and treachery!</string>
<string key="1225_0101_downpayment_complete_available_response_prompt" speaker="UI - Player Prompt" rel_version="Quest_Progression_Housing">"What's next for you?"</string>
<string key="1225_0101_downpayment_complete_available_response_next" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0101_downpayment" location="Chason Steep" VO="1225_0101_downpayment_complete_available_response_next" VO_Status="Recorded" dialogue-prompt="@1225_0101_downpayment_complete_available_response_prompt" rel_version="Quest_Progression_Housing">Now the work begins! The safety of a Traveler's Rest will welcome those weary from their journeys. \n\nMy goal is for everyone on Aeternum to have a home of their own. And to that end, take this for your own home, friend.</string>
<string key="1225_0101_downpayment_Goto_Campsite1" speaker="UI" rel_version="Quest_Progression_Housing">Search for the traitors first campsite</string>
<string key="1225_0101_downpayment_CampsiteLoreA" speaker="UI" rel_version="Quest_Progression_Housing">Search for the 'Traitor's Path' journal entry</string>
<string key="1225_0101_downpayment_Goto_Campsite2" speaker="UI" rel_version="Quest_Progression_Housing">Continue tracking the traitors to the second campsite</string>
<string key="1225_0101_downpayment_CampsiteLoreB" speaker="UI" rel_version="Quest_Progression_Housing">Search for the 'Burning Greed' journal entry</string>
<string key="1225_0101_downpayment_Goto_ChasonSteep" speaker="UI" rel_version="Quest_Progression_Housing">Follow the traitors to Chason Steep</string>
<string key="1225_0101_downpayment_Goto_ChasonCamp" speaker="UI" rel_version="Quest_Progression_Housing">Search for the traitors camp in Chason Steep</string>
<string key="1225_0101_downpayment_interact_ChasonCampChest" speaker="UI" rel_version="Quest_Progression_Housing">Investigate the chest in the abandoned camp</string>
<string key="1225_0101_downpayment_ChasonCampChest_DisplayName" speaker="UI" rel_version="Quest_Progression_Housing">Investigate Chest</string>
<string key="1225_0101_downpayment_recover_notebook" speaker="UI" rel_version="Quest_Progression_Housing">Defeat the traitor and recover {itemName}</string>
<string key="1225_0201_majorpurchase_objective_title" speaker="UI - Journal - Quest Title" quest_id="1225_0201_majorpurchase" rel_version="Quest_Progression_Housing">A Major Purchase</string>
<string key="1225_0201_majorpurchase_objective_desc" speaker="UI - Journal - Quest Description" quest_id="1225_0201_majorpurchase" rel_version="Quest_Progression_Housing">Purchase a home, and place some decorations within</string>
<string key="1225_0201_majorpurchase_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_Progression_Housing">"A home does sound nice."</string>
<string key="1225_0201_majorpurchase_proposal" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0201_majorpurchase" location="Chason Steep" VO="1225_0201_majorpurchase_proposal" VO_Status="Recorded" dialogue-next="@1225_0201_majorpurchase_proposal_next" rel_version="Quest_Progression_Housing">It is sanctuary! A haven that beckons after a long day. It anchors you to the land. \n\nAnd spirit shrines can deposit you gently inside from anywhere on the island! \n\nTo truly understand, you must purchase a home of your own.</string>
<string key="1225_0201_majorpurchase_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_Progression_Housing">"Isn't a home... expensive?"</string>
<string key="1225_0201_majorpurchase_proposal_next" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0201_majorpurchase" location="Chason Steep" VO="1225_0201_majorpurchase_proposal_next" VO_Status="Recorded" dialogue-prompt="@1225_0201_majorpurchase_proposal_prompt" rel_version="Quest_Progression_Housing">Friend, opportunity abounds here! Look around and you'll find prospects for coin. \n\nOnce you have a home, use the furniture I've given you. Create your own space. Then return, for more work remains to be done!</string>
<string key="1225_0201_majorpurchase_incomplete" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0201_majorpurchase" location="Chason Steep" VO="1225_0201_majorpurchase_incomplete" VO_Status="Recorded" rel_version="Quest_Progression_Housing">Raising the capital for your first home may not be easy, but I promise you, the benefits are worthwhile.</string>
<string key="1225_0201_majorpurchase_complete_available_response" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0201_majorpurchase" location="Chason Steep" VO="1225_0201_majorpurchase_complete_available_response" VO_Status="Recorded" dialogue-next="@1225_0201_majorpurchase_complete_available_response_next" rel_version="Quest_Progression_Housing">Good friend, you have returned! And looking stronger and more prosperous than before. \n\nYou have made your purchase, yes?</string>
<string key="1225_0201_majorpurchase_complete_available_response_prompt" speaker="UI - Player Prompt" rel_version="Quest_Progression_Housing">"It took some time, but I now have a home."</string>
<string key="1225_0201_majorpurchase_complete_available_response_next" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0201_majorpurchase" location="Chason Steep" VO="1225_0201_majorpurchase_complete_available_response_next" VO_Status="Recorded" dialogue-prompt="@1225_0201_majorpurchase_complete_available_response_prompt" rel_version="Quest_Progression_Housing">Bravo! Now you see that everything is better with a home. With that understanding, we may continue our relationship. \n\nOh, and here's a little housewarming gift. Congratulazioni!</string>
<string key="1225_0201_majorpurchase_purchase_house" speaker="UI" rel_version="Quest_Progression_Housing">Buy a house and raise your decoration score above 1</string>
<string key="1225_0301_insuringinvestmentA_objective_title" speaker="UI - Journal - Quest Title" quest_id="1225_0301_insuringinvestmentA" rel_version="Quest_Progression_Housing">Insuring the Investment</string>
<string key="1225_0301_insuringinvestmentA_objective_desc" speaker="UI - Journal - Quest Description" quest_id="1225_0301_insuringinvestmentA" rel_version="Quest_Progression_Housing">Travel to Shatterwall and the Fong Family Orchard to collect fresh Withered blood and bones for Giacomo</string>
<string key="1225_0301_insuringinvestmentA_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_Progression_Housing">"You mean guards and defenses?"</string>
<string key="1225_0301_insuringinvestmentA_proposal" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0301_insuringinvestmentA" location="Chason Steep" VO="1225_0301_insuringinvestmentA_proposal" VO_Status="Recorded" dialogue-next="@1225_0301_insuringinvestmentA_proposal_next" rel_version="Quest_Progression_Housing">Eh, of a sort. I have selected the site to prepare the foundation, but I'll need a few things. \n\nAn associate in First Light gave me a recipe to work the blood and bones of those Withered... things... into the mortar.</string>
<string key="1225_0301_insuringinvestmentA_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_Progression_Housing">"Why in the world do we need that?"</string>
<string key="1225_0301_insuringinvestmentA_proposal_next" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0301_insuringinvestmentA" location="Chason Steep" VO="1225_0301_insuringinvestmentA_proposal_next" VO_Status="Recorded" dialogue-prompt="@1225_0301_insuringinvestmentA_proposal_prompt" rel_version="Quest_Progression_Housing">It acts as a repellent. I tried getting these items myself but an architect has limits. I'm certain you're up to the task! \nNearby are two locations that should suffice. Meet me at the site when you've acquired what's needed.</string>
<string key="1225_0301_insuringinvestmentA_incomplete" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0301_insuringinvestmentA" location="Chason Steep" VO="1225_0301_insuringinvestmentA_incomplete" VO_Status="Recorded" rel_version="Quest_Progression_Housing">To be honest, I'm not entirely certain how the bones and blood will work, but my Survivalist friend swears by it. I figured better safe than sorry, no?</string>
<string key="1225_0301_insuringinvestmentA_complete_available_response" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0301_insuringinvestmentA" location="Wilderness" VO="1225_0301_insuringinvestmentA_complete_available_response" VO_Status="Recorded" dialogue-next="@1225_0301_insuringinvestmentA_complete_available_response_next" rel_version="Quest_Progression_Housing">Welcome to the site of the first Traveler's Rest! It may not seem much right now, but I promise you... it will be! \nNow, have you gathered those grisly bits I needed?</string>
<string key="1225_0301_insuringinvestmentA_complete_available_response_prompt" speaker="UI - Player Prompt" rel_version="Quest_Progression_Housing">"I have what you needed, and more."</string>
<string key="1225_0301_insuringinvestmentA_complete_available_response_next" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0301_insuringinvestmentA" location="Wilderness" VO="1225_0301_insuringinvestmentA_complete_available_response_next" VO_Status="Recorded" dialogue-prompt="@1225_0301_insuringinvestmentA_complete_available_response_prompt" rel_version="Quest_Progression_Housing">Perfetto, grazie! Wait, this is my recipe... how did this...? \n\nIt must have fallen from my notebook during my retreat. Thank the Madonna you found this! \n\nEh, it seems the recipe requires more than just the blood and bone.</string>
<string key="1225_0301_insuringinvestmentA_goto_shatterwall" speaker="UI" rel_version="Quest_Progression_Housing">Travel to {POITags} to collect Fresh Withered Blood for Giacomo</string>
<string key="1225_0301_insuringinvestmentA_goto_orchard" speaker="UI" rel_version="Quest_Progression_Housing">Travel to {POITags} to collect Fresh Withered Bones for Giacomo</string>
<string key="1225_0301_insuringinvestmentA_gather_item" speaker="UI" rel_version="Quest_Progression_Housing">Collect {itemName}</string>
<string key="1225_0301_insuringinvestmentA_search_for_note" speaker="UI" rel_version="Quest_Progression_Housing">Search the farmhouse for the "Defense Against the Withered" journal entry</string>
<string key="1225_0302_insuringinvestmentB_objective_title" speaker="UI - Journal - Quest Title" quest_id="1225_0302_insuringinvestmentB" rel_version="Quest_Progression_Housing">Insuring the Investment (Part 2)</string>
<string key="1225_0302_insuringinvestmentB_objective_desc" speaker="UI - Journal - Quest Description" quest_id="1225_0302_insuringinvestmentB" rel_version="Quest_Progression_Housing">Gather Grave Nettles from Nettlerest Graveyard, and bring them back to Giacomo</string>
<string key="1225_0302_insuringinvestmentB_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_Progression_Housing">"Grave Nettles?"</string>
<string key="1225_0302_insuringinvestmentB_proposal" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0302_insuringinvestmentB" location="Wilderness" VO="1225_0302_insuringinvestmentB_proposal" VO_Status="Recorded" dialogue-next="@1225_0302_insuringinvestmentB_proposal_next" rel_version="Quest_Progression_Housing">Si, a plant that grows on and around gravesites. Some people still go through the ceremony for those who have become Lost. \nThere is a graveyard east of here that should have what we need.</string>
<string key="1225_0302_insuringinvestmentB_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_Progression_Housing">"Care to come along?"</string>
<string key="1225_0302_insuringinvestmentB_proposal_next" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0302_insuringinvestmentB" location="Wilderness" VO="1225_0302_insuringinvestmentB_proposal_next" VO_Status="Recorded" dialogue-prompt="@1225_0302_insuringinvestmentB_proposal_prompt" rel_version="Quest_Progression_Housing">Eh, no, my talents lie in building not fighting. \n\nBesides, I should prepare the foundation and have it ready for your return.</string>
<string key="1225_0302_insuringinvestmentB_incomplete" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0302_insuringinvestmentB" location="Wilderness" VO="1225_0302_insuringinvestmentB_incomplete" VO_Status="Recorded" rel_version="Quest_Progression_Housing">Scuse, I do not mean to impose on you, but I am certain that when you see the result, you will be amazed.</string>
<string key="1225_0302_insuringinvestmentB_complete_available_response" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0302_insuringinvestmentB" location="Wilderness" VO="1225_0302_insuringinvestmentB_complete_available_response" VO_Status="Recorded" dialogue-next="@1225_0302_insuringinvestmentB_complete_available_response_next" rel_version="Quest_Progression_Housing">See my accomplishment? Amazing progress, no? The foundation is almost finished. I even had time to add storage for supplies! \n\nDid you recover the Grave Nettles?</string>
<string key="1225_0302_insuringinvestmentB_complete_available_response_prompt" speaker="UI - Player Prompt" rel_version="Quest_Progression_Housing">"Yes, enough for whatever you need."</string>
<string key="1225_0302_insuringinvestmentB_complete_available_response_next" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0302_insuringinvestmentB" location="Wilderness" VO="1225_0302_insuringinvestmentB_complete_available_response_next" VO_Status="Recorded" dialogue-prompt="@1225_0302_insuringinvestmentB_complete_available_response_prompt" rel_version="Quest_Progression_Housing">Bravo! Perfetto! Working these into the floor and walls should keep those terrible spirits from intruding on our guests. \n\nOh, and the storage I mentioned? You can add this to your own home! Try it with this!</string>
<string key="1225_0302_insuringinvestmentB_goto_nettlerest" speaker="UI" rel_version="Quest_Progression_Housing">Travel to {POITags} to harvest Grave Nettles for Giacomo</string>
<string key="1225_0302_insuringinvestmentB_gather_item" speaker="UI" rel_version="Quest_Progression_Housing">Gather {itemName} near gravesites in {POITags}</string>
<string key="1225_0401_siteinspection_objective_title" speaker="UI - Journal - Quest Title" quest_id="1225_0401_siteinspection" rel_version="Quest_Progression_Housing">Site Inspection</string>
<string key="1225_0401_siteinspection_objective_desc" speaker="UI - Journal - Quest Description" quest_id="1225_0401_siteinspection" rel_version="Quest_Progression_Housing">Gather the construction materials for Giacomo, and investigate the information on the next traitor</string>
<string key="1225_0401_siteinspection_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_Progression_Housing">"That's only one problem."</string>
<string key="1225_0401_siteinspection_proposal" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0401_siteinspection" location="Wilderness" VO="1225_0401_siteinspection_proposal" VO_Status="Recorded" dialogue-next="@1225_0401_siteinspection_proposal_next" rel_version="Quest_Progression_Housing">Si, si! I'm also running short of materials. I had planned this project with a work crew behind me, but we saw how that turned out. Well, until it is completed, someone must remain here to defend the site. \n\nI have a list of what I need, if you're willing?</string>
<string key="1225_0401_siteinspection_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_Progression_Housing">"I'll see what I can find."</string>
<string key="1225_0401_siteinspection_proposal_next" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0401_siteinspection" location="Wilderness" VO="1225_0401_siteinspection_proposal_next" VO_Status="Recorded" dialogue-prompt="@1225_0401_siteinspection_proposal_prompt" rel_version="Quest_Progression_Housing">Bravo, friend! If only I'd found you instead of those idioti, this would've been done months ago. \n\nAgain, grazie. You are a blessing to all good souls. Per favore, take this as a small token of thanks.</string>
<string key="1225_0401_siteinspection_incomplete" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0401_siteinspection" location="Wilderness" VO="1225_0401_siteinspection_incomplete" VO_Status="Recorded" rel_version="Quest_Progression_Housing">I've almost exhausted my stockpile. \n\nBut I have confidence you'll handle matters swiftly, and return with good news and packs of supplies!</string>
<string key="1225_0401_siteinspection_talkto_Giacomo" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0401_siteinspection" location="Wilderness" VO="1225_0401_siteinspection_talkto_Giacomo" VO_Status="Recorded" dialogue-next="@1225_0401_siteinspection_talkto_Giacomo2" rel_version="Quest_Progression_Housing">Bentornato! You come with many gifts! \n\nAnd you faced that scoundrel and recovered my compass! Sei magnifico! \n\nAh, my mamma gave me this compass when I embarked on my voyage... I wish I could see her again…</string>
<string key="1225_0401_siteinspection_talkto_prompt" speaker="UI - Player Prompt" quest_id="1225_0401_siteinspection" location="Wilderness" rel_version="Quest_Progression_Housing">"I also found this note."</string>
<string key="1225_0401_siteinspection_talkto_Giacomo2" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0401_siteinspection" location="Wilderness" VO="1225_0401_siteinspection_talkto_Giacomo2" VO_Status="Recorded" dialogue-prompt="@1225_0401_siteinspection_talkto_prompt" rel_version="Quest_Progression_Housing">Those idioti are after money? That's all? \n\nMoney was never the goal! I'm doing this for everyone on Aeternum! Not just the wealthy! \n\nIn any case, would you help me with the last stages of the building?</string>
<string key="1225_0401_siteinspection_complete_available_response" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0401_siteinspection" location="Wilderness" VO="1225_0401_siteinspection_complete_available_response" VO_Status="Recorded" dialogue-next="@1225_0401_siteinspection_complete_available_response_next" rel_version="Quest_Progression_Housing">Magnifico! Now, travelers have a haven from the dangers and horrors of this island. \n\n This is my dream: a home for all who need it.</string>
<string key="1225_0401_siteinspection_complete_available_response_prompt" speaker="UI - Player Prompt" rel_version="Quest_Progression_Housing">"A very noble dream."</string>
<string key="1225_0401_siteinspection_complete_available_response_next" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0401_siteinspection" location="Wilderness" VO="1225_0401_siteinspection_complete_available_response_next" VO_Status="Recorded" dialogue-prompt="@1225_0401_siteinspection_complete_available_response_prompt" rel_version="Quest_Progression_Housing">Which we must share! My part is to build more homes as soon as I restock. \n\nAs for you, my thanks are insufficient. Take this, please. It's the least I can do. \n\nIf I may, I will seek you out again if I need assistance.</string>
<string key="1225_0401_siteinspection_collect_materials" speaker="UI" rel_version="Quest_Progression_Housing">Find, craft, or purchase {itemName}</string>
<string key="1225_0401_siteinspection_goto_highpasscamp" speaker="UI" rel_version="Quest_Progression_Housing">Travel to {POITags} and search for the traitor</string>
<string key="1225_0401_siteinspection_search_for_note" speaker="UI" rel_version="Quest_Progression_Housing">Search the tent for the "Voices in the Wind" journal entry</string>
<string key="1225_0401_siteinspection_collect_item_from_target" speaker="UI" rel_version="Quest_Progression_Housing">Defeat the traitor and recover {itemName}</string>
<string key="1225_0401_siteinspection_tracker_talkto_giacomo" speaker="UI" rel_version="Quest_Progression_Housing">Return to Giacomo with the materials and his compass</string>
<string key="1225_0401_siteinspection_build_structure" speaker="UI" rel_version="Quest_Progression_Housing">Complete the construction of Traveler's Rest</string>
<string key="1225_0501_mandatoryimprovements_objective_title" speaker="UI - Journal - Quest Title" quest_id="1225_0501_mandatoryimprovements" rel_version="Quest_Progression_Housing">Mandatory Improvements</string>
<string key="1225_0501_mandatoryimprovements_objective_desc" speaker="UI - Journal - Quest Description" quest_id="1225_0501_mandatoryimprovements" rel_version="Quest_Progression_Housing">Collect the materials for Giacomo's recipe, then craft the Ancient Protection Stones at an Arcane Repository</string>
<string key="1225_0501_mandatoryimprovements_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_Progression_Housing">"I'm glad to hear it."</string>
<string key="1225_0501_mandatoryimprovements_proposal" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0501_mandatoryimprovements" location="Wilderness" VO="1225_0501_mandatoryimprovements_proposal" VO_Status="Recorded" dialogue-next="@1225_0501_mandatoryimprovements_proposal_next" rel_version="Quest_Progression_Housing">Listen carefully - I've rediscovered how the Ancients protected some of their sites. Ah! Ah! \n\nThis secret could better safeguard the Traveler's Rest! It could change the future of Aeternum!</string>
<string key="1225_0501_mandatoryimprovements_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_Progression_Housing">"That actually is amazing."</string>
<string key="1225_0501_mandatoryimprovements_proposal_next" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0501_mandatoryimprovements" location="Wilderness" VO="1225_0501_mandatoryimprovements_proposal_next" VO_Status="Recorded" dialogue-prompt="@1225_0501_mandatoryimprovements_proposal_prompt" rel_version="Quest_Progression_Housing">Certo! You see, the Ancients created protection stones for their sites. Unfortunately, I used the last of mine to surround the first Traveler's Rest. \n\nIf I give you this recipe, would you craft more for me?</string>
<string key="1225_0501_mandatoryimprovements_incomplete" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0501_mandatoryimprovements" location="Wilderness" VO="1225_0501_mandatoryimprovements_incomplete" VO_Status="Recorded" rel_version="Quest_Progression_Housing">Because I am cautious, there are a few steps not in that recipe that I'll keep secret… at least for now. But in time, I'll share my knowledge. But not for a profit!</string>
<string key="1225_0501_mandatoryimprovements_complete_available_response" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0501_mandatoryimprovements" location="Wilderness" VO="1225_0501_mandatoryimprovements_complete_available_response" VO_Status="Recorded" dialogue-next="@1225_0501_mandatoryimprovements_complete_available_response_next" rel_version="Quest_Progression_Housing">Bentornato! And just in time! This road is well-traveled. I've had my hands full keeping the less friendly sorts away. \n\nWere you able to create the stones as I asked?</string>
<string key="1225_0501_mandatoryimprovements_complete_available_response_prompt" speaker="UI - Player Prompt" rel_version="Quest_Progression_Housing">"Yes, here they are!"</string>
<string key="1225_0501_mandatoryimprovements_complete_available_response_next" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0501_mandatoryimprovements" location="Wilderness" VO="1225_0501_mandatoryimprovements_complete_available_response_next" VO_Status="Recorded" dialogue-prompt="@1225_0501_mandatoryimprovements_complete_available_response_prompt" rel_version="Quest_Progression_Housing">Bravo, amico! If only I'd found you instead of those idioti, this would've been done months ago. \n\nAgain, grazie, . You are a blessing to all good souls. Per favore, take this as a small token of thanks.</string>
<string key="1225_0501_mandatoryimprovements_container_bronzegrove" speaker="UI" rel_version="Quest_Progression_Housing">In Bronzegrove:</string>
<string key="1225_0501_mandatoryimprovements_container_theuppers" speaker="UI" rel_version="Quest_Progression_Housing">In The Uppers:</string>
<string key="1225_0501_mandatoryimprovements_collect_item_from_target_AE" speaker="UI" rel_version="Quest_Progression_Housing">Collect {itemName} from {targetName}</string>
<string key="1225_0501_mandatoryimprovements_collect_item_from_target_AG" speaker="UI" rel_version="Quest_Progression_Housing">Collect {itemName} from {targetName}</string>
<string key="1225_0501_mandatoryimprovements_gather_item_from_IO" speaker="UI" rel_version="Quest_Progression_Housing">Gather {itemName} near Starmetal veins in {POITags}</string>
<string key="1225_0501_mandatoryimprovements_craft_item" speaker="UI" rel_version="Quest_Progression_Housing">Craft the Ancient Protection Stones at an Arcane Repository</string>
<string key="1225_0601_closingcost_objective_title" speaker="UI - Journal - Quest Title" quest_id="1225_0601_closingcost" rel_version="Quest_Progression_Housing">Closing Cost</string>
<string key="1225_0601_closingcost_objective_desc" speaker="UI - Journal - Quest Description" quest_id="1225_0601_closingcost" rel_version="Quest_Progression_Housing">Track down Airic Niclisson, the leader of those who betrayed Giacomo</string>
<string key="1225_0601_closingcost_start_prompt" speaker="UI - Player Prompt" rel_version="Quest_Progression_Housing">"Their leader is this... Airic?"</string>
<string key="1225_0601_closingcost_proposal" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0601_closingcost" location="Wilderness" VO="1225_0601_closingcost_proposal" VO_Status="Recorded" dialogue-next="@1225_0601_closingcost_proposal_next" rel_version="Quest_Progression_Housing">Si, Airic Niclisson, the foreman of my treacherous crew. I'm certain he was the mastermind of their scheme. \n\nThe trouble is, I've received no word of him, which means the scoundrel is hiding.</string>
<string key="1225_0601_closingcost_proposal_prompt" speaker="UI - Player Prompt" rel_version="Quest_Progression_Housing">"What do you want to do?"</string>
<string key="1225_0601_closingcost_proposal_next" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0601_closingcost" location="Wilderness" VO="1225_0601_closingcost_proposal_next" VO_Status="Recorded" dialogue-prompt="@1225_0601_closingcost_proposal_prompt" rel_version="Quest_Progression_Housing">I've put the word out for any information. But this time, I must be involved. I'll travel north and try to find anything there. \n\nYou should check with Innkeep Lam in Mourningdale. She'll know of anyone strange in the area.</string>
<string key="1225_0601_closingcost_incomplete" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0601_closingcost" location="Wilderness" VO="1225_0601_closingcost_incomplete" VO_Status="Recorded" rel_version="Quest_Progression_Housing">Just preparing for the road, then I'm on my way. I hope to find Airic myself. But I'm uncertain what to do then. \n\nAt least find out what happened to the rest of my tools... beyond that, who knows? Good luck to you, friend!</string>
<string key="1225_0601_closingcost_talkto_Innkeep_start" speaker="Innkeeper Lam" name="InnkeepLam" gender="M" quest_id="1225_0601_closingcost" location="Wilderness" VO="1225_0601_closingcost_talkto_Innkeep_start" VO_Status="Recorded" dialogue-next="@1225_0601_closingcost_talkto_Innkeep_response" rel_version="Quest_Progression_Housing">Welcome to Lam's Retreat. This is the best place to stay when enjoying the azoth-infused streams here in Mourningdale.</string>
<string key="1225_0601_closingcost_talkto_prompt" speaker="UI - Player Prompt" gender="M" quest_id="1225_0601_closingcost" location="Wilderness" rel_version="Quest_Progression_Housing">"Giacomo sent me. Any news?"</string>
<string key="1225_0601_closingcost_talkto_Innkeep_response" speaker="Innkeeper Lam" name="InnkeepLam" gender="M" quest_id="1225_0601_closingcost" location="Wilderness" VO="1225_0601_closingcost_talkto_Innkeep_response" VO_Status="Recorded" dialogue-prompt="@1225_0601_closingcost_talkto_prompt" rel_version="Quest_Progression_Housing">I wondered if he'd come himself. Glad he was smart and sent someone more capable. \n\nThe man he's searching for passed through recently. Said he was looking for Ancient artifacts for some project. He headed northeast.</string>
<string key="1225_0601_closingcost_complete_available_response" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0601_closingcost" location="Wilderness" VO="1225_0601_closingcost_complete_available_response" VO_Status="Recorded" dialogue-next="@1225_0601_closingcost_complete_available_response_next" rel_version="Quest_Progression_Housing">Friend! Any news? \n\nYou found him! What did that scoundrel say when faceded with his crimes? \n\nE fatta. He got what he deserved.</string>
<string key="1225_0601_closingcost_complete_available_response_prompt" speaker="UI - Player Prompt" rel_version="Quest_Progression_Housing">"I was able to recover this."</string>
<string key="1225_0601_closingcost_complete_available_response_next" speaker="Giacomo Altoviti" name="GiacomoAltoviti" gender="M" quest_id="1225_0601_closingcost" location="Wilderness" VO="1225_0601_closingcost_complete_available_response_next" VO_Status="Recorded" dialogue-prompt="@1225_0601_closingcost_complete_available_response_prompt" rel_version="Quest_Progression_Housing">My plumbum! I'm surprised that he kept it. This was a gift from my good friend and teacher, Giulio. \n\nGrazie. You have been more than a friend. These trophy pieces may not be much, but they are given with affection!</string>
<string key="1225_0601_closingcost_talkto_Innkeep" speaker="UI - Player Prompt" gender="M" quest_id="1225_0601_closingcost" location="Wilderness" rel_version="Quest_Progression_Housing">Speak with Innkeep Lam in the Mourningdale settlement for any information about Airic's whereabouts</string>
<string key="1225_0601_closingcost_goto_sunadire" speaker="UI - Player Prompt" gender="M" quest_id="1225_0601_closingcost" location="Wilderness" rel_version="Quest_Progression_Housing">Seek any signs of Airic Niclisson in {POITags}</string>
<string key="1225_0601_closingcost_find_lorepage" speaker="UI - Player Prompt" gender="M" quest_id="1225_0601_closingcost" location="Wilderness" rel_version="Quest_Progression_Housing">Search the campsite for the "Chasing the Ancients" journal entry</string>
<string key="1225_0601_closingcost_goto_grus" speaker="UI - Player Prompt" gender="M" quest_id="1225_0601_closingcost" location="Wilderness" rel_version="Quest_Progression_Housing">Follow Airic's trail north to {POITags}</string>
<string key="1225_0601_closingcost_investigate_IO1" speaker="UI - Player Prompt" gender="M" quest_id="1225_0601_closingcost" location="Wilderness" rel_version="Quest_Progression_Housing">Investigate the abandoned bags</string>
<string key="1225_0601_closingcost_goto_hibbotsfeld" speaker="UI - Player Prompt" gender="M" quest_id="1225_0601_closingcost" location="Wilderness" rel_version="Quest_Progression_Housing">Continue tracking Airic toward {POITags}</string>
<string key="1225_0601_closingcost_investigate_IO2" speaker="UI - Player Prompt" gender="M" quest_id="1225_0601_closingcost" location="Wilderness" rel_version="Quest_Progression_Housing">Search the abandoned pack near the edge of Hibbotsfeld</string>
<string key="1225_0601_closingcost_defeat_take_item_from_target" comment="DO NOT TRANSLATE" speaker="UI - Player Prompt" gender="M" quest_id="1225_0601_closingcost" location="Wilderness" rel_version="Quest_Progression_Housing">Defeat {targetName} and reclaim {itemName}</string>
<string key="1224_0401_swordandshield_talkto_sister_start" comment="DO NOT TRANSLATE" speaker="Revna" gender="F" quest_id="1224_0401_swordandshield" location="Wilderness">{playerName}! Please, help me…</string>
</resources>